Heyo folks, how're you doing? Hope you all got to enjoy this 2025 to its fullest!
Also, have you enjoyed your holidays? Did you get some cool presents? I hope so!
...So, another year huh? This one flew by like nothing before. Scary.
Nonetheless here we are, ready to give a good look at what this last year brought us and that is "anxiety & doubt with a sprinkle of progress"... At least, that's what comes to mind if I try to think about what happened these months.
BUT my memories are my worst enemy, so let's give ourselves to the awesome magic that is my personal monthly archive of screenshots and clips!
Time to feast.
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Here's a cookie made by Xiggo on last year's christmas, 'cause why not
"Next time you'll see something new, it will be in game."
This is what I said last time, in the 2024recap/2025preview. Silly, silly Ivan! You never learn!
Honestly tho, I think that after all these failed attempts at delivering in time, I finally learned for good the lesson "you don't make assumptions on how well your solo work will go or how much it'll take to make it", at least you shouldn't if you're me.
ATTENTION (.txt), important notice: Before starting, I need you to know that this year's recap will be... exhaustive (and probably exhansting, too). There won't be story spoilers about the new "Imscared" game, but I'll show a lot of wip stuff and behind the scenes of things you'll see only when the game will be out. To start the new year with the right mindset, I feel the urge to carefully write down every accomplishment I made through the months; I need this to show to myself that I worked as much as I could given the circumnstances.
...That's not a promising start, but let's see what January 2025 gave us exactly...
my face when I read about past Ivan's year resolution
▒▒▒▒▒▒▒▒▒▒ JANUARY ▒▒▒▒▒▒▒▒▒▒
The month started exactly as you might expect: with the mantra of focusing on remrem, I immediately started preparing a portion of the game which was meant to be the new "test build", aimed to try out the new "3D framework" I worked on for the past two years. I started testing out the stylistic possibilities for fun, as I often do while searching for new ideas.
I also tried making a blockout of the entire thing before modeling the real deal, but I found out that doing so in GameMaker took more time and effort than it should have. No thanks, I'll stick to good ol' "model the thing and cross your fingers" which works 90% of the times.
At the end of the month, a rough implementation of this new lighting system was finally ready! I still wasn't convinced, hence why this aspect of the game took more time through the upcoming months.
Remrem aside, January was also spent helping out my friend NoEye-Soft testing out NO-SKIN, a great game that came out in the following month and also one which you all should play, if you're interested in eerie worlds and challenging roguelikes!
The month ended with the Global Game Jam, where I partnered up with my friends AlexoFalco, GoldenSun and Zigoon to make GNAP, a colorful fun reinterpretation of Pang based on the jam theme "Bubble". This one was really fun to make and helped me ending January on a good note, since it started a bit messy lifewise.
Oh and let's not forget that it was also XIGGO'S BIRTHDAY, the best birthday I've been invited to and probably the best birthday humanity had the chance to see.
Long live the King.
...By the way, some of you made the awesome "MyMadnessWorks games tier list" and what to say, thanks for all the love!
Here my canon tierlist I made back then:
Testing out what the cool new shaders could do, in a place I'd love to let you see
NoEye also let me make a default_enemy for NO-SKIN!
I tried capturing the author's cool sprites style and I think I managed to do so.
It was fun!
GNAP!
You may now bow down to King Xiggo the 1st
▒▒▒▒▒▒▒▒▒▒ FEBRUARY ▒▒▒▒▒▒▒▒▒▒
My NO-SKIN fever lasted for the entirety of February. Awesome game.
I really like this map!
Important stuff
I wanna make a collection of my games, too!
February was spent working on another Remrem section, that is the one I blocked out the month before. This was pretty hard to make!
I also did a thing which we can summarize with this screenshot:
Aaaand No, I won't elaborate (but Lala models were just placeholders, that much I can say!).
This unspeakable thingie took some time, but at the end of the month I got back making "the big room", a cluster of all the IMSCARED maps which took (and is still taking) a lot of time to make.
To this day I love/hate it with a passion, but it was also the original vision which started this whole trainwreck so I must abide.
I also fulfilled a promise made to Xiggo by playing League of Legends for the first time: I had fun playing with him but I really didn't vibe with the game (lucky me, I guess..?).
Oh and I played Terry's Other Games by Terry Cavanagh, which is a collection of Terry's old games remastered for the occasion. Long live Terry Cavanagh, without him I probably wouldn't be here!
(now please go and play his latest free game Egg, it's awesome)
▒▒▒▒▒▒▒▒▒▒ MARCH ▒▒▒▒▒▒▒▒▒▒
March was mainly spent on three things: modeling and animating a certain character, making an inventory system for the game and making the very first pickable (and equippable) items.
At this point, the mission is simple: do your job and deliver a playable build on June.
And so I did, working the aforementioned stuff and also moving on with the map started in January.
I also had to fix some issues regarding the game's HUD: stuff drawn on GameMaker's Draw GUI events would bypass the post-processing shader, leaving me with an unwanted result (and I should've seen that coming, since I had to tackle the same issue with Lala is Bound)! I had to redo a lot of stuff to draw GUI elements in the normal Draw events, ending up with a result I really like.
In the spare time I also worked on a bonus video for the "Canned Project Galore" Patreon series (you can find the previous videos on my Youtube channel as I'm writing this): this bonus video dives into a relic from my pre-gamedev past, one which nobody knew it was secretly a work of mine (at least that's what I thought, turns out everybody already knew).
I had a lot of fun making this one, making video always feels very refreshing to me!
The certain character in question
The inventory system in question. (Weird key doesn't exist, weird key can't hurt you and doesn't hold uncontained power)
▒▒▒▒▒▒▒▒▒▒ APRIL ▒▒▒▒▒▒▒▒▒▒
You don't even know how much time this friggin' wardrobe took to be made: the simplest thing for an engine like unity or godot was pure hell to me.
And it's not even that hard to make, you just need to be a bit smart (and that's why Tiz saved my life by teaching me how to do it).
Fun thing is, this wardrobe doesn't even open in the game (but I needed this very same logic for other models, so it had to be done)
I remember being really moody in April; once again, it felt like I was taking too much time working on the game and every roadblock I encountered felt like a punch to my already feeble pride as a creator.
Luckily, the opportunity to show one of my games at a certain event popped out of nowhere and so I got some time off of Remrem.
I chose Memorial Pillage to be shown at this event, and so I took the chance to iron out an old MemPi update I started (and never finished) a long time ago.
It was great seeing people play MemPi on my old Macbook (not too great for them, 'cause that screen is really small). I also had a fun chat with a man which I think was a big shot of a different industry (there were all kinds of people to the event) and gave me an unrequested (but more than welcome) motivational speech. Dunno, I suppose you could've probably read on my face that I wasn't doing good.
Thanks, mysterious man who's friend with the Candy Crush creator.
Oh by the by, this was also the month in which I started making my entry for the GameMakerItalia's 2025 contest! More on that in the next section, I suppose.
Aaah, good ol' MemPi!
▒▒▒▒▒▒▒▒▒▒ MAY ▒▒▒▒▒▒▒▒▒▒
Aaaah, May! The month of annual Compe Crunch & unexpected problems!
The error on my part was to ditch the idea of making "a short 3D horror starring a burglar which I could sell for a few bucks" and, instead, deciding to make a cool and fast 3D action game; making 3D games with GameMaker is hard, as you may already know, and certainly it didn't help that I never made a 3D action game before!
While I was struggling with making the great project that I wanted for Vivre Burst to be, the power supplies in my studio experienced a total meltdown: the power came and went as it pleased, harshly shutting off my pc every now and then and making me lose progress. I had to borrow Leira's desk for some time since the issue was less frequent there (and surprisingly, with a setup that wasn't the usual one I felt kinda rejuvenated!).
As I was getting used to this, one last power shortage put my pc's power supply to rest forever. I lost some days of work waiting for the new piece and one more day to mount it on my machine, but hey, in the end I managed to do that and so I learned how to do something new.
Still, Vivre Burst didn't came out as I wanted to and that has been another jab at my pride and willpower; you can learn more about it on a dedicated patreon video which narrates in detail about the game's development.
You can find the contest entry here, if you want to try it out for yourself! If you end up liking it, you can also find a """full""" version of the game on Patreon (but this needs a subscription, mind you).
In retrospective, even if Vivre ended up being broken and incomplete, I'm really proud of it on a technical standpoint: there's a working minimap (thanks to the help of Jak), cool aerial movement, fun characters and dialogues, some stilysh aesthetics, animated cutscenes... I learned a lot about modeling, rigging and animating 3D characters!
And all of this in the span of one month and a half! It's not a bad outcome, after all.
BUT this is what I say in retrospective: the rest of May was spent in turmoil and utter hate for making 3d games with GameMaker, hence why I started studying a bit of Godot. Seems like a powerful engine, making games with it feels really fun!
Feeling like a trashbin, I also thought about scrapping Remrem in its entirety just to remake it on Godot... Here's a peek at Godotscared:
You laugh? I'm having yet another existential crisis and YOU LAUGH? >:(
Best girl came out of this month tho, so it's all good
Run Leigh, run! Fly Leigh, fly!
Burst Leigh, burst (on their faces)!
Made in a hour or so, it made me feel POWERFUL! Working with a 3D room editor felt like cheating, and importing/editing 3D props looked so easy (not as much as Unity, but one thousand steps easier than GM).
But hey, as stupid as it may sound, I feel like I owed something to the Remrem I made up to this point.
Yeah, long live GameMaker. But if we're talking about important 3D projects, Remrem will be the last one I make on it.
At the end of the month, I made my friend Carcallo play a build of the demo I planned to release in June: he really liked it, he also jumped out of his chair and that made me happy :]
▒▒▒▒▒▒▒▒▒▒ JUNE ▒▒▒▒▒▒▒▒▒▒
I also thought about making two more stories for MemPi and sell it as a whole package, but the Remrem demon lingers and asks for my soul
Please shine your light upon my way, little friend
Nonetheless, I was feeling really down: in the last few months I lost sight of the testbuild's scope and ended up planning more than I should've.
The original plan was to have a playable build that would've lasted maybe 10 minutes if played hastily, something like "here's one area for you to enjoy, see you when everything's ready!" and you know what, that area was indeed ready to be played!
Thing is, it didn't feel like a good move to make: if the first idea was to "give players something to see as soon as possible", as I kept adding stuff and working on other aspects of the game I simply thought "it's best if this testbuild gives players a clear idea of how the final game will play out".
It's kinda hard to explain, but I'll try: even if tied to IMSCARED, the Remrem I had in mind differed a lot from its predecessor.
The exploration is different, the progression is different, the mood is different... Hell, even the item logic is different! You were used to "key items" stored in a nonexisting inventory, yes?
Well not in Rem! Item logic in Rem is a different beast!
To sum it up, the original testbuild I envisioned would've made you try out this "new items" concept and made you take a look at the game's mood, but what I needed the most was to understand if the game's progression was fun in the first place.
'cause you know how that feels, right? You like what you're making, but deep down you're afraid it won't be fun for others to experience. I really needed some answers AND I couldn't get those answers with a demo that doesn't cover what's essential to me.
...I hope I'm still making some sense out of this recap, sorry. From June onwards, everything spiraled out of control once again and it's a bit hard to retrace it.
But like the anomalocaris on VRChat, I'll do my best!
...On a side note, I had the joy of playing Deltarune Chapter 3 & 4. This thing is awesome for an infinite number of reasons, and it's giving us the opportunity to live something that really reminds me of the Simpson's "Who shot Mr. Burns" mystery which people collectively tried to solve before the solution came out! isn't that awesome?
I could blab infinitely about how much this game helped me getting distracted from bad thoughts and about how much I loved Chapter 3 'cause it kicked me back in the shoes of little kid Ivan playing videogames and getting all emotional, but I think I'll just stop here with the Delta love and keep writing the recap.
▒▒▒▒▒▒▒▒▒▒ JULY ▒▒▒▒▒▒▒▒▒▒
As things went on, I started searching for the cause of my doubts. It felt like... the more I kept twisting the original design to accomodate the demo, the more I kept losing track of what's really important.
The more I insisted on worrying about the "shape of things", the more I ended up losing myself.
The nefarious June deadline was already gone and some days I felt like giving up on everything. Still, I decided to insist and this started a period in which every time I wake up, it's like a coin toss: if it's head then I'll feel kinda energic and pretty sure of what I made & I'm making. If it's tail, I feel like thrashing it all.
Luckily enough, July turned out to be a colder month than June and that alone gave me the energy to keep working on the demo's design. For once, since May, the project felt like it was naturally going in the right direction.
I uploaded some teasers on Twitter and felt pretty confident about the progresses: I tried focusing on what I wanted to make on a whim instead of "the shape of things" and, with the deadline gone, I also thought about enjoying some good ol' Minecraft with friends!
But you know how they say, "when it rains it pours": as soon as the very first session of Minecraft went by, my left arm suddenly decided to get 2018's PTSD and pulled a FIREWORK on me (for those that do not know, at the time I worked so much that I had to develop with my right arm only because of a tendinitis which became chronic and arbitrarily activates).
I tried ignoring it and that, of course, has been a bad idea: the thing still grieves on me as I write this -I feel better now, thanks to the cold season-, but because of it, development slowed down and I also had to partially give up going to gym, something that helped me clear my mind.
Failing the deadline paradoxically gave me some motivation, tho, and ignoring the aching arm I kept working on the "big demo" with a new deadline in mind: the IMSCARED 2012 birthday in October!
Every time I felt like losing my left arm, I shifted focus from Remrem to a new Patreon video I was making, one that would've started a new series of videos called "Released games galore", starring the games that did see the light of the day. More on that in the next section!
As I was saying, I kept working with that newfound energy; the Attraction, which was constantly teased in the IMSCARED updates, needed to be available in the demo even if scaled down.
By then I already did a lot of heavy lifting with the map itself (not talking about the content), but still it wasn't ready and needed a lot of polish. To be sure that everything worked as intended, I had to set up even things that wouldn't be available in the demo.
A lot of work, but its shape is pretty neat!
I felt so lost, I started thinking about making a new NothingElse chapter just to scroll off this uneasiness
I swear, I'm proud of how this thing is shaping! It's just that I'm not sure it will live up to the expectations, maybe?
Don't look at me like that, it's your fault you chickens
▒▒▒▒▒▒▒▒▒▒ AUGUST ▒▒▒▒▒▒▒▒▒▒
LiB stands for "Lala is Bounce"
That certain character having a bad time. As you can see, she's not pleased.
A very small piece of the triggers/walls/floors/lights mess that I had to look at since March
The smallest plug in the world is property of Chandran Apartments
As August began, I completed and released the Lala is Bound video. With that done, I could now focus entirely on the Attraction; this month was mainly spent doing that polishing work I talked about earlier and adding some story elements to the demo, so I can't show much about it. it's a rabbit hole.
Also, as it happens once per year, Tiz tried to get us back working on Mirror Layers Enigma 6 (which, if you didn't know, is already written down and halfway done since I dunno, two years? Something like that).
It's a rush that only last a week or so every time it happens, and sadly I can't commit to it until I'm fully done with Remrem (or at least its demo).
Because of the aching left arm I couldn't even play gamepad games, and thus I ended up spending two or three nights playing Your only move is Hustle with Xiggo (while NoEye mocked us 'cause he doesn't like to have fun with friends playing silly games booooo shame on you).
Oh and talking about rabbit holes, I finally (albeit shortly) started playing a game I had in the backlog!
A game that, just as I began playing... it gave me a weird sensation, I dunno, it's like
(good lord I wanna finish remrem just to be free for the next three months and give my soul to void stranger please world don't you dare spoiling this game to me 'cause the few things I witnessed so far made me so so soooo happy about being born in the same era as this game)
▒▒▒▒▒▒▒▒▒▒ SEPTEMBER ▒▒▒▒▒▒▒▒▒▒
And then, September came; I got to play Silksong which is probably the best action platformer I've ever played (such a good year to be a player, so many good games! What could go wrong? f, that's what). I also played a YuGiOh DS game which was suggested to me by NoEye (good ol' GX format, I had a lot of fun).
As for development, things got even bigger 'cause it felt like there was no concrete, satisfying payoff to the demo. I also needed to accomodate Worker/VIP players in some way, so I had to rethink some stuff; the original idea was to ignore that aspect for the demo, but since this story is one which moves with every iteration, be it big or small, I need for the demo to account for that without it being just a change of text.
At this point, the demo I have in mind (and in my hands, even if disjointed and fragmented) is probably bigger than what a normal demo should aim for.
Again, I start worrying about the shapes. Again, I lose myself in the rabbit hole.
The month goes on while working on a new area (which I won't be showing) and a new item.
...but as I keep working, the scope keeps getting bigger. I would be probably having a lot of fun making this thing, if only I could stop thinking about how much time it is taking.
The moon gets farther.
"and that's not even my final form!"
In my spare time I started thinking about how a physical version of MillMess should be! I wanna make that!
Tis dark for now, and not a soul stirs.
But remember, best memes are known to be born in nasale.
▒▒▒▒▒▒▒▒▒▒ OCTOBER ▒▒▒▒▒▒▒▒▒▒
Whew, October! Finally! Just in time to miss another deadline and call it a day!
No but really, this time I felt like I was almost done with the demo: the plan was to make some friends play it, albeit missing some small crucial stuff (Carcallo & NoEye only 'cause Tiz refused to play an unfinished version). The missing things were something that I could obtain in one, maybe two more weeks of work.
"Right now", I thought, "I need the "answers" I was looking for back in June, and so I'll let 'em play what I've done thus far."
And the result is...
...Aside from the usual little things to fix that comes out every time a new build gets played by someone else, the playthrough goes smoothly: it doesn't seem like the game has performance issues -which was something I feared a lot- and it feels like they really enjoyed the mood I built up to this point. Carcallo felt intrigued, NoEye surprised me by saying something like "it's weird, it feels sad" and I think he meant it as a compliment, which I'll gladly take honestly. But, how should I say this...
It's hard for me to be specific while avoiding spoilers, but the main part of this build didn't work out as I hoped it would. It felt too slow, kinda lackluster. I didn't like that feeling.
I don't like where this is going. Or, well, I do like it but I also don't like how it speaks to the player.
It's too obtuse, even when it doesn't have to.
I have to rethink some crucial things about its design.
An "old" Tense Holing clip
Lorna's run animation is only 4 frames long!
Something to be proud of!
...the hell is this?
At the same time, I launch my annual Terrorottobre jam (which, for those who're new to these recaps, is a horror-centric game jam I've been hosting on GameMakerItalia since 2020) with the theme "deceit". It's a thing I love to organize and I like to participate in it myself with a small horror game.
I won't lie, I thought about using Remrem testbuild as my entry for the jam! It also felt right given the jam theme, I could've done something like saying "hey my game is called 'ingannus' it's a roguelike" and then BAM the game's not ingannus, the game's Remrem testbuild and that's a cool surprise/deception for everyone to enjoy!
I kept working on Rem, but the brain wasn't cooperating anymore. Gotta be defective, Ignis wouldn't be proud...
I told myself "c'mon give up once again, make something new, you really need it".
And so I Castlevania'd all around!
I really felt the urge to make something active, something simple like an action sidescroller/platformer and that's why I made a really small prototype called TENSE HOLING, which you can play here if you're a Patron but also for free on this website's homepage as I'm writing this (I'll get rid of it as soon as I find something better to put in there). This thing took something like 4, maybe 5 days of work and came out pretty solid! I made the project really optimized codewise, so that I could expand it in the future since I already knew from the start that I couldn't make much in that short amount of time.
By the by, if you anagram TENSEHOLING you get NOTHINGELSE 'cause the original deceit I had in mind was to make it become a short NothingElse game after a few screens. But I was out of time, and so I pulled a Dice in black & white.
Tense Holing is not special in any way, but I must say I really REALLY enjoy how it looks and feels.
At the end of the month we held a GameMakerItalia meetup, which was awesome even with the awful flu I caught a few days before: GMI people is special and always finds a way to make you laugh and be happy!
I really wanted to make a mini-trailer for Remrem for the occasion, but didn't have the strenght to do so...
<3
adino
▒▒▒▒▒▒▒▒▒▒ NOVEMBER ▒▒▒▒▒▒▒▒▒▒
It's November, that is CHAKANA month! It's a very cool horror game made by Tiz and his girlfriend. I can't remember when exactly, but I also helped testing it one or two months prior. It was fun.
I also had a lot of fun spending some time with the people on the IMSCARED server: they organized a flattering "marathon" in which they tackled through all the games I made thus far. I know you're reading this, and I must say thank you for being so supportive and for liking what I do! It means a lot.
Sadly, for these last two months I don't have much to say: we had to update Mirror Layers because of the nefarious Unity safety breach and thus some days went by, replaying through the thing once again in search of bugs. Tiz did all the heavy lifting, so you might want to thank him!
Remrem-wise, I felt horrible every time I opened up the project but still I made some small tweaks and important progresses on stuff I can't show.
I re-designed on paper the portions mentioned earlier, and I had to find the strength to get rid of things I already made. But I wasn't sure of the new changes, I wasn't sure it would've been a good idea to change all that... I felt really, really confused and stuck.
and I hate getting stuck, I hate it with a passion, that's why I started adding more content elsewhere instead of doing nothing.
By doing so, it felt like something was finally moving again in my brain... But it didn't last long, every time I got back on that damned attraction room I panicked.
And so I ran away once again, giving myself to the Secret Santa jam entry (another annual GMI thingie hosted by Scario every Christmas).
Have you ever gave yourself so much to something
Thus, partially inspired by Void Stranger and Deltarune, I started making my cute bee game: another simple, action-oriented game with a simple gameplay and a simple objective.
Oh by the way, I also spent this month getting a bit angry at Silent Hill f... :(
A wild Yanna enters the chat!
I don't know why she's in the November folder but she's cute
I don't have the strength to look at this room region anymore
Please help me, little bees!
▒▒▒▒▒▒▒▒▒▒ DECEMBER ▒▒▒▒▒▒▒▒▒▒
Bee game is ready!
Megaman prototype is ready!
Cocca Claus (that is Leira) is ready!
And here we are! How're you?
The good news: Honeyguide was completed just as I envisioned it, maybe less polished than what I wanted to but still it's a short complete experience! A rare sight these days.
I also spent some hours tweaking an old project I made for another jam, but that's a feat so small it doesn't even need to be put here... Whoops looks like I still did
that you ended up losing yourself in the process?
The lack of Remrem stuff in the December folder paints out a clear picture: the cluster of negative thoughts and emotions developed through the last three years got me in the end, leaving me stuck and incapable of moving forward.
It's the first time I get this worn out, and I know it's the worst ending you could hope for. I'm really, really sorry about that.
In the past, every time I even started feeling like this I would simply jump onto the next project... But this? I can't do that, some of you are waiting for this game with a passion (I am waiting for it with a passion).
Honestly tho, December has been a pretty busy month with Christmas and all that! Aside from Honeyguide, I tried giving myself to chores and such, to de-stress myself a bit. Seems like it worked, maybe I just need a break from everything!
And that's where we are.
▒▒▒▒▒▒▒▒▒▒ ...TO SUM IT UP...▒▒▒▒▒▒▒▒▒▒
I did my best.
You shouldn't be here.
This year's resolution was to focus on Remrem, and that I did. Hell, I even made only two videos for the patreon! I also ignored Scary Board Game, gbhorror and all those other things I wanted to do this year.
That's bad behavior BUT also true commitment, I must say!
And please, don't get me wrong: I'm not writing all of this in search of pity or something like that. I'm doing so because I really, really want to get back in shape.
Speaking of that, you know all that "shapes" talk made earlier? Vivre Burst, Tense Holing, Honeyguide... I'll be honest with myself for once, I DID get better at making stuff on a technical standpoint, and maybe that's why I now strive to make things look good and solid as much as possible, maybe that's why I strive to give them a good shape.
But in the process, I feel like I'm losing track of what's important, and that is the "heart". The "core", the "vision", call it as you like.
I'm having a hard time finding the correct balance between the shape and the heart. It's difficult trying to find it while working on a project so important to me, it's hard trying to find it as I get stuck because of uncertainty and fear of not meeting up with players expectations (and mine, too).
Maybe I'm just getting myself too seriously, and sure enough a big chunk of all these worries simply come from the hardships of life.
But I don't want to give up, no matter how many times I feel like doing so.
I can't make any promises, but 13 is a lucky number, as I've stated before..!
And even if I end up shrinking the scope of this beast of a project,
I really, really, really want to see you all cross that gate
and get lost in the process.
And that is why my new year's resolution is
"don't give up and keep doing your best"
Just like the anomalocaris.
What, you think I'm stupid?
Can't forget the yearly Bulbasaur.
Happy new year, folks!
Thanks for staying! <3
-Ivan