Not The Game You Expected

  • Platformer
  • yukisho
  • 2 months ago
  • 44th

Not The Game You Expected


Run through 5 levels in the platformer to reach the end. Is that it? That all there is to do in this game? ... ... .... No no no no no! There's more! You're constantly bleeding, there are heart shaped doohickeys scattered across each level. Get them to refill some on your blood like the filthy savage you are. You may also find it smart to sacrifice a bit of blood to get more blood in return. But who am I to tell you how to play the game. I only made it and designed it all!


A & D - Movement

Space - Jump

Space x2 - Double Jump

Shift - Invincibility for 3 seconds (Only 3 Uses)


Music - Buhnanuers (

Main Idea - Some drunk guy on Discord.


There is a spot on the third level where it is actually impossible to pass through. I must have clicked on the room and added an object there by mistake during the last 5 minutes of the deadline. I am super disappointed by this. There is a fixed version however we're passed the deadline so it can't be used to rate.


I know there are difficult spots, for me at least. I am not a very good platformer player. However I was able to get through all 5 levels. I made this game in only 2 hours. You're also sacrificing your time to play this game.
Fixed NOT rate-able version
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Love this screen effect and music, as this title.

The visuals and music of this game are very nice, but the gameplay was really frustrating. The collisions are super buggy, the controls aren't responsive and seeing "You suck" everytime I died for the input lag or by being stuck between a wall and a spike made me ragequit in two minutes. The presentation of the game on your description is awesome, but, really, this is Not The Game I Expected. For a two hour only work, you really did a nice job, though, I'll give you that.

I really liked the shaders/other visual effects you used. They really fit the aesthetic of the game. Well done for only 2 hours! There are some issues regarding collisions, but overall it was a fun experience :)

Fast paced, fun game! I included it in my GM48: Sacrifice compilation video series, if you’d like to take a look. :)

For only having used 2 hours on this, that's pretty impressive. Ignoring that fact, yeah, this wasn't the greatest, but hey - a game is better than no game!

The worst part about this game is definitely the collisions, yes, even worse than the lack of visual feedback for the invincibility.

I mean, I love the shader, and the music was great, this seems like it could be a really fun game because of the idea and level design, but those spike collisions really break it and make it too frustrating.

I still ended up beating it (The end is just a spikewall anyway) And I had a ton of fun, but I feel like it would've been so much better if you had more time to work on those small things.

For 2 hours, that's impressive! But yeah, got stuck third level, and the controls are kind of bad. I think we should be able to jump with up, as it's often the case . Or at least, I find it better than space (anything is better than space, actually) Aside that, I like the way you take damage! the game is fast paced. :)

EDIT (reply): For the game on its own it's more of a feel matter so I don't know. As for the jump, I personally go with the "up" key (w for example) though you can just try keys to see what feels right; think of how your hands are placed on the keyboards. People tend to go with j, k and l for example; see what feels the best when maping. I find space to be a tad annoying but that may be personal (i'm not the only one with that preference though)

What do you feel could change for the controls? It's a base code I use for all platformers I mess around with, so if something doesn't seem right, how can I make it better? As for space being used for jump, I don't really play many platformers so my default is always A&D for horizontal movement and space for jump, what do you suggest for a platformer?

I like the concept of becoming temporarily invincible to navigate hazards but it seems a bit underdeveloped here. The main issue is that here really needs to be some indication of when the invincibility is active and how many uses you have left as most of the time I wasn't even sure if I was using it. Other than that the controls all work pretty well (though you should mention the double jump in the instructions). The graphics are pretty standard but the CRT shader looks cool and I enjoyed the music.

Hey thank you for the feedback. I wish I had a lot more time than what I had to work on it. Had to work all weekend so I ended up with only 2 hours available to work on this.

I'm really sorry but the game doesn't run for me I get the below error. I can hear the music though.

FATAL ERROR in Vertex Shader compilation ShaderName: sh_CRT

D3DXCompile failed - result

at gml_Object_obj_shader_crt_Draw_64

  • Just tried Admin Mode with same result. -The new surface pro doesn't seem to have the directX component installed to make this work?

-founds the solution! You have to install the old directX runtimes as gamemaker seems to reference these. Not sure why? Here is the link to down and fix :

That would have to be something with your machine. I spent the last hour having about 30 people on my discord test it out and none of them were able to repeat this error. Try running it in Administrator Mode and see if you get a different result.

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