Tuukka Pitkänen
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Eternal-Cry — image 1

Video game

Eternal-Cry

Project details

Category
Game development
Languages
C++ / Java / Script

Eternal-Cry — overview

An action platformer with a rich story, action, secrets, and enemies. Built with GameMaker Studio. I also started a website for the project. Currently on hold.

Case study — Eternal-Cry

Role

Solo developer — worldbuilding, level design, GameMaker Studio implementation, promotional site draft

Problem

I wanted to build a narrative action platformer with exploration and secrets, but scope quickly outpaced solo capacity. Without a clear vertical slice, the project risked becoming an endless design document.

Approach

I prototyped combat, platforming, and enemy encounters in GameMaker Studio while drafting a companion site for lore and updates. Progress was measured in playable rooms rather than feature lists, and the project was paused when other commitments required focus.

Outcome

Eternal-Cry produced a tangible vertical slice and art direction, but remains on hold. It still informs how I scope game projects today: story beats follow playable proof, not the other way around.

Key learnings

  • Ambitious narrative games need a ruthless vertical slice before world scale expands.
  • Tooling familiarity (GameMaker) accelerated iteration more than engine novelty.
  • Pausing a project with documented progress is better than shipping an incoherent half-game.