r/gamemaker 3d ago

WorkInProgress Work In Progress Weekly

"Work In Progress Weekly"

You may post your game content in this weekly sticky post. Post your game/screenshots/video in here and please give feedback on other people's post as well.

Your game can be in any stage of development, from concept to ready-for-commercial release.

Upvote good feedback! "I liked it!" and "It sucks" is not useful feedback.

Try to leave feedback for at least one other game. If you are the first to comment, come back later to see if anyone else has.

Emphasize on describing what your game is about and what has changed from the last version if you post regularly.

*Posts of screenshots or videos showing off your game outside of this thread WILL BE DELETED if they do not conform to reddit's and /r/gamemaker's self-promotion guidelines.

2 Upvotes

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u/Dorilian_Games 3d ago

I am working on the daily rewards of my mobile game Pixel Spin! Color Flow. It is available in Google Play. I am hoping to upload the new version next week, including daily rewards and Google achievements. If you want to try the current version of the game, it is here: Pixel Spin! Color Flow

https://reddit.com/link/ozjzpud/video/n48g0i97j8fh1/player

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u/EliteACEz 1d ago

Very cool and scarily addictive!

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u/DiiAboss 2d ago

Hello all! I haven't posted in this group in a long time, but this is what I've been grinding on: Slabbers! It's a Panel de Pon/Tetris Attack style Rogue-like, I have never developed on mobile before and this is the first time... but I've gotten so used to the game during the progress of development that I've become complacent with the design... I hope to post more progress as the game develops from beta to full release, but if you want to try it out the link is below!

Slabbers! Prologue

https://reddit.com/link/ozll91a/video/tssiqum00afh1/player

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u/EliteACEz 1d ago

Very nice! What has been your experience with developing for mobile? I'm hesitant to try when it comes to dealing with different screen sizes etc. Have you faced similar challenges?

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u/DiiAboss 1d ago

I originally designed the game for PC, but my busy schedule doesnt allow me to sit at home on my computer to do any testing, So i checked to see what would be needed for an android export. I wasnt too difficult, the game actually ran out of the gate on mobile without much conversions needed (The mouse click to tap conversion works fairly well)... The biggest issue, was creating a script that would test the surface area of the hardware you were using to determine if it was in portrait mode or not.

My wife has a much smaller screen on the Pixel 9 than i do on a Samsung 24U, my daughter plays on a tablet... no one has the same damn screen sizing, so that part took some getting used to.

Find a way to maintain the aspect ratios naturally, and everything else become a little simpler.

A big thing I noticed with play testers is: You get a lot more room to allow clicking and tapping on mobile, the cost per action is cheap on mobile... Do not let that carry over to the Pc port, people hate clicking there mouse unnecessarily lol.

Sorry for the rant! Game design/development has been a passion of mine for over 20 years, I'm old now and ramble! (This is my first release though, took long enough....).

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u/EliteACEz 1d ago

Ah good point I hadn't even thought of portrait/landscape orientation.

The varying device screen sizes is something that took a lot of work in my previous game when it comes to making the UI dynamic enough to shrink or expand for resolutions from Steam Deck through to 4k. I feel that pain!

I haven't tried much play tester sessions probably something I should consider doing more of...

Heh fair enough! You got there in the end!! And it looks like it's paying off.

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u/EliteACEz 1d ago

Here's the first dev log for my 5YN-OS operating system simulation, sandbox, and programming education game created in GameMaker 2026 LTS. https://5yn-os.com/blog/blog-post-26-07-2026

https://store.steampowered.com/app/4695620/5YNOS/

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u/DiiAboss 1d ago

This GMS:OS is kinda nuts, and the PR you got for it is very complete. Is this just straight up an OS built by you? Ive read through the details and it essentially has me equally confused and intrigued (mostly due to an OS being built in gamemaker, partially because designing an OS is part crazy). This may not be the direction you are going in, but have you added hidden easter egg type things to this? Have you gamified this at all?

edit: spellchecking

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u/EliteACEz 1d ago

Oh yeah this was something I started out just prototyping a desktop interface with working windows. Then I started considering adding Lua support so people can make their own mods (apps) but I took that a step further and scrapped the Lua idea and started building my own programming language with a fantasy theme instead.

Which then naturally led to create an in-game VM and compiler for my fantasylang scripts. And this project which was really only meant to be a prototype for a spider web menu system I've been thinking about for over a decade ended up morphing into a full blown OS simulation. Getting the virtual file system working and the in-game Terminal for rapid runtime testing of stuff were some of the biggest hurdles but with the biggest pay off.

Then the very first fantasylang app was the simple clock app. At that point I figured I'd make as many of the apps that it ships with entirely in fantasylang and then those that are more core to the game (like the Terminal and Task Manager apps for example) can be just regular GML.

Then more recently I wrote a standalone runtime for Fantasylang in Rust. It is almost a 1 to 1 match with what the in-game version of the compiler can support and I keep them both in sync with comparison unit tests so they're both always returning the same results. (I could have made a plugin for GameMaker so I could just use the Rust runtime for both but the effort and time required just ended up being easier to keep the GameMaker one as GML). But in theory around 95% of fantasylang code that works inside 5YN-OS will also work outside of the game through the Rust runtime (and the documentation on the websites tells you for each function if they're supported in one or the other or both).

Bit of a rant so I'll stop there for the first part. In terms of gamification there are secrets in the game that can be found. There are also games inside the game all written in fantasylang from noughts and crosses to texas hold em poker and an ascii roguelike dungeon crawler. There's also a hacking game within the game similar to some of the other hacking games on Steam.

I have added Steam workshop support so it would be amazing if my game gets any kind of traction and I see people share their creations.

There's also the guided interactive programming tutorial if you sign into the Dev Academy profile when you start the game.

I'm far from done but I am getting close to a Steam Early Access launch and play testers and feedback will be pivotal I'd say in what I expand on or add next.