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Grandma Studio

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A member registered Aug 16, 2022 · View creator page →

Creator of

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ahaha that was pretty funny indeed xD

That's very very nice! Love those puzzles. And your claymations too :)

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Yeah she's a bit hostile by design :P Thanks for the feedback, I'll look into it and check if there's something I could do in order not to break the genre. I never thought of it as a precision game, that's a new interesting insight :)

I haven't shared on any community yet. I'm not really good with Discord :) And I've tried Reddit, but I don't seem to have enough Karma... I don't even know what that means honestly :') But I'll check that subreddit you mentioned, thank you very much :) I always appreciate your feedbacks :)

Wow this is amazing! Feels like being inside a painting! I really wonder how you made it... Visuals and sound are incredible and the atmosphere is just surreal, unnerving and yet calming. Great job!

Uuuuh I can't wait for the desktop release!

Hey, congrats on getting to Anya! 🎉 Yeah, she’s a bit tough, but that’s actually intentional 😜

Oh wow, I didn’t expect you’d restart the whole game just to get through the gate! I actually patched it so you could get past it simply by reloading your save 🙈 I really appreciate you taking the time to restart it anyway 🙂

And thank you for the bug reports! Those are actually known issues at the moment, but I don’t consider them high priority right now 🙂 You’re always so precise and detailed with your feedback, and I really can’t thank you enough for that 🙂

Anya was actually mentioned in a side dialogue, but you learn more about her after defeating her. I wanted to go for a sort of “survive first, investigate later” approach.

And to answer your other question: the demo doesn’t end immediately after the boss fight 👀 There’s still a little more narrative afterwards 😉

Thanks again for all your feedback, it’s genuinely really helpful 🙂 I wanted the player to feel a bit desperate to escape the mines before facing the boss, and to play a little with the feeling of isolation. I hope I did it 🤣

Let me know when you defeat Anya 😁

Yeah! I appreciate it :)

Oh yes, that appears to be a bug and it's the first time I see this xD I'll patch that up as soon as I can, thank you very much for reporting it :)

Hey there, thanks for giving it another go :)

That 4x speed is indeed a bug xD Thank you very much for pointing that out, it's really hard to find them all :) 


About the hint: during the explosion, the camera should have panned to a certain gate, which should have opened near the area where you picked up the dynamite tube 🤔 If that gate is still closed then we may have another bug and it would be the first time that gate doesn't open :( If that's the case I'll take the time to crate a patch :)

I see! The mp functions are great and your implementation really helps bringing enemies to life :)

By double jump I meant the double movement you make, for instance when jumping over an enemy or a specific obstacle :) 

There's just one level on where I couldn't get all stars :( But otherwise I always kept trying until I got them all and ooh boy, some levels were challenging :) This sort of "small" puzzles really gets to your head, having you say "it's tiny, I can beat that" until you actually get stuck in a corner of lock the exit xD It was really fun! 

The web version is surely a great idea, or at least if you publish the build on itch it really makes sense.

The reservation makes sense for the enemies with this movement pattern. I'm curious: how about the actual path finding? I mean, to they look for the nearest free cell to move to? Is there a specific rule that makes them move horizontally rather than vertically in certain scenario?
Do they try to repeat the player's last input? Because I tried many times to get them to change spot by bouncing up and down or left and right on the same 2 cells and yet they all moved the same way every time, so it seemed like there was no "random factor" there, making them feel actually smart.

I also loved how you played with the double jump: that was game changer. Also liked how jumping to a leaf keeps all enemies stuck where they are.
These are the sort of things that give depth to a gameplay :)

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Hello here,

I just finished the demo and oh my, this game is awesome! It's really interesting how you managed to create so many puzzles using a small walking area.

It plays very easily and it's great at teaching the rules to the player. Also the animations are really fun to watch :) 

Level 20... Wow, man! I loved the open area and the frog encounter: the level plays exactly as you'd expect and it's so satisfiying to to complete! 

Also the enemy pathfinding is really top notch! How did you make it? :)

I can't wait to play the full release! I just donated :) 

Will be waiting for more updates :)

Hello there! :)
Oops I guess I accidentally uploaded the old version :/ Thank you for pointing that out! I must have gotten confused with all the files :P I've uploaded the recent version :) Thanks again! <3

Hello! :)

Thank you very much for taking the time to play the game and for writing such a detailed feedback - I really appreciate it.

  • I'm glad you enjoyed the atmosphere, and that you picked up on the Silent Hill vibes. Aesthetic and mood have been a big focus for me, so that means a lot :)
  • You're right about the centered expanding text - it was a bit of a risky choice. I'll be reviewing that soon, as readability should definitely come first in a story driven game.
  • Thank you for pointing out that the disclaimer is a bit too fast: I wasn't really sure about that.
  • Regarding controls, I agree. I developed most of the game with a controller in mind, and I underestimated how tiring repeated SHIFT inputs could be on keyboard with a pinkie. That's a great catch. I've already uploaded a new build where rolling is mapped to SPACE instead (which also aligns better with games like Enter the Gungeon).
  • About the inactive enemies and the heartbeat: I understand the confusion. The intention is to have more subtle interactions with NPCs outside of cutscenes, but that system isn't fully implemented in this demo yet. Right now it can definitely feel unclear, and I see how it might come across as a bug rather than intentional design.
  • Sorry about the issue with the signposts - I know that can be frustrating. They currently reset when moving away, but other testers also found this unclear, so I'm planning to review that system.
  • Regarding the ESC key: it's technically not a bug, since the inventory is part of the pause menu, but I understand how it can feel unintuitive in that context. I'll take another look at that behavior and see if it can be clearer.
  • You're also absolutely right about switches and levers - clarity there still needs improvement. I'm exploring ways to better communicate changes (like camera feedback or other cues) without breaking immersion.

I'm really glad you stayed interested throughout, even with the friction points. That's honestly very encouraging! :)

And thank you again - your feedback is extremely helpful. You actually pointed out several things I was already thinking about or working on, which is reassuring. Working solo on a project for a long time can make it hard to tell if you're heading in the right direction, so this kind of feedback really helps :)

Hope you'll give the updated version a try! :)

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Hello there :) if you'd like to dip your feet in the story, the demo is finally available on both windows and mac ;)

Hello Soyer, the demo is finally here ;)

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You description kinda reminded me of The Finals! I've never played it, but a friend of mine is a streamer and has played it sometimes. The idea of destructible terrain is really satisfying when pulled oof, but it has a massive work behind it all, too much for my little brain :')

I agree with you! I never installed tik tok and only have instagram, mostly because I used it as my canvas for my musical persona, so I needed a medium where I could publish my music, videos and stories, but I still try to keep off of it as much as possible. Now it became my meme sharing app where all I see are the memes I get from my friends xD And also quit facebook because it was my main offender for procrastinating.

GML has very shot material indeed, and the manual is rich, but a bit too superficial or difficult to read sometimes. When I feel stuck I start asking blackbox about the language and especially the engine itself ( since I didn't find anything about it ) and treat AI as a teacher who can help me study rather than give me solutions, and I feel like it is helping me learn faster. I still spend time on forums and see some amazing posts and videos, but sometimes tutorials or videos are way too specific.

I thought of multiplayer in the past, and still wish to work on a project someday, but at the moment I don't think it's a challenge I could take xD

That's amazing! Can't wait to download it then! I'm sure my girlfriend will love it too! I let her play this too and she loved it as well :) Unfortunately I haven't uploaded anything yet... I know, I'm a bad boy :P I'm polishing the demo whilst working on the rest of the design, the issue is I can't meet my friend who helps with design very often so I always feel behind schedule :(

At first I thought I should "shoot" like in your previous softbody upload, but daaang this is really addictive! Love the music too, it contrasts very well the pace of the gameplay. Lovely as always! Thank you for uploading it :D

Woah!! Once again you delivered an amazing project!! I admire your talent and skills and hope someday to be as good as you are :) You truly inspire me! The blur caught me off guard xD And the details are soooo great! I may be nostalgic but I love the Matrix xD But the Ghost effect looks great as well!

Wish can't wait to play the full version then! 😁😁 I'm sorry to keep you waiting, the project is quite complex but I'll deliver a demo as soon as possible 😊

Just played it. That's really cool! I like the music, it's very joyful 🥰  The animations are really cute and the puzzles are very intuitive! Kinda reminds me of an old DOS game which I cant remember the name :) Thank you for sharing it!

You sure have to be proud of it! That's really impressive, I think you're the only one to push GM to such great heights! I can't imagine all of the headaches and sleepless nights debugging everything 😂 And you are correct, unfortunately money is a resource we still need ☹️ but I don't think you wouldn't have love without money 🥰 unless it's some other kind of love we are talking about 😂😝

Wow, that's an impressive work! If you didn't tell me that was made in game maker I wouldn't have never guessed 😱

I agree, there's really not many documentation on the topic... I face the many bugs and get angry at GM for not working many times and move to flutter instead 😂😂 it you ever found the time to do tutorials or write articles I'll be the first to read them! There's really a lot to learn from your experience. I'll also take a look at the link you shared! 😊

Wow, you really have a lot to teach! I don't spent too much time in GitHub looking for API, but I guess I really should xD and I'm really curious to know more about other projects you made! You also made your own firewall... That's impressive! And I thought it would be next to impossible to integrate gsheet directly with GM to create a client server app xD 

I tried to run several apps with Whiskey, but I don't know if I'm doing something wrong, because I can't seem to open any 😅 For some apps it opens the wizard setup but that's just it 😔

Wow, you did it again! How do you come up with all of these projects in such a short time? You're awesome!

Music is a tricky one :P Can't wait to play it on macos! :D

I know my friend, sorry to keep you waiting :P I promise it's coming soon :)

Duuuuude... THIS IS AWESOME!!!! I  was looking  for something like this just a couple of months ago :D And you also display different formats for each use case! You're amazing as always :)

Hey this looks really cute! :D Too bad I don't have a Windows machine :(

Thank you! :) I'm still trying to avoid scope creep ahaha but I'll upload something playable soon :)

That's so cool! :o Are you planning on adding a slice export too like in magica voxel?

Damn ahahah you had a great intuition xD It could have saved my butt a couple months ago when game maker decided my project became incompatible with my version xD

That's extremely useful! :o How does it work under the hood?