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Forgery Demo

rated 2.86 / 5 stars
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Action - Platformer - Other

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Credits & Info

Oct 6, 2016 | 9:45 PM EDT

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Author Comments

For my IMGD 2000 course (Social Issues in Interactive Media and Games), we were given two weeks to design a game tackling a social issue. My game discusses the morals in war, and portrays the ideas that power leads to corruption and that a small military has no chance against a larger, more advanced one. Of course, my game is still a goofy 2D platformer, but most of these ideas are shown through the difficulty of the game; you are a single soldier up against an army of many soldiers with the same gear as you. They're also surrounded by technology you don't have access to, however. This should feel incredibly difficult and somewhat unfair when playing.

THE GAME IS SUPPOSED TO FEEL UNFAIR. It should feel stupidly difficult. That's part of the message it's giving.

This is the first game I have ever coded. It's also the first time I've ever worked with Game Maker.

All the sprites and art were made by me (aside from the explosion, that's from Sprites-Inc), with heavy influence from SNES-era titles, especially the Megaman X series. All the music was also made by me.

The sound effects were taken from Megaman X4, and I obtained them through Newgrounds (woo!).

Don't get too frustrated trying to beat this -- it's just a demo so there's no reward.



Rated 0 / 5 stars

big balony even if its a demo one hit and you,re history wow also whats up with that i cant even attack?


Rated 3 / 5 stars

Something that messed with me a lot was that I wasn't able to attack while running.


Rated 5 / 5 stars

For a Demo This is AWESOME!
Please make A full game!
IF you Ever give up on this, Don't
Stay cool, Stay thinky,
Have a nice day!


Rated 3.5 / 5 stars

You guys do realize it says demo. Most of your issues are easily added in a full game.

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Rated 1.5 / 5 stars

I really do not understand where you're finding a moral lesson in this project you've produced. I can see how a single soldier fighting an entire militia is a scary, uphill battle, but killing enemy soldiers in this game is really quite easy, as long as they behave as expected. The difficulty comes not from the character desperately fighting an army but from the player desperately fighting the game itself.

Your enemy sprites are capable of attacking without their animation playing, and the hit box size for their attack noticeably outpaces the animation, when it does play. The character's weapon has, on several occasions, failed to trigger even when I'm only touching the f key. That's not difficulty, that's buggy programming.
Put short, bad technical aspects make this playing this game difficult, which is simply not fun.

The dash distance is around 113 pixels. This is consistent, except for in one place. On the first upwards path with the red laser, the player's soldier slides 180 pixels forwards, ensuring they trip the wire unless they jump from the extreme right. To make sure I wasn't counting wrong, I tripped the wire, jumped back down, and was able to consistently make the jump again without reaching the laser. This is breaking the expected outcomes of the player, which isn't difficulty, it's bad game design. I have no idea whether or not this was intentional, either way, it needs fixing.

I Wanna Be The Guy is a famous example of a stupidly difficult, comically unfair game. However, it remains fun because of the player's fluid control over their character, and all its ridiculous changes of rules and expected outcomes remain consistent within the frame of its humor. Speaking of humor, I'm aware this is just a demo, but you really give the player very little motivation for playing. A blurb of text at the beginning of the game doesn't do a good a job at conveying the situation. The punishment for death is the tedium of repeating everything, rather than some indication of the enemy achieving that which the player character is fighting against. Frankly, dying to glitchy enemies ad nauseam is boring.

Despite the negative review, you are due a couple of complements. First off, You've done an amazing job with your art and music. Your game demo looks and sounds far better than most people's first attempts, leading me to assume either that you've worked on sprite art and music production before, or you're a prodigal beginner. Second, most first game attempts are significantly less functional than this, even though this isn't completely functional. I think perhaps you bit off more than you could chew for a first project, though with practice you definitely have it in you to produce a truly great game. I'll be anticipating that fleshed-out masterpiece. Unless you don't want to peruse game design beyond your class projects, that is.