GameMaker Platformers

Roles:Game Design, Level Design, Systems Design, Gameplay Programming, Puzzle Design Engine: GameMaker StudioLanguages: GameMaker Language (GML)



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.


Core Mechanics:

Platforming System:
Designed responsive movement including walking, jumping, edge detection, and momentum control to ensure smooth navigation through obstacle-rich environments.




Physics-Based Interactions:
Implemented systems where environmental elements like falling platforms, moving bridges, and ramps react to the player’s presence or actions, creating dynamic movement puzzles.




Puzzle & Obstacle Design:
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.




GameMaker Engine Development:
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.