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A member registered Aug 12, 2015 · View creator page →

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Cool, always a joy to see you guys play my games! :)

I think the AI rubberbanding needs some work, I think the "I'm constantly stuck in last place" situation is because the AI adapts to whichever player has the best position... maybe I should experiment a bit with having them adapt for the average player position or something, all of them trying to match whoever's in 1st place makes it kinda empty at the far back of the pack... Didn't really get to try out multiplayer a lot during development, since I don't have any friends ;w; (Mostly just set up 4 players using spare controllers to check the game didn't spontaneously combust, and then called it a day)

(You lose speed driving uphill and gain speed driving downhill, but I think you mostly saw the AI boost/slow down and not the effects of your actual speed change)

That sounds cool too! I guess with individual glyphs you have more freedom to try out unique combinations the font maker might not have thought of (that's how the traditional smiley was born, after all :P) but there's probably a bigger potential to make professional-looking symbols if they're handmade because you can make sure they look good. Decisions, decisions... actually, you could always include the radicals used to build the dingbats as separate characters to bump up the character count without additional effort :P (Assuming you make stuff like "=w=" which makes sense to break up like that, of course)

I see sprite sizes more as recommendations than requirements ;) NES games still did this even with all their limitations, mostly by using more than one sprite, with the sword in one sprite and the character in the other... this also let the designers use a different color palette for the sword as a bonus effect. Check out the sword powerup in Kirby's Adventure, for an example of this... but Zelda 1 and Castlevania 1-3 all did this approach as well. (In modern days, you can of course have it all in the same sprite for convenience)

The attack doesn't look super natural since just the sword is moving, you ideally want the character's entire body to move a little bit to show the weight of the attack. For the second attack, you'd want the sword to start BEHIND the character, that gives you a much more impressive arc to swing it over. First attack also could benefit from that, I guess, the knight moving the sword back to charge up as much power as possible before stabbing with it.


Notice how the character leans backward in the first frame and leans forward in the frames during and after the slashing motion.

I'd recommend drawing in a 16x16 grid size, it's the smallest possible size you can make stuff look actually GOOD and a lot of classic games were made with it :P Don't worry too much about restricting character sizes to 16x16, use the grid size as a recommendation. Having a base size makes it easier to make things fit together.

Some feedback on your art:

  • For a beginner, you're better than average! Don't get discouraged, you've got talent. Doesn't mean you don't need more practice though :P
  • Misty's outline style doesn't match the tiles. You should settle on either black outlines or no outlines, and use it consistently for everything. Having both just looks weird. Outlines makes things "pop out" more, so usually you'd have stronger oulines for characters than background tiles (since you want stuff like enemies and items to be easy to distinguish from background objects that don't do anything)
  • Having random irregular pixels makes things look more natural and less like perfect rectangles and circles. All real objects are subject to wear and tear and stop being perfectly shaped pretty easily. Almost all of your examples lack that, so they look kinda flat and unnatural as a result.
  • You're pillowshading, which means "have darker stuff around the entire outside of everything". This makes stuff look unnatural and not good.  Mostly the stairs suffer from this. Try to put the light shade in the top left corner, the dark stuff in the bottom and on the right, so the shading isn't symmetrical, and things will instantly look much better.

One thing that irks me a ton with fonts I otherwise like is when characters/sequences like "~". ":3" and "<3" don't look good in text... I might not be a VN creator, but I still write a lot of dialogue in my games, and being robbed of an easy way to put emotes is  a pretty nasty surprise. Having special heart characters, symmetrical 3s that look great in smileys, long curly tildes, perhaps even the small omega or a curlier w for OwO and its ilk... you get my drift, providing nice characters that can be used for smileys and verticons would be a big plus in my book~

In almost every example of this I can come up with, amnesiac characters almost always becomes opposed to whatever they were doing before they lost their memory. I think it's a nice symbol for how we all have deep regrets, and chore-y things we do because we have to (e.g. being stuck in a job we hate because it's a reliable source of being able to eat). Losing all your memories means you get to start from a blank slate, free of all that.

I've done like ONE tutorial and skimmed through the docs, I don't even know how to use it myself yet :P

One of the guys that have written some of the official tutorials is making youtube tutorials, though, might wanna check his channel out:

First of all, Undertale was made in Game Maker... main issue with GM is that the code is interpreted, so it's slow. (Unity and Godot compiles stuff into C++/C#) But you can definitely make complex stuff in Game Maker, especially if you're doing a 2D game (GM's 3D in particular is notoriously slow, and it has no innate 3D model editor or even WYSIWYG level editor)

I can vouch for Godot too, it's specifically made to be easy to use for people that aren't programmers, and after sifting through some basic tutorials I can kinda agree with that. Unity is getting a bad reputation for creating asset flips these days, and they recently did an out-of-nowhere EULA change that screwed over a lot of people. I'd avoid that if I were you, even if it's got a lot of support.

Well, I passed the interview, so that means it answered enough, right? I'm not even an US citizen in the first place.

You forgot "admins actually caring about quality control", that's a pretty huge good thing with Itch in my book :)

Also, having tried a few venues, Itch definitely has the most streamlined flow for releasing projects... pretty nice when most of the stuff you release are jam games and you don't feel like making a million images of weird sizes and go through 20 steps of paperwork just to make a sloppy 72-hour project available to the general public.

If you go into the settings for a game you've published, there's a tool that lets you generate HTML code to embed it in other webpages, I think it even has the option to let users buy the game directly there instead of having to go to the Itchio page.

1,7 GB is pretty huge... you might wanna be aware that on 32-bit systems, you physically can't use more than 2GB of memory at once, including what the OS is using. I hope you're dynamically loading and unloading resources during the game rather than loading all 1,7 gig at once at startup, otherwise chances are your game will have lots of random crashes on players with low-end hardware.

(For instance, GameMaker:Studio does this by default, and the GMS1 runner is 32-bit, so it will have this issue for big games even on a 64-bit system)

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The only thing I had issues with personally (after doing some Google Translate of the most legalese words) was one of the last fields, "capacity in which acting"... which was a freeform field instead of a dropdown menu. I just winged it and wrote "individual" (since I'm planning to file my indie game income as "hobby" when doing my swedish taxes next year, which seems to be the most appropriate given my circumstances), but it really was the final straw in my impression of that thing's UX. I mean, if there's only a set number of possible capacities in which you can act, why NOT have those be the only you can choose from? Being forced to guess whether what you're writing is a valid answer or not is pretty frustrating.

I've heard that there's a big industry in the US that exclusively makes tax form support software, and which are lobbying a lot to keep the paperwork as convoluted as possible so they can keep making money... not sure if it's true or just a conspiracy theory, though.

Cool stuff, always a joy to watch your videos :3

I'm also curious about this, so I'll subscribe to the topic and see what the answer is~

There's a lot of bad antivirus programs out there, and even a bunch of malware that claims it's antivirus (PC Optimizer Pro, anyone?). I remember the infamous case of Norton Antivirus deleting itself thinking it was a virus. It's good to stay vigilant, and make sure good programs STAY good :P

The models all are created from paths, I have no experience with "proper" 3D modelling (Blender etc) so I wouldn't really know how to import new ones.

  • Path0, 1 and 2 respectively are the silhouette of the car at the center, a bit outside the center, and at the left/right sides.
  • PxLengthFactor is the downscaling factor from path coordinates to model coordinates (the paths are pretty big thanks to how the grid is defaulted).
  • W0, W1, W2 and W3 are how far left/right from the center the paths are placed when used as a guide for the model. These are raw model coordinates, they don't use the PxLengthFactor. So for instance having a higher W0 means the cockpit is wider, having a W3 much higher than W2 makes the car have bigger wings, and so on.
  • W3 must always be greater than W2, W2 greater than W1, and so on. (You don't NEED them to be greater, but the model will clip into itself if not).
  • The texture is mapped like this: every horizontal 25% of the texture is used for the section between two W*s. So the first 25% of the texture are used for the section between -W0 and +W0, the next 25% are used for the section between W0 and W1 on both sides, and so on. It's stretched evenly from the front of the vehicle to the back (the top of the texture maps to the start of the path, the bottom to the end of the path)
  • Currently the model doesn't affect the collision mask at all, the cars all use the car sprite as a mask. You could extract the car's length from the modelling script by storing the "xx" variable of the first and last iteration (first iteration's lower value + last iteration's higher value, it's an array) and the W3 (outermost width)... those will give you the bounds of the car's model's bounding box, and then if you used an ellipsoid collision you'd get an okayish result. Probably would be the easiest to make a circle-shaped sprite for collision masks (with Ellipse collision mask settings, sprites default to "rectangle") and then scale image_xscale / image_yscale based on the bounding box size so the sprite covers the same region (e.g. if W3 is 8 and the sprite is 32x32, image_yscale should be 0.5 because (8*2)/32 = 0.5)

Hope this helps :)

Fixed version is uploaded! It's just a change of like 3 lines, so it might be easier to just manually apply the git diff to your existing project:

diff --git a/ b/
index 622e83f..59e20a7 100644
--- a/
+++ b/
@@ -105 +105 @@
-  <constants number="8">
+  <constants number="9">
@@ -108,0 +109 @@
+    <constant name="TRACK_U_PRECISION">10000</constant>
diff --git a/ b/
index 3073c84..0d4bd06 100644
--- a/
+++ b/
@@ -36,0 +37 @@ u = 1.00//Forward coordinate
diff --git a/ b/
index c55c5c8..c8882e3 100644
--- a/
+++ b/
@@ -73 +73,2 @@ global.ufactor      = 1/global.tracklength
+global.uufactor     = TRACK_U_PRECISION/global.tracklength
@@ -105,0 +107 @@ for(car = 0; car < global.cars_total; car++){
+    n.uu= n.u*TRACK_U_PRECISION
diff --git a/ b/
index 3e6cf06..3f204c1 100644
--- a/
+++ b/
@@ -16 +16,2 @@ alpha       = angle_difference(trackdir,argument0)
-u          += lengthdir_x(argument1*global.ufactor,alpha)
+uu         += lengthdir_x(argument1*global.uufactor,alpha)

Okay, I think I've figured it out! It's GM's float numbers being too imprecise, essentially. I added a bit of a hack to make the track position bigger to have more decimals around, and that solved the problem.

Here's the changes you need to do:

  • In obj_trackcontrol's create event, below the line that sets "global.ufactor", add something like global.uufactor     = 1000/global.tracklength
  • When trackcontrol creates cars, below the line "n.u = u", add the line n.uu= n.u*1000
  • In player_apply_movement, remove the line that sets u and replace it with the following two lines:
    • uu         += lengthdir_x(argument1*global.uufactor,alpha)
      u = uu/1000

You could substitute the 1000 for any number you want, I'll do that with a macro and then export an updated version of the engine file.

I think I've figured out what's happening, but not WHY... the U position (how far you're along the track) seems to only update in increments of a set size, so at small speeds it get snapped back after updating. The W position (sidewaysness) isn't affected by this, so you can move sideways just fine.

Thanks, managed to get a 100% reproduction method working now... angle slightly, stand still, then tap 'accelerate'. I'll see i I can figure out what causes it.

I definitely could, it's not impossible. You're welcome~

I agree 100% with @mattornb about people not wanting to buy stuff because they're uncertain about quality - the main reason I hesitate to buy things is because I'm uncertain of the quality, and even if it's a monetary loss I could live with even if it's so crap I won't ever play/use it, I still feel really uncomfortable buying something I know nothing at all about. When I'm on the fence to buy a game, I don't check out reviews. I check out Let's Plays or trailers that show gameplay footage (preferably the former), because I want to judge if it's good or not by myself.

The description makes me think of "Air Control", could that be it?

It'd be helpful if you described the game a bit so we don't need to actually check it out to come with suggestions :P (That's a pretty transparent way to try to get easy traffic, I'm not gonna fall for that).

Some generic stuff that always makes a game better:

  • Screenshake and explosions. A little visual juice makes anything feel more polished.
  • More playable characters that have unique mechanics. Forget "he jumps higher but runs more slowly", you want stuff like "can't attack, but can deflect enemy bullets back at them" or "flips gravity upside-down instead of jumping". Characters like this that makes a game play entirely differently can essentially make all the old stuff feel like new again.
  • More levels. If they have unique gimmicks like glowy fireballs or slippery ice you can make levels feel more distinct from each other, even if you don't even get that much gameplay differences from them.
  • Funny writing. You don't need to force cutscenes down players' throats, but ads for "PIZZA BURGER: THE BURGER WITH A PIZZA INSIDE" off in the background and funny flavor text for all the upgrades you can unlock can help setting the mood for a game.

Daemon Detective Gaiden 2

This is a really good topic! One thing I'd like to add is "make backups". I've lost a good chunk of old projects because I didn't have them properly backed up over the years, but since I figured out how to use Git it's not happened again for quite some time. And having a Git repo and doing commits regularly can get you out of a lot of trouble in case something goes awry - e.g. if you introduce a breaking change without realizing and now EVERYTHING stopped working. Or if you wanna try something out, realize it didn't work, and want to quickly get rid of it.

After 4 years of development, it's finally completed. My magnum opus, the sequel nobody knew they wanted. Or perhaps the sequel nobody wanted, can't quite really tell where to put myself on the optimism versus modesty scale. The only thing I know for sure is that it's a relief to finally be able to hit that big red "release the game now" button after all this time! There's probably a few bugs left to squash and I've been terrible at building hype, but I can't stall forever. It's time to finally do this. The world might not be ready, I might not be ready, but the game is.

So... a madman's ramblings aside, what is all the fuss about?

Daemon Detective Gaiden 2 is a retro action platformer!

Nobody has done that before, right?

...yeah, I know everyone does that. But! It's not just any ol' boring platformer...


  • Local co-op for up to 4 players! Also comes with a VS mode!
  • 12 playable characters with unique skills! Find your favorite and put an unique spin to your platforming adventure!
  • Over 70 hand-crafted levels to explore and a dozen bosses to overcome!
  • Non-linear progression where worlds can be completed in any order and you can skip almost half of the collectibles!
  • Tons of different powerups to mess around with!
  • Quality hand-made 16-bit visuals and music!
  • Assist mode that lets you dial down various aspects of the game difficulty as you see fit for a smoother experience, or dial them up past the normal max values to turn DDG2 into a proper rage-game!
  • Fully customizable controls! Use Xinput gamepads straight outta the box, cram four players around a single keyboard, or anything in between!
  • Lots of unlockable secrets!
  • Speedrunner-friendly automatic timekeeping that bookmarks the time you first beat the game, and the time you 100%-ed it!

Itchio page



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Ver. 1.0.4

  • Fixed the visual issues with shields in the museum by moving NPC positions around a bit.
  • Fixed a potential audio issue.

Ver. 1.0.3

  • First public release.
  • Added special case collision checking to Gaping Abyss to prevent the floor from getting stuck in players when it's opening and closing.
  • Fixed a Spark going inside the walls in Outer Wall.
  • Changed the way shields are drawn to make them look less glitchy on the world map and museum map. (This necessitated duct taping up the entire world-map drawing code a bit)
  • Dragon Fireballs now dissipate after a set time even if they're still on-screen. (This time is generous enough that they'd normally leave the screen before the timer runs out, but short enough that Gaping Abyss will be less frustrating if you keep missing the weak point)

Ver 1.0.2, 1.0.1, 1.0.0

  • Fixed various bugs based on test-player feedback.

Thanks for the input!

I guess one way to fix the shop issue would be to have shops have two categories of items: "vanilla" which are every item of every category of things the shop is selling from the appropriate tier range, and "special deals" which are randomly generated items with random special effects. (Right now every item is fully defined by its tier and category, I think it'd be fun if items could have random affixes and stat changes to make them a bit more unique). If you want a good sword you know you can find the highest-tier one from the store's ordinary selection, but if you're lucky it might have a special one in right now that has some unique flavor.

Disgaea had pretty in-depth item mechanics, and one of my biggest regrets with Shattered World is that I didn't have time to copy those as well... for the remake I'd definitely get some system in to have more item variety (maybe even a system that lets you upgrade items so they don't get obsolete once you get access to higher tiers, so you can bring along that Lv.1 sword with an awesome ability through the entire game if you want to)

Another idea could be to have some sort of crafting system that lets you make any item you want using the same materials... then you would have even more control over what items you get. I can see how I could make this work with the "more personal items" thing technically, too... items could provide skills the same way as Essences do, and you'd craft equipment using Essence and some special crafting materials... they could all use the same system, and every effect I could think of could be implemented as a passive or active skill. Maybe the reverse could also be a thing, dismantling an item to get crafting materials and the Essence of any skills it provides when equipped, so you can learn them permanently or put them into new items with higher power?

Speaking of RNG, by the way, you're guaranteed to get an item drop every 10 items and a rare item drop (an item of higher tier than the battle rank) every 100 items. I figured it was a more fair way to distribute loot than having 10% / 100% chances since it's fair both in the short and long run, and since battles against 10 enemies at once or more isn't uncommon you don't need to sit through too many battles to get those drops (every enemy you defeat adds 1 item to the battle loot table).

Also, don't forget to make a 315x250 (or 630x500) thumbnail! The thumbnail is seen by a lot more people than the banners.

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I personally upload the EULA as a separate (demo, so people don't need to buy the asset to figure out if they can use it as desired or not) file just to make everything as clear and legally stringent as possible complimenting the dropdown menus in "metadata", but it feels more like a crutch than a perfect solution. Usually it's better to be safe than sorry when it comes to licenses - if there's no license information around, it means that you don't know what the license is, not that you're free to do whatever you want with it.

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Do I need to have played the first game to understand this?

Not at all, the plots aren't connected at all and the story isn't the main focus of either game.

Why isn't the first game on Itchio?

I'm not sure if the contract with the publisher I signed up for the release of Daemon Detective Gaiden 1 allows me to release it anywhere on my own, and I'd rather err on the side of caution. DDG2 originally was meant to be a remake of the first game, but I kept adding so much stuff I decided to make it a sequel eventually.

Can I stream / do Let's Plays of this game?

I, the game's author Yal, hereby fully authorize any and all use of gameplay footage / streaming of this game without restrictions on monetization (including ads in videos or Patreon).

(If someone tries to content-claim your derivative works, you can use this section of text as evidence the claim is unfounded when refuting it)

Is there online co-op?

Nope. Getting couch co-op to work properly was hard enough, and I have absolutely no experience with netcode. Maybe one day when the stars align... but don't count on it happening any time soon.

How does co-op work?

When selecting characters, multiple players can drop in. You can change active players between levels at any time. In co-op, you won't reset from a checkpoint until EVERY player is dead, and after a set time dead players come onscreen again in a bubble that can be popped by other players to revive them. Every character has unique abilities, letting you do different things - block bullets so other players can traverse safely, take out enemies from a safe distance with magic, or use double-jumps to grab hard-to-reach collectibles more easily.

Will the game be on Steam?

I have no plans for that currently, since the market is so saturated by asset flips and other low-quality stuff and there's quite a bit of paperwork needed to become a Steam developer. I also personally prefer Itchio as a marketplace. But if I do end up making a Steam release later, I will send Steam keys to everyone that bought the game on Itchio retroactively.

Will the game have a Linux port?

Eventually, hopefully. I've got plans to migrate the code to GameMaker Studio 2.x once all known issues and all bugs that were found post-release have been fixed, and at that point I'll be able to make releases for Ubuntu and Mac.

Any plans for DLC or content updates later?

I have some ideas for stuff I could add to spice up the game (Dracula, a candy-themed world, an Edo Japan-themed world, a pirate-themed world... perhaps all of the above at once!), but there's currently no concrete plans for it. If I do end up adding additional stuff to DDG2 later, I'm planning to release it as a free update to the game, and then perhaps bump up the price a bit depending on how substantial it is.

I'm a streamer/let's player, can I have free keys?

If you ask nicely.

Can I run this game?

If you've got a modern graphics card, a modern CPU, DirectX 9.x or higher installed, and run a standard Windows installation with all the system folders in the default places, then chances are you won't have any problems trying to run the game.

Is this game safe for kids?

Mostly. You fight a whole bunch of zombies and skeletons, the final boss has a pretty dark backstory and there's a handful of jumpscares, but you can turn off blood effects and there's no swearing.

Is this just an edgier Mario clone without cool new ideas?

It's more of a classicvania game with more variety in power-ups. The focus of the game is spread pretty much 50/50 between combat and platforming, instead of being one or the other.

Does this game promote devil worshiping?

No. (It's called Daemon Detective because you're solving cases that was caused by demons, not because you're a detective that's also a demon)

What engine is this game made in?

GameMaker Studio 1.4.

How do I unlock the secret characters?

Collect the secret keys in each world and use them to unlock the paintings in the basement. To unlock all the characters, you'll need to find every key.

Is there a point to collect all the paintings and stars?

You use the paintings to unlock new worlds, and need to beat the bosses of all 8 painted worlds to unlock the final world. There's no point to collect stars, but you can brag about it to your friends or something.

What's the deal with the penguins?

Penguins have the same color scheme as traditional police vehicles and uniforms, and being those incompetent birds that can't fly, they're good for comic relief. They also might be a reference to a certain other game series, dood.

Did you make everything by yourself?

I use a handful of stock sound effects and two music tracks composed by other people, but other than that I've made everything from scratch.

How long did it take to make this game?

I've been working on the codebase for 4 years, though not full-time.

Is Tomato's ability a Jojo reference?


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This topic contains a list of all bugs and balance issues I'm aware of. If something is listed here, it's slated to be fixed in the next update of the game. (Also, if something is listed here, please don't report it again - it's a known issue)

Version 1.0.4

No known issues. far.

Version 1.0.3

  • If the player equips a shield in the museum, Lloyd, Maha and some other NPCs overlaps them in a way that breaks the perspective.
  • Some sort of resource leak causes the level "Teeth" to have slowdown eventually. From my investigations, it doesn't seem to be related to the music effect, the unique drawing code of the obstacles in it, or objects being continuously created and never destroyed. The game's RAM usage also doesn't seem to go up while the slowdown is happening. It might be an issue with my potato computer.
  • The game doesn't handle options-files or savefiles with invalid data very gracefully.

Version 1.0.2

  • Gaping Abyss can get temporarily stuck if you push against its hole while it's closing with the right timing.
  • There's a Spark on Outer Wall that gets stuck in a wall if you let it move around for long enough.
  • Patient Zero and Idol of Sin might need some balance tweaks with "harder enemies" and "easier enemies" assist modifiers.
  • Losing MaxHP on death/revive in co-op should be added to the assist mode menu so it can be turned off if you're struggling.
  • Dragon fireballs should get destroyed after a set time, not when they leave the screen, to prevent awkward situations with a fully zoomed-out screen and lots of flat ground (e.g. Gaping Abyss boss fight).
  • Shield transparency look glitchy on the world map and museum map.

You can see a list of the base stats of an item in the shop window (one of the screenshots shows this off with a fist weapon that gives ATK+15, COUNTER+1). These are read directly from the item's properties. The stats an item gives are then multiplied with a character's aptitudes for those stats (so a character with 70% ATK aptitude would get 10 ATK from equipping that fist).

The game isn't finished, so I don't see the point of writing a guide book (especially considering it's not particularly popular). I don't really believe that there's a single recommended strategy, either... I just try to provide different scenarios for each battle and then it's up to your own wits and strategy to figure out how to overcome them. Having a guide book recommend stuff would just make players improvise less.

The game essentially is a Disgaea clone, there are 30 tiers of each item type (ranging from wooden swords to divine relics that can cut a planet in two with a single slice) plus 10 additional tiers that aren't part of the loot tables, which are used for unique items like the Blood and Morlia swords. Most of the stuff that's actually in the game database currently ends at tier 15, silver weapons... so it seems like I've not finished added everything I planned.

Here's a sample of the database, in case you want an idea about what the ultimate achieveable stuff you can get in the game currently is:

//RANK 15
itemname[494]     = "Flamberge"
itemprice[494]    = 150000
itemattri[494]    = "ATK+995;HIT+100;RES_FIRE+30;POW_FIRE+30;"
itemlore[494]     = "This sword was made famous by the Frankian fencing schools who gave all their teachers one of these swords. They're made using layered steel of two different types."

Items are randomly generated both as loot drops and in shops because I like randomly generated items, I'm not going to change that. (The items available in a shop is generated when the room loads and aren't stored anywhere, so storing them until some other trigger happens would mean extra effort).

I probably was lazy and just mapped "enter the attack debug room" to some random key and never expected people to press anything other than accept/cancel/start on the title screen, and then you hit it by mistake. I usually dummy out debug tools when a game is nearing completion, but Shattered World was made for a competition so I didn't have time to do a lot of my normal cleanup.

Does it happen instantly or only when certain actions are performed? If it only happens when you're pointing in the direction of the track, it sounds like it could be the maths to translate between track position and room coordinates that glitch out.

Could you please answer the following questions? It'll help making it easier to narrow down the problem...

  • What version of GameMaker are you using, GMS1 or GMS2?
  • Did you make any changes to the movement logic or are you using it unchanged?
  • How do you cause this effect to happen? (the best would be a list of reproduction steps that makes it happen with 100% certainty, but any and all information is helpful)

I've made a Soundcloud playlist with a bunch of the songs, which can be accessed from here:

Turns out I've only included stuff from the 32-bit and Adaptive music packs in that playlist, though... derp. All right, I'll get proper demos for the 8-bit music packs together, should be uploaded later today. Thanks for reminding me! :)