Inspiration

The theme “Set in Stone” immediately made us think of commandments — rules literally carved into stone tablets and treated as absolute. But we wanted to challenge that idea. What if the rules that are “set in stone” are actually the very things limiting you?

From that question, The 10 Commandments was born: a platformer where progression is achieved not through obedience, but through rebellion. Instead of earning power through virtue, you gain abilities by breaking the very commandments meant to restrain you.

What it does

The 10 Commandments is a single-player platformer where each level revolves around breaking one commandment — and gaining a new ability as a result.

You begin the game literally trapped inside a stone statue, constrained by “Thou shalt not be free.” Breaking it frees you and begins your journey.

Each commandment restricts your movement or abilities in some way:

“Thou shalt not stand above thy peers” — You cannot jump.

Other commandments similarly limit core platforming mechanics.

The final commandment, “Thou shalt not kill,” culminates in a confrontation where you defeat the final boss — God — the very being who inscribed these rules.

The game plays with traditional religious symbolism, juxtaposing light, angels, and divine imagery with oppression and control. What is typically associated with holiness becomes the source of restriction, and rebellion becomes liberation.

While currently gameplay-focused, the world hints at deeper lore — including future plans for narrative elements such as a Rosetta Stone to expand on the “Set in Stone” theme.

How we built it

We built the game using GameMaker and the GameMaker Language (GML).

Our team of four divided responsibilities across:

Programming (movement systems, state management, boss logic)

Level design

Pixel art and sprite creation

Music and audio design

Each commandment required us to design a movement system that could both function as a restriction and later integrate as a meaningful upgrade. This required modular player mechanics that could evolve as new abilities were unlocked.

All sprites and assets were created during the jam, and levels were designed to gradually escalate both mechanically and thematically.

Challenges we ran into

The biggest challenges were:

  1. Time Management Game jams demand aggressive scoping. Designing 10 commandment-based mechanics while keeping the game cohesive required constant prioritization.

  2. Asset Creation Creating original pixel art, animations, and environmental assets within a limited timeframe was demanding — especially while still learning GameMaker.

  3. Learning GameMaker For some of us, this was our first serious project in GameMaker. Understanding GML, debugging physics interactions, and structuring scalable player logic under time pressure was a major hurdle.

  4. Level Design Designing levels around restricted movement is significantly harder than designing around full movement. Every commandment had to feel meaningful, not frustrating.

Accomplishments that we're proud of

Creating a mechanically cohesive system where each “broken rule” meaningfully expands gameplay. Successfully integrating the jam theme “Set in Stone” both mechanically (stone imprisonment, carved rules) and narratively. Completing 7 overarching chapters (with 1–2 levels each) within the jam timeframe. Designing and implementing a final boss encounter that ties directly into the game’s core philosophical premise. Building a full original soundtrack and complete pixel art asset set as a team of four. Most importantly, we’re proud that the concept feels bold. We didn’t just use the theme — we challenged it.

What we learned

Scope is everything. Ambitious concepts must be broken into achievable milestones. Mechanics-first storytelling can be incredibly powerful. Designing around limitations often leads to more creative solutions than designing around freedom. Clear division of responsibilities is essential in a small team. Rapid iteration and playtesting are critical in platformer design. We also gained valuable experience in GameMaker and GML, learning how to build modular systems that can evolve alongside gameplay.

What’s next for The 10 Commandments

We plan to:

Complete all 10 commandments and fully realize the intended structure. Expand the lore and worldbuilding (including narrative elements like a Rosetta Stone). Refine level design and improve difficulty balancing. Add more environmental storytelling to deepen the thematic contrast between divinity and control. Polish animations, UI, and player feedback systems. Expand the final boss encounter into a more cinematic, mechanically layered fight.

Ultimately, we want The 10 Commandments to evolve from a strong game jam prototype into a fully realized experience — one that explores the tension between obedience and freedom through gameplay itself.

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