Tuukka Pitkänen
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Eternal-Cry — image 1

Action platformer — early development

Eternal-Cry

Project details

Category
Game development
Engine
GameMaker
Studio
TJAProjects
Platform
Windows · Steam
Alpha
TBA
Website
TBA
Status
Early development

Eternal-Cry — overview

An action platformer with a rich story, combat, secrets, and enemies — built in GameMaker under TJAProjects. The project is back after a hiatus: partially restored and in early development again. I spend most of my available time on it. A dedicated website and alpha release are TBA; the game is planned for Windows and Steam. Source stays private — no public GitHub.

Case study — Eternal-Cry

Role

Solo developer at TJAProjects — design, worldbuilding, level design, and GameMaker implementation

Problem

Eternal Cry went on hold when scope outpaced solo capacity. Returning meant rebuilding momentum without repeating the same trap: endless design work without a playable, restorable core.

Approach

I brought the project back by restoring what still worked, stabilizing a vertical slice in GameMaker, and scoping the next milestone around an early alpha rather than a full release. Progress is measured in playable rooms and systems, not feature lists. The repo stays private while the game moves forward.

Outcome

Eternal Cry is active again in early development — partially restored, with renewed art direction and a clearer path toward a Windows / Steam alpha. It remains my main side-project focus when time allows.

Key learnings

  • Restoring a paused game beats restarting from zero if the vertical slice still proves the fantasy.
  • GameMaker keeps iteration fast for a solo narrative platformer — familiarity matters more than engine novelty.
  • Private development can stay sustainable when milestones are small, visible, and tied to playable proof.