Snail_Man
Member Since 27 Apr 2008Offline Last Active Private
Amiga!!!
Updated 12 May · 0 comments
About Me
Hmm, Well I've been using GM since '06. I started with GM6.1, but upgraded to 7 not long after.
I've made a ton of games, but only a fraction have been published.
I've participated in every GMC jam since Jam#4. I also hope to enter Ludum Dare one day, but I always seem to have schedule conflicts. I program purely in GML, and I'm always trying to brush up on my syntax. My most recent achievement; putting parentheses around if statements
Here's a list of my current published games.
Non-Jam games
Escape from Malken (2008): First published game. Pretty much a clone of the game "Redhero", but less well made.
Roof Rescue (2008): Actually, the idea behind this game is pretty fun. It's pretty poorly made though. I might make a(nother) sequel one day.
Rodent Rampage (2008): Generic, badly made scrolling shooter.
Roof Rescue2 (2008): Crappy puzzle game. Sullies the name of roof rescue. My first large-ish project.
Dreams (2009): I liked this game as well. After my failure to make a puzzle-platformer out of Roof Rescue 2, I was surprised to see that this one worked.
Retro Kite (2009): Nice little jump-n-run arcade game with multitasking. I made this game after searching "Kite" on YYG and finding no results.
A Simple Shooter (2009): Fairly generic scrolling asteroids-type shooter. Still a bit fun to play.
μητέρα-των-ζώων This is invisible. I wonder if anyone will ever read this. TheUltimate has gotten the "First Reader of invisible typeface award". And "Second Reader of Invisible Typeface award." Congratulations. Anyway, If you're reading this, you can shoot me a PM or comment on my profile, and I'll add you to the 'Hall of readers.' BETA TEST HATZ!!! (2009): Puzzle platformer WIP that I scrapped soon after posting this demo.
Cloud Hopper (2010): My first game that I think can even start to measure up against my current games. I like the graphical style and gameplay on this one, and it's all randomly generated.
RokT (2010): Top down puzzle shooter thing. It was okay. I remember that I was putting the finishing touches on this at a party for some reason...
Another Simple Shooter (2010): A sequel to A Simple Shooter. Not very similar, except in it's shooter-ness. It has ten difficulty settings, 4 bosses, and a lot of enemy types.
Henry's Balloon Kwest: (2011): A collaboration I did with RekNepZ and Feerple. It's not exactly long, but I really like it all the same. The only one of these games with a GMC topic.
Hatz (2012/2013): A hardcore platformer with over 50 levels. It's still in WIP at the mo', but I'm hoping to start beta testing soon. PM if you want to beta test.
Jam Games
The Door (Jam#4, tied for last): A hard-to-control platform adventure. It fit the theme because you had to figure out the new "Laws" of physics.
ICTOAT (Jam#5, tied for last): The spiritual successor to Dreams. It uses the same character design, and story based gameplay. This time it was a pseudo-platform adventure though.
RgB (Jam#5, tied for last): A shooter with a twist. Unfortunately, people could get past the twist by spamming the buttons
Sea of Tranquility (Jam#6, 25th): A weird puzzle-platform mashup. I think this was my most innovative entry so far. It really did something I hadn't seen before.
Dual Personality (Jam#7, 3rd): I collaborated on this one with Follomania and TheUltimate. My job was audio and level design. I'm not sure how well I did with those, but we did take third place, so I'll assume pretty well. TheUltimate did all the awesome graphics, and Follomania programmed all the complex mechanics. We all came up with the idea.
eVERYONE eXPLODES (Jam#8, 10th): TheUltimate gave me a couple of her ideas for this one, and I picked the funnest to make one. It's a platform action where you can shoot everything, and everything explodes. (Health pickups, enemies, buildings, etc.)
AGTFTH (Jam#8, 49th): A game I made to openly flaunt the handicap. Everything in the game is text. Won best use of handicap
The Music (Jam#9, 9th): This is the jam game I've worked the hardest on. It's a top-down-adventure-shooter. I made everything within the time limit this time. Music, graphics, idea. (Except a fatal bugfix which I had to fix in the few minutes after the jam. Luckily, Nocturne let me fix it. I submitted it minutes before the deadline. I got normal amounts of sleep, but other than that, I didn't do much but work on it. Once I lost my graphic pad stylus, and lost a half-an-hour looking for it. It turned out to be in my hat...
Skyscraper Kingdoms (Jam#10, ???th): After testing my limits for making a game in 72 hours last jam, I finally crossed them this jam. I was extremely ambitious with this one. It was a 2d platform-view real time strategy game where you'd build a skyscraper which was also a town. It included several buildings such as armories, theaters, and hospitals which you could use to make your city stronger. The enemy AI was pitifully weak, and wouldn't even attack back when under siege. The game felt very unfinished, and there were many bugs, especially with the AI. Still, I'm glad I did it.
Glad to hear you're still working on some of your old games :-). I still remember playing JD in the jam. 'Course it wasn't as good back then. I'll try getting around to posting in the game topic at some point.
I've made a ton of games, but only a fraction have been published.
I've participated in every GMC jam since Jam#4. I also hope to enter Ludum Dare one day, but I always seem to have schedule conflicts. I program purely in GML, and I'm always trying to brush up on my syntax. My most recent achievement; putting parentheses around if statements
Here's a list of my current published games.
Non-Jam games
Escape from Malken (2008): First published game. Pretty much a clone of the game "Redhero", but less well made.
Roof Rescue (2008): Actually, the idea behind this game is pretty fun. It's pretty poorly made though. I might make a(nother) sequel one day.
Rodent Rampage (2008): Generic, badly made scrolling shooter.
Roof Rescue2 (2008): Crappy puzzle game. Sullies the name of roof rescue. My first large-ish project.
Dreams (2009): I liked this game as well. After my failure to make a puzzle-platformer out of Roof Rescue 2, I was surprised to see that this one worked.
Retro Kite (2009): Nice little jump-n-run arcade game with multitasking. I made this game after searching "Kite" on YYG and finding no results.
A Simple Shooter (2009): Fairly generic scrolling asteroids-type shooter. Still a bit fun to play.
μητέρα-των-ζώων This is invisible. I wonder if anyone will ever read this. TheUltimate has gotten the "First Reader of invisible typeface award". And "Second Reader of Invisible Typeface award." Congratulations. Anyway, If you're reading this, you can shoot me a PM or comment on my profile, and I'll add you to the 'Hall of readers.' BETA TEST HATZ!!! (2009): Puzzle platformer WIP that I scrapped soon after posting this demo.
Cloud Hopper (2010): My first game that I think can even start to measure up against my current games. I like the graphical style and gameplay on this one, and it's all randomly generated.
RokT (2010): Top down puzzle shooter thing. It was okay. I remember that I was putting the finishing touches on this at a party for some reason...
Another Simple Shooter (2010): A sequel to A Simple Shooter. Not very similar, except in it's shooter-ness. It has ten difficulty settings, 4 bosses, and a lot of enemy types.
Henry's Balloon Kwest: (2011): A collaboration I did with RekNepZ and Feerple. It's not exactly long, but I really like it all the same. The only one of these games with a GMC topic.
Hatz (2012/2013): A hardcore platformer with over 50 levels. It's still in WIP at the mo', but I'm hoping to start beta testing soon. PM if you want to beta test.
Jam Games
The Door (Jam#4, tied for last): A hard-to-control platform adventure. It fit the theme because you had to figure out the new "Laws" of physics.
ICTOAT (Jam#5, tied for last): The spiritual successor to Dreams. It uses the same character design, and story based gameplay. This time it was a pseudo-platform adventure though.
RgB (Jam#5, tied for last): A shooter with a twist. Unfortunately, people could get past the twist by spamming the buttons
Sea of Tranquility (Jam#6, 25th): A weird puzzle-platform mashup. I think this was my most innovative entry so far. It really did something I hadn't seen before.
Dual Personality (Jam#7, 3rd): I collaborated on this one with Follomania and TheUltimate. My job was audio and level design. I'm not sure how well I did with those, but we did take third place, so I'll assume pretty well. TheUltimate did all the awesome graphics, and Follomania programmed all the complex mechanics. We all came up with the idea.
eVERYONE eXPLODES (Jam#8, 10th): TheUltimate gave me a couple of her ideas for this one, and I picked the funnest to make one. It's a platform action where you can shoot everything, and everything explodes. (Health pickups, enemies, buildings, etc.)
AGTFTH (Jam#8, 49th): A game I made to openly flaunt the handicap. Everything in the game is text. Won best use of handicap
The Music (Jam#9, 9th): This is the jam game I've worked the hardest on. It's a top-down-adventure-shooter. I made everything within the time limit this time. Music, graphics, idea. (Except a fatal bugfix which I had to fix in the few minutes after the jam. Luckily, Nocturne let me fix it. I submitted it minutes before the deadline. I got normal amounts of sleep, but other than that, I didn't do much but work on it. Once I lost my graphic pad stylus, and lost a half-an-hour looking for it. It turned out to be in my hat...
Skyscraper Kingdoms (Jam#10, ???th): After testing my limits for making a game in 72 hours last jam, I finally crossed them this jam. I was extremely ambitious with this one. It was a 2d platform-view real time strategy game where you'd build a skyscraper which was also a town. It included several buildings such as armories, theaters, and hospitals which you could use to make your city stronger. The enemy AI was pitifully weak, and wouldn't even attack back when under siege. The game felt very unfinished, and there were many bugs, especially with the AI. Still, I'm glad I did it.
Glad to hear you're still working on some of your old games :-). I still remember playing JD in the jam. 'Course it wasn't as good back then. I'll try getting around to posting in the game topic at some point.
Community Stats
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- Active Posts 862
- Profile Views 20388
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- Age Age Unknown
- Birthday Birthday Unknown
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Gender
Male
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Location
Somewheretown, Nowhere
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Interests
Game Maker, Composition, Comics, Art, Music, Stuff.
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Version
GM8.1
520
Amiga!!!



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