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(+1)

I didn't really have time for art, and I'm best at programming rather than drawing, so naturally I made the engine and levels for the game, and left the artwork as bland as possible. Probably a mistake, but oh well.
Also, the spare sprites I had from the other project were simply not useable for this one, so I left them out.
I tried making non-linear levels (like the first one with multiple switches), but it didn't really work out. It would need another switch type, and I didn't have time to implement that.

I'm using game maker 8, not only because I started with it, but also for real life reasons. I currently have college entry exams to study for, and spending that time learning a new engine (or even layout and functions of newer versions of game maker) is simply not worth it. I much prefer studying for the exams and making games with an engine I'm already familiar with to unwind, rather than learn something unnecessary and not even make a game out of it.

Interesting, that is similar to why I haven't bothered with GM Studio 2 (completely new and arguably clunkier interface).  It makes a lot more sense knowing that it is 8, I had forgotten that it used such a similar loading bar.