I'm a homebrew developer of classic video games
I grew up in the Spain of the 80s while eating sci-fi and mythology stories. Back in the day it was easy to find arcade cabinets in pubs and restaurants, and I was fascinated with their colours, their sounds and their restless action. But the familiar economy wasn't good enough for the kid to waste coins into arcades, so I spent years watching others play and, without realizing it, studying the design of those games.
I dreamed of creating my own titles, but that was an impossible dream for a kid like me…
Life got a bit too dark in my youth. So I put my skull back into pixel art, chip sounds and restless action to cheer things up. I learned, I experimented, I had fun again and since then my hobby is to create my own collection of traditional video games, working over a low flame in my spare time.
Every night I get my notebook from the nightstand and I spend a few minutes sketching ideas and planning things before turning off the lights. The next day when I get home after my day job, I sit at the computer to develop some of the stuff in my notebook. When I have enough content ready I start a routine of playing, taking notes and tweaking things until time brings (more or less) the game I have in mind.
I've been working with GameMaker since 2005. I keep using it because it's a friendly tool and I'm a lot into its GML language. For the graphics I use Iconomaker, a Windows XP icon editor wich somehow fits all my needs.
I'm not a lone wolf at all. With me is Gryzor87, a close friend and a composer who I admire, and also Marek Barej and Jacobo García, who contribute their illustrations for covers, manuals and other extras. Since 2016 Abylight Studios has been porting and publishing some of my games on the big platforms.
But none of this would be possible without the support of my ♡ Canoug and all the people who help me one way or another. I love you all!
There are as many ways to style a video game as artistic expressions out there, but I choose pixel art and chip sound because they form a beautiful language that feels native to me.
My intentions are to bring fun without entertainment. I try my best to put a lot of content in the shortest possible game length.
My games are built as closed challenges. They only contain a single and carefully designed difficulty curve that fits each situation in a tight but fair way.
I've learned a lot from the classics and I think the right way to honor them is by naming my influences. I love it when someone discovers old titles because of my games.
I always hide things for the most experienced, curious and crazy players. Open your eyes because not everything is in plain sight.
I consider that covers, users manuals or arcade cabinets are also part of the users experience, so that's why I always include some extra material with my games.