GameMaker Platformers
Project Summary:
This collection of 2D platformers was developed in GameMaker Studio to explore responsive player movement, physics-driven puzzles, and environmental design. Each prototype features distinct platforming challenges—from collapsing bridges to timed jumps—designed to test player skill, reflexes, and decision-making across progressively difficult levels.
Players navigate precision-based platforming levels filled with timed jumps, physics-driven obstacles, and interactive puzzles. The game emphasizes responsive movement, environmental interaction, and skillful traversal across handcrafted 2D worlds.
In this project, I contributed to core movement systems, level and puzzle design, and gameplay scripting, building a responsive and challenge-driven platforming experience in GameMaker Studio.
Players navigate precision-based platforming levels filled with timed jumps, physics-driven obstacles, and interactive puzzles. The game emphasizes responsive movement, environmental interaction, and skillful traversal across handcrafted 2D worlds.
In this project, I contributed to core movement systems, level and puzzle design, and gameplay scripting, building a responsive and challenge-driven platforming experience in GameMaker Studio.
Core Mechanics:
Designed responsive movement including walking, jumping, edge detection, and momentum control to ensure smooth navigation through obstacle-rich environments.
Implemented systems where environmental elements like falling platforms, moving bridges, and ramps react to the player’s presence or actions, creating dynamic movement puzzles.
Created gameplay loops around collecting hidden paintings and depositing them into chests. Each level required players to navigate traps, solve timing-based puzzles, and carry objects without interruption.
Built core logic using GameMaker Language (GML), including player states, collision detection, inventory systems, and trigger-based environmental behavior.
Outcome:
This collection of GameMaker Platformers served as a testbed for designing mechanical depth in 2D space. The project demonstrates my ability to prototype polishedplatformer mechanics, integrate responsive physics systems, and design skill-based levels with clean player feedback loops.