Void, of Course is inspired by my desire to create a non-tradition platformer. I liked the idea of using a ball as a player, so I went with it. The full game's worlds are inspired by the Planets Suite by Holst, Roman/Greek mythology, and astrology. The world in the demo is a space battle, inspired by Mars, the god of war.

What it does

Void, of Course solves the need for more non-traditional platforming games. Most platformers today have become stale and uninspired and lack a fresh take on a movement system, which I hope to mitigate. The player, the moon, navigates through a series of levels that culminate in a final boss fight. Game requires gamepad, currently.

How I built it

The game is built in GameMaker, using GML (GameMaker Language, similar to JS and C#). I designed all the sprites in Photoshop. The demo uses a modular level-building style so that I can further expand upon it later on. Built for Windows.

Challenges I ran into

The biggest challenge I ran into was calculating proper physics. Thankfully, I figured most of it out (but it could still use some tweaking).

Accomplishments that I'm proud of

I finished the entire first world by myself in one day.

What I learned

I learned a lot about programming physics in game engines, and how to apply software engineering principles in a 2D game development environment (maintainability, modularity, complexity, etc).

What's next for Void, of Course

I plan to make Void, of Course into a full game featuring other worlds for all the other planets in our solar system, multiplayer support, controller and keyboard support, OSX and Linux support, and many more levels.


The whole game was created by me, but the Mars theme is by Gustav Holst, courtesy of the USAF Heritage of America Band ( and the bounce collisions were inspired by Reddit user hypnozizziz's ( and Peter Collinridge (, all used by permission.

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