Uploaded May 2023 | Updated September 2026, 13 hours ago
Turbo Overkill (early access): 9 of 10
Developer: Trigger Happy
Turbo Overkill is a fast paced boomer shooter with low pixel graphics. The games has it all, fast responsive controls, actually good weapons,
a cool protagonist that has a chain saw leg which can be used for sliding through the levels and a small but diverse upgrade system for skills and weapons.
Story:
In Turbo Overkill you are a kind of a mercenary which has a job to take down an evil ai corrupting this world.
Gameplay:
Enemies are cool looking and plenty to be gunned down. Nothing really new you haven't seen before but fighting them feels most of the time very fair and are being countered by your dashes, double jumps, wall jumping, even a hook and of course a lot of weapons with alternative fire modes that make the game a joy to play. You are always in fast combat or exploring your surrounding for secret areas of places you are not supposed to be. Sound and music are very decend and complement the game.
Graphics:
If you are expecting a graphical masterpieces, then this game won't win your heart.
My own opinion:
For me personally Turbo Overkill was a pleasant suprise. All was very polished (gameplay, level layouts, story, music). Hands down Turbo Overkill is one of the best games played this year so far. It is a very well done boomer shooter with high octange gameplay.
Incision (early access): 7 of 10
Developer: Smoothbrain
Incision is a very gory super pixelated first person shooter that does what good old boomer shooters do.If you like simplistic games like the old Quake, Blood, you will feel right at home here.
Story:
You are thrown in an apocalyptic horror world after an unknow entity invaded the earth and you see a merging of living beings with unorganic matter in the environment. In the game you can find more light story exposition with some short text in hidden areas or through environmental storytelling. This is a neat way to setup a minimal context to the world after the invasion, where you can find some infos about some weird cults and the player.
Gameplay:
The gameplay is very straight forward with countless of enemies and a standard weapon roster which you have seen countless times in other fps games. Same goes for the horror enemies that are very vanilla in this regard aswell. It is nothing fancy but it does play very satisfying.
Sound and music are on a high level and carry the game's creepyness well.
Graphics:
Graphics can be for pursists a turn off. There is currently no way to increas gamma or turn of the dither effect. Since all is a bit mushed, it did happen quite a lot of times that I didn't see enemies close by.
My own opinion:
All in all Incision is an enjoyable fps that doesn't innovate but sticks to what used to be a gold standard. I did enjoy the creepy levels, gun play, the monsters and played the early access to it's end.
Blood West (early access): 8 of 10
Developer: HyperStange
Blood West is a survival stealth shooter where ammo is sparse and every enemy can almost oneshot you.
Story:
You play as an arisen being dead to investigate the lands which is being overrun by monsters and that suffers from a curse.
Gameplay:
What is very interesting about this game is it's stealth and death/curse system, which punishes you very fast if you mess up. That gave me Demon Souls vibes of difficulty which is love and hate relationship that kept me playing this game. Here you have to manage not being spotted, manage a really small inventory and never having enough ammo. If you don't hit the enemy with your guns in the head, well you pretty much wasted this bullet since it does minimal damage. This system does reward patient and tactical players. You can try gun and run but that is very hard to pull off here.
Graphics:
Graphics and enemy ai are on the lower spectrum.
My own opinion:
Overall gameplay was that satisfying to explore every dark corner for some sweet loot.
Disclaimer: I requested the keys for all games, which I got. I didn't get any money, sponsorship nor do I have any affiliation with the developers/publishers. But thanks for giving these gems to me!
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
0:00 Intro
0:24 Turbo Overkill review
2:49 Incision review
5:14 Blood West review
Turbo Overkill (early access): 9 of 10
Developer: Trigger Happy
Turbo Overkill is a fast paced boomer shooter with low pixel graphics. The games has it all, fast responsive controls, actually good weapons,
a cool protagonist that has a chain saw leg which can be used for sliding through the levels and a small but diverse upgrade system for skills and weapons.
Story:
In Turbo Overkill you are a kind of a mercenary which has a job to take down an evil ai corrupting this world.
Gameplay:
Enemies are cool looking and plenty to be gunned down. Nothing really new you haven't seen before but fighting them feels most of the time very fair and are being countered by your dashes, double jumps, wall jumping, even a hook and of course a lot of weapons with alternative fire modes that make the game a joy to play. You are always in fast combat or exploring your surrounding for secret areas of places you are not supposed to be. Sound and music are very decend and complement the game.
Graphics:
If you are expecting a graphical masterpieces, then this game won't win your heart.
My own opinion:
For me personally Turbo Overkill was a pleasant suprise. All was very polished (gameplay, level layouts, story, music). Hands down Turbo Overkill is one of the best games played this year so far. It is a very well done boomer shooter with high octange gameplay.
Incision (early access): 7 of 10
Developer: Smoothbrain
Incision is a very gory super pixelated first person shooter that does what good old boomer shooters do.If you like simplistic games like the old Quake, Blood, you will feel right at home here.
Story:
You are thrown in an apocalyptic horror world after an unknow entity invaded the earth and you see a merging of living beings with unorganic matter in the environment. In the game you can find more light story exposition with some short text in hidden areas or through environmental storytelling. This is a neat way to setup a minimal context to the world after the invasion, where you can find some infos about some weird cults and the player.
Gameplay:
The gameplay is very straight forward with countless of enemies and a standard weapon roster which you have seen countless times in other fps games. Same goes for the horror enemies that are very vanilla in this regard aswell. It is nothing fancy but it does play very satisfying.
Sound and music are on a high level and carry the game's creepyness well.
Graphics:
Graphics can be for pursists a turn off. There is currently no way to increas gamma or turn of the dither effect. Since all is a bit mushed, it did happen quite a lot of times that I didn't see enemies close by.
My own opinion:
All in all Incision is an enjoyable fps that doesn't innovate but sticks to what used to be a gold standard. I did enjoy the creepy levels, gun play, the monsters and played the early access to it's end.
Blood West (early access): 8 of 10
Developer: HyperStange
Blood West is a survival stealth shooter where ammo is sparse and every enemy can almost oneshot you.
Story:
You play as an arisen being dead to investigate the lands which is being overrun by monsters and that suffers from a curse.
Gameplay:
What is very interesting about this game is it's stealth and death/curse system, which punishes you very fast if you mess up. That gave me Demon Souls vibes of difficulty which is love and hate relationship that kept me playing this game. Here you have to manage not being spotted, manage a really small inventory and never having enough ammo. If you don't hit the enemy with your guns in the head, well you pretty much wasted this bullet since it does minimal damage. This system does reward patient and tactical players. You can try gun and run but that is very hard to pull off here.
Graphics:
Graphics and enemy ai are on the lower spectrum.
My own opinion:
Overall gameplay was that satisfying to explore every dark corner for some sweet loot.
Disclaimer: I requested the keys for all games, which I got. I didn't get any money, sponsorship nor do I have any affiliation with the developers/publishers. But thanks for giving these gems to me!
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
0:00 Intro
0:24 Turbo Overkill review
2:49 Incision review
5:14 Blood West review

![(De)-activate + spawn enemies around player [#9 Vampire Survivors Remake in GameMaker ]
This is the 9th video in a series on remaking Vampire Survivors in GameMaker.
The first part of this video tutorial shows you how to setup a system that activates instance (of enemies) in the view and deactivates them outside the view (plus some extra buffer around the view). Deactivated instances are very light weight and have no running code, which make theme easy to get rid off and when the view is close enough you can re-activate them so that they become functional again. The second part is simply showing you how to spawn radially around the player new enemy instances. Thats it!
π§ For the future: This series will will build expanded the further we go into the series.
Video on lenght_dir:
https://youtu.be/pl7-sr6zeT8
Culling system like in Forager (advanced!):
https://www.gamedeveloper.com/design/forager-optimization-in-gamemaker
π»Project + assets found here:
https://1up-indie2.itch.io/vampire-survivors-mini-engine
π Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
πΈ Instangram: https://www.instagram.com/1upindie
π¦ Twitter: https://twitter.com/1upIndie
π¬ Discord: https://discord.gg/gvr98nb
π Udemy: https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/ (See youtube about page for discount)
CHAPTERS
0:00 What we will do
0:52 Subscribe
1:04 The concept what we do
1:59 Drawing the enemy instance count for checking
2:36 Loop an alarm event to activate/deactivate + spawn enemies
4:23 Use functions (de)-activate region
6:57 Spawn enemies around the player (De)-activate + spawn enemies around player [#9 Vampire Survivors Remake in GameMaker ]](https://i.ytimg.com/vi/bdjyR48G6Qo/mqdefault.jpg)
![Data structure - ds grid [Game Maker | Basics]
This basics video tutorial shows you how to use ds grids in GameMaker.
The first question would be, do you need learn about ds gird in Gamemaker Studio. And the answer is yes because it a way to store informations in this specific data structure. So if you want to have an inventory system, and upgrade tree or a bestiary, then it is quite useful to understand what ds grids are and how you can use them for your own game in Gamemaker. To put it in a nutshell, ds grids are basically collums and rows of stored data in Gamemaker, like an exel spread sheet so to say. Thats it!
Video on ds lists:
https://www.youtube.com/watch?v=3ygcKjltSQY
Video on accessors of data structures:
https://youtu.be/hnYtW4ang4I
Cool monster image from video thumbnail:
https://opengameart.org/content/bevouliin-underground-worm-sprite-sheets-for-game-devg-2
π Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
πΈ Instangram: https://www.instagram.com/1upindie
π¦ Twitter: https://twitter.com/1upIndie
π¬ Discord: https://discord.gg/gvr98nb
π Udemy: https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/ (See youtube about page for discount)
CHAPTERS
0:00 What we will do
0:49 Subscribe
1:00 Theory ds_list
1:58 Theory ds_grid and what we build
2:38 Use case for a ds_grid Data structure - ds grid [Game Maker | Basics]](https://i.ytimg.com/vi/c9qwFCvHTuM/mqdefault.jpg)
![Forager style bounce [Game Maker Studio 2 | Advanced]
This advanced video tutorial shows you how to create a bounce which you see in popular games like Forager in GameMaker Studio 2.
The idea is quite simple. You scale an object with the help of an animation curve in a bounce motion. Thats it!
// General video on animation curves:
https://youtu.be/gMIzQGjmkFA
free tileset from video found here:
https://opengameart.org/content/dirt-and-grass-forager-inspired
π Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
πΈ Instangram: https://www.instagram.com/1upindie
π¦ Twitter: https://twitter.com/1upIndie
π¬ Discord: https://discord.gg/gvr98nb
π Udemy: https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/ (See youtube about page for discount)
0:00 What we will do
0:27 Subscribe
0:37 Concept explained
1:10 Coding part Forager style bounce [Game Maker Studio 2 | Advanced]](https://i.ytimg.com/vi/c_RrRbLoD14/mqdefault.jpg)
![DnD - No coding way to make games [Game Maker Studio 2 | Crash course]
Gamemaker Studio 2, Gms 1.4 or even the Game Maker 8 have an alternative unique way to make video games without coding.
Most ides like Unity, Godot etc. use an already existing scipting language that is not visual. Gamemaker has its own version of a scripting/programming language. Here it is called GML which stands for Gamemaker language. But as an alternative you can use a block tool that substitutes the programming language visually with DnD which stands for drag and drop.
DnD:
These visual blocks are instructions/commands in every object to do things like moving, setting and getting values or drawing things on the screen. This crash course will guide you through the most important/essential parts of making games which is:
- detecting a keyboard input
- moving things by updating x,y values or by direction plus speed
- instance creation and destruction
- randomness and variables to store values
These topic build the foundation to build fast and easy with DnD small video games in just a few minutes.
// free resouces found here:
background, ships, shots, asteroids by Ansimuz: CC0
https://opengameart.org/content/space-ship-shooter-pixel-art-assets
https://opengameart.org/content/warped-fast-ship
explosion by JROB774 CC3
https://opengameart.org/content/pixel-explosion-12-frames
π Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
πΈ Instangram: https://www.instagram.com/1upindie
π¦ Twitter: https://twitter.com/1upIndie
π¬ Discord: https://discord.gg/gvr98nb
π Udemy: https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/ (See youtube about page for discount)
0:00 What we will do
0:49 Subscribe
1:00 Setting the room up
3:00 What are objects and where is the DnD system
3:56 Setting up the player - Get keyboard input to move the player
10:58 Setting up the player - Get keyboard input to create a shot/bullet
14:30 Setting up the shot - moving up plus rotate
16:31 Creating enemys and naming the assets to keep it organized
18:02 Setting up the enemy - moving left
20:30 Adding walls for the enemy to have a collision with and reverse the enemies direction
22:30 Destroying the shot when the touch (collide) with the enemies
24:00 Make fancy explosions to indicate visually a contact between shots and enemies
26:15 Add destructible rocks/asteroids to shoot at
31:28 Create spawner for rock spawing
34:10 Why variables are useful
41:07 Is DnD for you? Game shown - Rayman Legends DnD - No coding way to make games [Game Maker Studio 2 | Crash course]](https://i.ytimg.com/vi/cuHEKpO3BSA/mqdefault.jpg)
![GUI and hidden mechanics [Super Demon Survivors devlog #3]
Super Demon Survivors is a homage to time survival reverse bullet hells, set in a familiar world pitting multiple characters against hordes of demons and monsters in a multistage free for all.
Can you outlast wave after wave of increasingly difficult, minimalistic gameplay using an array different weapons and power ups?
Where you like the genre or you want to be part of the active community, you will have direct influence on how the game will be done via comments below or directly with me and my community on my discord server.
The game is made by me and Gutpunch studios to create a game that is in the spirit of the good old games but with modern standards.
https://gutpunchstudios.com
// content of this video:
In this video I take you on a journey through the eyes of the developer and the player. A passive understanding how to interact with a game is through the user interface (UI) or rather the graphical user interface (GUI). This interface allows the player to do predefined interactions to control aspects of the game and also gives the player feedback how the game works, like basic rules and an understanding how the core loop works. The GUI is not just for the player, it can be used also for control metrics/rules that are hidden for the player to control the flow of the game and to optimise it by the developer. These things may appear on the outside natural and understood passivly but are fundamental for a successful game to be done correctly.
I am not sure if I sufficiently explained this concept with the anecdote. So what I was refering to is that a child uses/learns from a haptical device like a screen to swipe/pinch/enlarge with their fingers to control content on the screen. And that small one from the story tried this by swiping on a glas tank for fish to enlarge the image, which to the childs suprise didnt work. All that is learned behavior but feels to us now natural (which it isnt).
Video for the best underwater fx:
https://www.youtube.com/watch?v=O05I_vW8kO4
Video for quick overworld map:
https://www.youtube.com/watch?v=xSGCJk2JtAI
Video for transitions and fade in/out:
https://www.youtube.com/watch?v=QkrRykZj9Mw
Video for a dmg popup:
https://www.youtube.com/watch?v=PQ8FZHprqOw
π Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
πΈ Instangram: https://www.instagram.com/1upindie
π¦ Twitter: https://twitter.com/1upIndie
π¬ Discord: https://discord.gg/gvr98nb
π Udemy: https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/ (See youtube about page for discount) GUI and hidden mechanics [Super Demon Survivors devlog #3]](https://i.ytimg.com/vi/dEfnTROUcoU/mqdefault.jpg)
![Wind effect fast my way vs shader [GameMaker Vfx]
This video tutorial shows you how to achieve a simple wind effect which you see in a lot of 2D games with trees, bushes etc., basically foliage that is being moved to make the level pop more. Here I show you an easy out of the box way or the advanced shader way (based on Xors shader code).
The easy way is simply to have an asset player and apply the underwater effect on it. Then place all image you want to be be moved/animated through it there. Aaaaand that is it. The downside of this approach is that it can look a bot artifacty (if that is even a real word).
The default way is to have instances and use a shader for drawing. This approach looks cleaner, but you need to take into account that you have to assign each sprite its own texture page (so 4k texture page default size is no bueno). For more details how the whole code works visit Xors website and there you can find a sample project.
@XorDev
Xors shader blog with the shader code found here:
https://xorshaders.weebly.com/tutorials/8-wind-shader
π Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
πΈ Instangram: https://www.instagram.com/1upindie
π¦ Twitter: https://twitter.com/1upIndie
π¬ Discord: https://discord.gg/gvr98nb
π Udemy: https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/ (See youtube about page for discount)
0:00 Easy wind effect with GameMakers effect layer or the normal way with shader code
1:27 The easy way
3:15 The normal way with shaders
5:17 Issues with drawing Wind effect fast my way vs shader [GameMaker Vfx]](https://i.ytimg.com/vi/dPymiS_KECM/mqdefault.jpg)
![Boost compile/test time [Game Maker | Basics]
This basics video tutorial shows you how to use reduce testing/compiling time in GameMaker.
So this is the scenario, you write two lines of code and want to test your changes and hit F5. But this is not good because that takes more then one minute. How do we get this faster because waiting one minute or more each time for short testing isnt fun.
But lets start from the beginning, what is compiling and what has it to do with testing or even creating executables? To put it into laymends terms, compiling is the act of assembling or putting things together from different sources. That is what is happening when you press F5 and run your game in the virtual machine (VM) or the YoYo compiler (YYC). It stores all files in a temporal folder and create a useable/runnable version of your current project. So if you have tons of big images and high quality songs in your project you increase the compiling time by a lot.
To remedy this temporary:
- put no or dummy images/songs to reduce files size
- use compressed sound files (.ogg)
- use as little images in total which are not needed in early to mid stage production
- good hardware (cpu/ram + ssd) for loading fast in and out
In later to last stages of making your game you put in the art and music to not bloat/cripple up your testing/compiling capabilities. Having thousands of objects and scripts is not affecting the overall testing times (almost) at all.
Offical manual on compling/testing:
https://manual.yoyogames.com/Introduction/Compiling.htm
π Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
πΈ Instangram: https://www.instagram.com/1upindie
π¦ Twitter: https://twitter.com/1upIndie
π¬ Discord: https://discord.gg/gvr98nb
π Udemy: https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/ (See youtube about page for discount)
CHAPTERS
0:00 Testing speed is terrible, how to fix this
1:00 Subscribe
1:11 What is compiling
2:02 Target platform and virtual machine
2:58 What compiling is doing in GameMaker
4:08 Replace big files with dummies or compressed versions
4:49 Capitan Obvious, faster hardware will boosts test times Boost compile/test time [Game Maker | Basics]](https://i.ytimg.com/vi/deQKpHW-O5o/mqdefault.jpg)
![Update V2023.1 - No bling bling but 2 must have functions [GameMaker]
The newest patch V2023.1 comes with some good quality updates. The highlight is the new move_and_collide function and audio_play_sound_ext. These two are worth the update by itself.
In a nut shell, move_and_collide is taking in vertical and horizontal movement inputs and checks if there is a collision, if yes you cannot go there. This is super easy to use for beginners and advanced users.
The audio_play_sound allows you to directly influence the sound file with a struct. It makes playing and controlling sound files more convenient. The other additions are that you can oscillate through a sound file with a sound effect (no idea what this is good for) and you can use sdf fonts, which smoothen pixelated fonts. This method is only of externally pulled fonts during runtime, so the use is limited. This feature will be in the future expanded to the internally stored fonts.
Sdfs are very powerful way to create light weight bitmap heat maps, which are use for fast light system or other means. Xor has a wonderful article for this:
https://xordev.substack.com/p/gm-shaders-mini-raymarching-1351092
Tldr:
- move_and_collide for easy collision setups
- customise sounds further
Offical blog and release notes:
https://gms.yoyogames.com/ReleaseNotes.html
https://gamemaker.io/de/blog/version-2023-dot-1-easy-collisions-crisper-fonts-and-new-audio-functionality
π Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
πΈ Instangram: https://www.instagram.com/1upindie
π¦ Twitter: https://twitter.com/1upIndie
π¬ Discord: https://discord.gg/gvr98nb
π Udemy: https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/ (See youtube about page for discount)
2:39 xor
CHAPTERS
0:00 The newest GameMaker update 2023.1 has dropped
00:26 Particle editor and new fx effects postphoned
00:39 Should you update to this version?
01:02 Easy collisions
02:30 SDF fonts - make pixelated fonts crisper
03:26 Static structs - Nope
03:36 Temolo audio effect
05:20 audio_play_sound_ext - more instant control over a sound file
5:30 Game shown: Garlic Update V2023.1 - No bling bling but 2 must have functions [GameMaker]](https://i.ytimg.com/vi/ePlAaqK8UFQ/mqdefault.jpg)
![Slime jumper [Game Maker Studio 2 | Enemy Ai]
This enemy ai video tutorial shows you how to make an enemy that that jumps randomly in GameMaker Studio. Typically those kinds of enemies are slimes for a reason.
The idea is quite simple. You need to the enemy that goes left and right like you maybe saw in my previews enemy ai videos. After that you setup a variable that runs down. Once that variable is 0 or smaller you reset the direction to an upwards angle plus set gravity to a value so that it pulls down the enemy. Now the enemy is jumping. To reset the jumping motion you have an additional collision in the step event that resets the jumping. Thats it!
π Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
πΈ Instangram: https://www.instagram.com/1upindie
π¦ Twitter: https://twitter.com/1upIndie
π¬ Discord: https://discord.gg/gvr98nb
π Udemy: https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/ (See youtube about page for discount)
Previous video here:
https://www.youtube.com/watch?v=hTPHzHM2KQ0
Emcee Flesher CC4by
https://opengameart.org/content/super-dead-space-gunner-merc-redux-platform-shmup-hero
https://opengameart.org/content/space-war-man-new-laser-and-enemies
0:00 What we will do
0:34 Subscribe
0:46 Quick theory how it works
1:44 Coding part Slime jumper [Game Maker Studio 2 | Enemy Ai]](https://i.ytimg.com/vi/eY4kcxdUH3s/mqdefault.jpg)
