I grew up in Spain in the 80’s, during the golden age of arcade rooms. I was fascinated with arcade games, but it was quite difficult for me to get coins to play, so I spent a lot of time watching others having fun.
Without noticing it, I spent thousands of hours studying the design of those games. Yes, I also dreamt of developing my own titles, but that was just a childhood fantasy…
As an adult I found myself trapped in an ugly gray world, so I decided to fulfill my childhood dream as an escape route. And so, at nights, I started cooking games with my favorite ingredients from the old-school days: intense action, pixel art and chip tunes.
Ten years has passed since I started this project, but I keep making and sharing my games in the wild of my own page for some crazy reasons.
In any case, with a collection of ten released titles, physical editions and even arcade cabinets out there, the amount of stories around this personal project has become so big that now I simply can't stop making games.
I always use a notebook as the cornerstone of my projects. I draw ideas, take notes and make daily plans in it at night before turning off the light.
I've been developing with GameMaker since it's early versions. I also use a little icon editor called Iconomaker for graphics and animation. They're not the most powerful tools out there, but they are perfect for my needs. Here you can learn out how I draw sprites.
But I don't work all alone. My brothers in arms are Gryzor87, a close friend and a talented composer who I really admire, and Marek Barej, who is actively involved in my projects providing awesome promo illustrations.
My dev time is limited because I have a family and a full time job to attend, but I always try to do one little thing every day, so finishing a project is just a question of time.
Of course, the future of this project is uncertain, but who cares? I'm just having fun…
Classic style. There are as many ways to style a video game as artistic expressions, but only one of them is born from video games themselves. Pixel art and chip sounds are no longer a technical limitation, but an artistic choice as valid as oil painting or acoustic guitar.
Shared games. Not everything out there is conceived as a product. My games suppose a huge amount of work for me, but I share the result of that work with you like a grandma share a cake she did with their grandchildren. You can support me if you want to, that's up to you.
Secrets. Hidden stages, objects and Easter eggs are always interesting for the experienced player. My games always contain some of these to reward the curious.
Beatable in a session. As a grown up I can only expect to have 15-45 minutes for playing a game, so I think it's important to keep a game's length under 1 hour while providing non-stop action and all the content of a longer game.
One difficulty. Difficulty is part of a game's personality, like actors in a movie. There are no difficulty options in my games, just the one I carefully crafted for each level and situation. From a player's perspective, beating my games is just a question of mastering.
Score system. Points are important when you play for self-improvement. I keep trying to make better scoring systems in every new game, with things like bonuses for perfect run, crazy actions, multipliers and more.
Extras. A video game is not just a piece of software, it's also the ritual of unboxing, learning about the game by reading the manual or looking at the details of the arcade arts. You'll find extra material with every game I release.
Tributes. I'm never shy about naming my influences, I'm happy I have thousands of them like you should be, so everytime a project allows it, I create a little ingame homage to the work that inspired me.
Arcade culture. Playing outside home, with friends and unknown people side by side, just for fun or to achieve a high-score. There are many cool things about the arcade culture that home systems can't achieve, so I'm always trying to support new arcade projects like Arcade Vintage.