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I'm a game designer/programmer who's just getting started up with the whole "making games" thing (all the half-made GameMaker games I made probably don't count). My first project is Quark Storm, a 2D platformer where you move only by rocket jumping. I also like playing games, whether they are for PC, consoles (I used to be a Nintendo fanboy, and that shows in my game and systems library), or tabletop (such as Magic: the Gathering). I also like learning all sorts of new, non-game related things, such as a classic Argentine painting style called "fileteado" or the Japanese language. Besides being mainly a programmer and game designer, I can draw half-decent pixel art and compose some music (mostly retro-ish chiptunes) as well.

Comment History
JulianImp
JulianImp - - 3 comments @ Quark Storm update: Want a hint?

Hi, and thanks for your comment! First and foremost, I apologize for the late reply, but I'm still not used to the way comments work, so I didn't know you had posted this question until I checked my news articles out today.

The latest demo is a bit old, as its a build I released before updating the physics and all that, but it can be found here for Windows, MacOS, Linux and Android (for both smartphones and tablets): Indiedb.com

I'll be releasing a new demo once I feel like I've made enough progress to show something worth your while, since I don't want to rush it and have it come off as a rushed and cheap build. Please bear with me and look forward to further updates!

Good karma+1 vote
JulianImp
JulianImp - - 3 comments @ Quark Storm

Ahora que volví a mantener esta página un poco más, recién veo bien tu mensaje.

Ahí me uní al grupo, aunque la página del juego la voy a mantener en inglés para hacerla más accesible, y el nombre no es muy argentino que digamos... por lo menos mis actualizaciones de estado por Twitter van a estar en español también, para quienes quieran seguir el desarrollo pero no manejen tanto el inglés. :p

Good karma+1 vote
JulianImp
JulianImp - - 3 comments @ Quark Storm alpha demo v6 released

Thanks for your feedback!

At the start of the project I was using keyboard controls alongisde the mouse, but they didn't add much except slightly better controls while grounded, and since you'd often spend most of the time in midair, they were kind of redundant and ended up getting scrapped. This also allowed the game to run fine on smartphones and tablets.

Please give the control scheme a second chance. It does take a while to get used to, like I observed during some public playtesting, but after a while you'll learn how to control your cell's angle and momentum a lot better to get it to where you want it to.

The brake is also a handy tool, which is the reason why I've added hazards starting with level 1-3. Up to then, you might've forgotten you used it back in level 1-1, but the deadly goo should helps show its usefulness and versatility.

Good karma+3 votes