
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.

