🤑 Indie game store🙌 Free games😂 Fun games😨 Horror games
👷 Game development🎨 Assets📚 Comics
🎉 Sales🎁 Bundles


A member registered Jan 08, 2017 · View creator page →

Creator of

Recent community posts

I just realised i havent posted today yet! Ill gve you my update for yesterday and so far today:

Day 10:
Created the following sprites:
Added GUI for barrel object
Added storing objects in barrels
Added items spewing out of barrels if destroyed
Added functionality to the digging tool
Added the ability to harvest grass
Day 11.5:
Added bridge sprite
Added a river in the map
Added GUI for fire object
Added the ability to make metal chinks out of metal ore
Added the ability to make charcoal out of logs
Added the ability to see the inventory while using GUIs

Heres the new map with the river:

For the rest of the day, I have a list of things I need to do next, and ill just pick a few from this list:

  • Adding stone tiles
  • Day/Night Cycle
  • Lighting
  • Day Counter
  • Weather
  • Mining for Stone/Ore
  • Something more with turtle stuff
  • Turtle growing???
  • Turtle
  • Turtle
  • Turtle
  • Im going insane with these turtles please send help
  • Harvesting Grass
  • Particles

Anyway, ill post a log tomorrow letting you guys know how I get on :) Wish me luck!

Yesterday, a lot of items and recipes were added!

Day 9:
Created the following sprites:
Barrel Item
Chopper Item
Digging Tool
Fire Item
Fisher Item
Fishing Rod
Grass Rope
Metal Chunk
Metal Ore
Metal Pipe
Miner Item
Picker Item
Planter Item
Steam Engine Item
Stone Pipe
Created the following objects:
Barrel Item
Chopper Item
Digging Tool
Fire Item
Fisher Item
Fishing Rod
Grass Rope
Metal Chunk
Metal Ore
Metal Pipe
Miner Item
Picker Item
Planter Item
Steam Engine Item
Stone Pipe
Created the following recipes:
Digging Tool
Fishing Rod
Grass Rope
Metal Pipe
Steam Engine
Stone Pipe
Fixed bug with crafting GUI scrolling

Im getting closer! I need to add more hazards into the game, please let me know if you have ideas!!

Yesterday was actually a good day, despite it looking like i didnt do much!

I added more functionality to the pause menu, like I wanted. But I think ill do the development tree today. A made a bigger map to play on now though! It may not be the finished one, but its good for now:

To add to the story, I drew this crashed boat, to give you a bigger sense of story (Im not a great artist, so this was really hard for me!):

Heres my log from yesterday:

Day 8:
Added options for the pause menu
Fixed bug with crafting
Fixed more crafting things
Added volume GUI
Added the ability to change volume
Made a big map to play in
Added more grass tile variations
Added boat sprite

But yea! Hopefully today Ill add heaps of craftable recipes, and maybe start on engines and pipes!

Let me know what you think :)

More progress! Im glad ive been good with my code early on so its getting easier to add more stuff as it gets more complicated! My progress yesterday was pretty good:

Day 7:
Added workbench item
Changed the way the inventory dropping is handled
Added placing objects
Added functionality for crafting
Added log recipe
Added taking away ingredients after crafting
Added Workbench dropping itself after breaking
Changed Inputs
Changed the way dropping and placing works
Added Turtle changing states
Added Seed Recipe
Added Sapling
Added the ability to plant seeds
Added Tree Growing

Today Im hoping to plan out the development tree, and maybe work on the pause menu, but I guess we'll see!

Hi, I'm Mocadium, and my game submission is, for now, named "Turtle Island".

"You are an engineer, who is a part of a big team whose task is to travel to a newly discovered island where the last living turtle of the near extinct species "Turtulus Raricus" was found. On your way, an unexpected tidal wave sinks your boat. You swim to safety, and end up on the island! Now its just you and your new turtle friend, your ONLY friend. Now with your expert engineering knowledge, and the resources the land can give you, you need to look after your new friend, for the sake of science!"

Now, since my idea for my game is really big, (Im being really adventurous this jam, so that I really learn a lot and push myself past my limits) I have kinda given myself a bit more time. Bear in mind all of my assets and everything in this jam will be my own, so it will be really time-consuming. So i gave myself a few extra days (dont hate me plz) to work on it.

Heres my update log so far:

Day 1:
Created the following sprites:
Player Run Animation
Player Idle Animation
Player Swim Animation
Turtle Run Animation
Turtle Idle Animation
Created world tileset:
Grass To Sand
Sand To Water
Day 2:
Created the following sprites:
Created the following objects:
Solid Parent
Player Radius
"E" Icon
Bottom Bar
Added player movement 
Added player swimming state
Added turtle movement
Added turtle wandering state
Added turtle following state
Added inputs to input object
Added basic gamepad compatibility
Added the ability to interact with turtle
Added wind sound
Tried to fix a bug with a ton of turtles crashing the game.
Fixed a bug where turtle would turn into the player.
Day 3:
Added the ability to change the turtles state by interacting
Added turtle wait state
Added machines
Added machine parent
Added trees
Added shrubs
Added tree randomization
Added shrub randomization
Added machine off state
Made chopper machine work
Added inventory object
Fixed some issues with button controls
Day 4:
Added pause object
Added pause menu
Added inventory slots
Fixed a ton of bugs with inventory toggling
Fixed bugs with player not swimming
Day 5:
Created the following sprites:
Created the following objects:
Added item parent
Added pickup-able items
Madetrees drop sticks
Added stackable inventory
Added the ability to drop items
Added equipable items
Added the ability to chop down trees
Added damage bars for trees
Added the ability to chop down shrubs
Added the ability to pick berries from shrubs
Added damage bars for shrubs
Fixed gamepad input for inventory
Fixed overflowing inventory
Day 6:
Added workbench object
Redesigned the way GUI works
Added GUI for workbench
Changed the way damage bars work
Added checking inventory for workbench
 Added Workbench Recipe
Added the following sounds:
Axe Chops
Tree Fall
Pickup Item

And here are a few screenshots as of today:

And with the new inventory open:

I hope you like it! 

I will post more regularly as of today, so that the logs wont be as long! If you've made it this far, I'm so grateful!

Let me know what you think!

Sorry everyone, I've been really busy and haven't had time for much dev, letalone logging! Spend all night on Day 5 doing some hardcore dev, and got enough done to keep me on track! Apart from that, have had a really terrible day today, so devving will really calm me down hopefully! Anyway, enough personla talk, more on the game stuffs!

Fifth - Seventh Day Dev:

Level 1 Boss!!!! Firstly, I designed a boss (Well the first prototype of it (probably will change):

Next, I worked on a little arena, and by little, i mean I tried to pixel art a 512 x 512 arena by hand! Biggest artwork so far!

I added them both into the game, and it worked great!

Then I got to coding the boss! Using a finite state machine (Google it if youre not sure what that is), it was really easy to implement different AI Scripts and attacks! I wont make too many GIFs of the attacks because 1) Theyre too long and not worth the time, and 2)  Might leave it as a surprise for you to play and learn yourself! Then added my weather effects, designed some more particles, added clouds, and then a lot of tweaking to get the difficulty level right!

Anyway, Im trying to post more often. Wish me luck!

Since this is only a small jam, i think the levels will JUST be the little minibosses, but I would love to expand and have a totally filled world! Totally out of reach for 2 weeks though!

Thank you! Cant wait for you to play it!

Third Day Dev:

Finished all my goals I had set myself to accomplish, except for the ongoing ones of course (ART). 

Got the Level Select room working, which was already mostly done when I did my day 2.5 devlog, but just made it more functional.

Started work on the first level/miniboss room today, got the cloud done and the cage where the first nightmare victim will be!

Apart from that, just a few more little bits of art including these cute lollipops! and thats about so far, a lot less progress because i had to go to work today! But Im sitting down now to do a whole new bulk of work on it, so lets set some goals for the next day:

Fourth Day Goals
  • Landscape for Level 1
  • Begin the level 1 miniboss, just basics
  • More Random art!

Aww nooo!! Unity has some great unique features in itself that i could never dream of doing!

Thank you! I have set aside soo much time for this jam so im determined to get something out there that im proud of!

(Edited 1 time)
Day 2.5 Update

Got a bit excited with my progress so far, so ill share it with you so far and cover whatever I do after this in my third day devlog!

Finished the level select cloud first off, which im really happy with:

Now as youll notice, theres 2 people on the cloud! The top one was set to be my first NPC, which was my next goal.

Some things I needed to have were:

  • Multiple pages of dialogue
  • Proximity detection
  • Ability to add multiple NPC's easily (parenting)
  • Typical text scrolling thing

And it was accomplished!

(Sorry, GIF dosent seem to be working for some reason)

Lastly, I got a portal system working so that each button leads to a new level!

Anyway, Ill get back to it, but just thought I'd share my progress so far as i think its pretty productive!

Heyyyy, great idea!! I like that. I did want different types of guns, but i like that youd have to use different guns to hurt different enemies! And yea i do want it to get a bit crazy...

Second Day Dev:

More boring day, lot of tweaking things.  Finishing up the first cut scene, adding weather, tweaking particles,  and a bit more art :)

Apart from that, i really just ended up starting a level select room! nothing really yet to see though...

Third Day Goals:
  • Level Select Room (At least more progress)
  • Some more behind the scenes dialogue touchups
  • More scenery planning, the place looks bare!
  • Some form of NPC
  • JUST MORE ARTTTT (Im not very proficient at art yet, so i take forever to get it how i want it)


Thank you! Looking forward to making it a reality!

Thank you so much! Means a lot :)

Hey everyone! This is out Devlog for our game Lucid!

Engine: GM Studio

First Day Planning:

On the first day we planned a lot of what we were thinking and came up with the idea of a person who can lucid dream, meaning he can control what he dreams about. Taking this concept into a game format, its a person who goes into his dream to fight off his nightmares. We planned out a basic plot, which ive never done before, and planned out the steps to start and the goals we want to finish in the day (basically to get everything set up for the game).

First Day Dev:

Got movement, shooting, ammo, enemies, checkpoints, respawning etc.

Also got  a bit of art done once i had finished all we had set out to do!

Second Day Goals:
  • Shadows
  • More Dialogue
  • NPCs
  • Transitions
  • More Enemies
  • Bit more art once I finish!
Open to more ideas!

Phew, that was exhillerating! Got to WTF++ and boy is it wtf worthy!, Youve done a lot of good work making sure all the mechanics are smooth, good job!

End of day progress:

Coming down to the wire now!

  • Weapons added! (Completely forgot)
  • Fixed a lot of bugs with the weapons and IDs
  • Turn function a bit more obvious
Im gonna be streaming the final stretch (A lot to be done) on my twitch (twitch.tv/mocadium) And you can come join me in my endevour to finish a working prototype of this game!

Next is the defense system (Another thing i forgot about), and a tutorial.

Wish me luck!

Phew! After multiple tries, i finally did it! I was pleasantly surprised by its simplicity yet difficulty! Great game :)

End of day progress:

After restarting, this is what i have accomplished (I'm starting to feel hopeful!):

  • All cards drag function
  • Base of an enemy AI
  • Better card identification (from a programming standpoint)
  • Betting system with simple animations
  • Attacking and enemy attacking
  • The token system with betting returns and winning
  • Basic dice roll
  • Card snapping
As you can see, ive gained a lot from those first attempts at the game, and so its really streamlines my ability to code what i need, and i've learnt a lot. One of the benefits of restarting is knowing what worked and what didnt in the last version, and trying a new way to go about it, and thats what i think ive achieved here.

My next step is the defense system, getting a stricter and more obvious turn structure, wokring on dice roll a little maybe.

(Edited 1 time)

After a couple of days of just thinking, I've come up with a lot of new things.

Ive restarted, but its not all for nought!

Im still going with the same idea, but minus the RP aspect.

I realised that i dont know enough about RPG's to do it justice! My other thing was that i didnt have the rules of the basic game down so when it came down to coding, its not that i didnt know how to do it, it was more that i didnt know what i wanted to add into the game! So after much deliberation, I've adjusted it. This is the basis of my new concept:

  • At the start of the game you get 5 random cards and 100 tokens (maybe, ill adjust it depending on the difficulty).
  • At the start of every turn (excluding the first one) you get a dice roll, and the outcome determines a new card to be drawn from the deck, or for you to gain tokens etc.
  • Creatures dont have any attack stat! The only way to attack is to equip a weapon card to the creature, enabling it to use that weapon.
  • The cost to play a card a certain amount of tokens, and these are put into the 'betting pool' for that battle, along with the opponents tokens.
  • The player who wins that battle gains all the tokens in the betting pool for that battle.
  • You can place a creature in front of another creature as a "meat shield". They have no abilities and their HP is the amount of attack they can deal.
  • The opponent player then HAS to attack the meat shield before it can attack the creature behind it.
  • The first player to 200 tokens (again, may be changed) wins, or the first player to 0 tokens loses.

Tell me what you think would be cool to add or change, i would love to hear any feedback :)

Thank you so much! and yes, im actually really happy with my progress with the mechanics, especially because im learning more than i am coding! And mechanics have been my only focus thus far; I want to make sure its working before doing any art!

End of Day Progress:

Sorry this ones so late! Slept through the time i usually update my devlog!

  • Added working health
  • Fixed a problem with health for both enemy and player
  • Moves actually deal damage
  • Fixed problems with moves
  • Death added
  • Fixed problem with room transitions after death
  • Added cool lighting!

Next i would like to add some artwork so that I can start adding more visually to the game, because as you can see below, they are all filler sprites at the moment. I know there really isnt much to look at, thats because my main focus has been the mechanics, because theres no point in adding artwork in my opinion if the thing that art does isnt working. But, i though it might be nice for people to see the beginning, and look at the progression form the beginning of the game, until its done (literally the whole point of a devlog!)


End of Day Progress

  • Fixed a problem with the card stacking
  • Fixed a problem with the sprite changes
  • Started an opponent A.I
  • Added onto the turns mechanic
Sorry there are no screenshots or GIFs yet! the reason is is that there really isnt anything to see! i will add images of the progress once more has been made :)

Next i would like to work on the enemy opponent A.I some more, maybe add some more card placement areas.

End of Day Progress:

  • All deck and hand mechanic working and easily customisable for adding new cards to the game etc.
  • Turn mechanic started
  • Attacking transitions for attacking enemy added
  • Card move sets added, moves dont actually do anything yet
Next I would like to work on the turn system some more, and add a very simple enemy A.I to challenge the player! Also make the moves do something (hit enemy, paralyze etc.)

Hey! Im Liam (a.k.a Mocadium) and I am developing a card /turn based battle game :)

Game Title: Havent got one yet! Any suggestions would be amazing!

Game Engine: Game Maker Studio. Ive only just learnt how to use Game Maker, but i have a little experience in programming (emphasis on little!).

Basic Concept: A digital card game where you actually fight the battles! Place cards, position where they'll attack from, and head into battle with the enemy's army! Battle will be turn based and moves will use the same "action points" as the cost of placing/moving cards, so you have to be very strategical at when you are going to strike the enemy!

Any suggestions for more features would be be amazing!