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A member registered Jun 29, 2016 · View creator page →

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Yeah, I had a similar issue at one point. I don't think it is an issue with layers because it is on the same layer but something to do with the depth. Do you update the depth in the step event?

Got Any bug reports? Make sure you report anything you find here!

@saddest-willowby Thanks for the reply! Remember you can press enter to open up the map! Use the boss icons to guide yourself!


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  • First Official Release


  • Fixed a major issue with an incomplete level
  • Added full controller support (Joystick/ Vibration now supported)
  • Fixed a major issue with the spring when using a controller
  • Fixed minor text issues


  • Fixed a major issue that caused a softlock in the first save room
  • Made controls much more flexible, you can now also move with the arrow keys now
  • Changed the gem sprite
  • Fixed other minor issues with the save room

Here you can post bugs, it's really appreciated if you could give lots of info, and media!

Co-op may work in the future if I have some extra time! Maybe even Co-op levels kinda like Portal 2...

The game is actually a lot closer to the end of development than you think! Any suggestions?

Thank you so much! It's a super short demo however and the final product will be much longer!

PS: Happy Thanksgiving :D

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OWS or "Open World Space" is a metroidvania with an artstyle based off of the NES classic "Gradius"
Yes, this game is my GBJAM5 entry and really enjoyed making this!


Hey, it's ok man! You helped others put awesome music in their game. I honestly can't ask for more then that! I will unfortunately have to upload my game without music! But I'm proud of the work that i've done and thankful that you even considered helping me!

Is there a name for this game yet!

The sword animation is g8

Title screen music is sooo, good! And I overall had a fun time playing this one!

These particles are sooo good!

It's actually a metriodvania!

I know this may sound kinda stressful for you, but I just completed my game but it has no music whatsoever! This is sort of a last resort because I was trying to use the free version of FL Studio. Couldn't get it to work! All I need is just one or two tracks! Here is a short clip of my game OWS which stands for "OPEN WORLD SPACE"

Yeah, I have that problem too since my player moves at 1.5 pixels per frame!

It was blurring!? Go to global game setting and make sure Interpolate Between Colours is turned off!

I'm glad this help you :D

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160x144 is a really small resolution to work with! It is also a very small resolution to view on your PC! So what you can do is use a function called window_set_size to scale your view. So this simple tutorial will teach you how to create a option to scale the size of your game while playing!

The only prerequisite is that you need a Main Menu Room!

First, we need to create the "scale" variable. Go to the main menu room, then go the creation code and type:

/// Initialize

global.scale = 1;

Next we need a button! Create a sprite (name it whatever you want) and make your button. What you need next is to create the button object! Create an object and set the sprite to the button you made!

Now we create the scale option. Place the object in your Main Menu Room and open up the object! Create a "Left Pressed" event and inside write this:

/// Change the size of the game!

global.scale += 1;

if (global.scale) > 5 {

global.scale = 1;


window_set_size(160*global.scale, 144*global.scale);

Let me explain how this works. Every time you click on the button the global variable "scale" is raised by one.

The if statement means if the global variable "scale" is more then 5 then it will set back to 0. The reason why we do this is so that way the scaled window isn't to big!

Finally window_set_size as it sounds, changes the window size to the size of the window TIMES the variable scale! So if "scale" is set to 2, then the scaled window is 2 times larger, and if it 5 then the window is 5 times larger.

Thanks for reading!

PS: Do NOT use port on screen. When you make a port, it adds in-between subpixels which ruins the gameboy's resolution. If you don't want to add the option just add this in your creation code:

window_set_size(160*4, 144*4);

This just makes your game show up 4 times bigger permanantly!
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Video 1:

That's perfectly fine! I'm doing the same thing as you!

How do I compile it! I've tried but I haven't figured it out!

Just wondering...

Since I want to stick with the 8bit style, I want to make 8-bit music as well! I use FL Studio already to make music, but all of the FL-8-bit tutorials are outdated and use really old versions! Is there another way I can do this, or should I get a new program?

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Yes it is important, but don't actually punch someone if they don't respect it! A 16x16 grid is OK but 8x8 is technically the best size!

Have you ever tried FL Studio? It's a beautiful piece of software that lets you create fantastic tunes. It's a little advance but I was able to pick up quickly on this program. They have a free version too.

There is also A very simple sound effect tool that lets you make neat 8/16 bit sounds. Very cool and easy to use!

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I'm very sure the point of this game jame is to build a game in 2 weeks or less. Starting before the jam starts is cheating and while no one is stopping you from cheating, you won't feel very good about yourself after.

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Anyone in need for a quick 2D platformer tileset? I got one here: 2D Platformer Grass Tileset