Rainbow Dash! Tutorial and Credits

Guess what everyone! It’s Tutorial and Credits time!

Rainbow Dash! is a side-scrolling, collect-em-up game, where you play as a multi-coloured rainbow orb; The Spirit of Creation, in his quest to restore the world to life and bring the world into a state of harmony again. The game is our entry into the GMC Summer Jam and is a sequel to our game Bun-Dun (the story is stand-alone though, so don’t worry if you’ve never played Bun-Dun). Oh, and one last thing, the game features bright, flashing lights, so SEIZURE WARNING! Now, let’s move on to the tutorial.


In Rainbow Dash! you, playing as the Spirit of Creation, must restore the world to life by harnessing energy. You move up and down with the arrow keys. If you collect yellow energy in a row, you gain a combo multiplier, which increases your score. However, you also have a charge meter, which if it runs out, you fail the game. To keep your charge meter… charged, you must fly through yellow rings. The game is broken down into stages, and after each stage, your speed is increased. If your computer is running slowly, press ‘F’ to turn off the particle effects. Let’s do a step by step overview of what you’ll encounter in the game.

 This is you, the Spirit of Creation. You’re a flashing orb that switches between the colours of the rainbow and leaves a rainbow trail of happiness and life in your wake. Sounds nice, donnit?

This is your opposite, the Spirit of Destruction. Together, you two kept harmony and balance in the world, but the balance has been upset and you have to restore it! If you run into him, you fail. If you hit his trail, your current charge is halved.

 This is your basic “good” energy. Collect these to increase your score, collect them in a row to increase your combo multiplier! If you miss one, your combo multiplier is halved.

 This is your “bad” energy. Hitting it reduces your score and resets your combo multiplier.

This is your “good” ring. Flying through it increases your charge.

“Bad” ring. Flying through it takes off a quarter of your current charge and resets your combo multiplier.

This is a special “Speed” ring. Flying through it gives you a temporary speed boost in which all good energies are drawn to you, and you are invulnerable to bad energies. It also makes everything REALLY pretty.

If you can manage to end a stage with a x100 combo, you get a perfect round, which grants you 10,000 extra points per stage (ex: Stage 1 Perfect= 10,000 Stage 2 Perfect = 20,000 etc.).


Klassic – Project Manager
– Programmer
– Co-Designer
– Artist

Worthington – Co-Designer
– Writer
– Quality Assurance

Cariboo – Sound Design
– Quality Assurance

Music: “On Melancholy Hill (Instrumental)” By the Gorillaz. All rights go to Gorillaz and associated labels. Music used under Fair Use law.

Progress report on LIVE

I figure I’ve been working on this game for about 11 1/2 hours now, so I’ll take a break and tell you guys a bit about what exactly I’m making. I haven’t posted this information on the GMC (Game Maker Community, where the JAM is running) so count yourselves privileged.

Right-Click + open in new tab to view the complete image

This is how our game, LIVE (WIP title obviously) is looking right now. Let me break the image down. The game is made up of stages, and in each stage you must fly through the air collecting all the good energies and avoiding the bad ones. Remind you of anything? Bun-Dun, perhaps? Well, the game is somewhat inspired by Bun-Dun, so that would make sense. In each progressive stage you fly faster, and the game becomes more and more difficult as you try to collect rings and energies.

What are rings? Rings are the things that keep your charge meter full (top right of the picture). If that meter drops to zero, you die. Simple as that.

What about energies, you ask. What are they? Gameplay-wise, energies give you points (top left). For every energy you collect without missing one/hitting a bad energy, your multiplier will increase by one up to a maximum of x100. Story-wise, the energies you’re collecting are creating life on the planet (bottom). As you fly, the ground below you grows first grass and then flowers.

There are some obstacles to watch out for. Bad energies will lower your score, bad rings will lower your charge. Don’t hit them. Srsly. Also, beware Monochrome.

There’s not a huge focus on story in this game (sorry Worthington), but the story goes as such: You play as a magical rainbow-shitting orb (Bun-Dun’s son? :O:O:O) that must fight against his arch-nemesis (Monochrome) and bring the planet back to life, one flower at a time. Also, score is somehow relevant because… yeah.

If you want more screenshots, go to http://gmc.yoyogames.com/index.php?showtopic=514824&st=20 and scroll down until you find my post (Klassic). There’s a complete devlog and images to boot.

See you!



I’ve used that title again. I don’t care.

The GMC Summer Game Jam is starting today (started today) and we decided spur of the moment to join in. Tangleworm is absent this weekend so he won’t be participating. That means I GET TO DO THE ARTWORK WOO. In other news, graphics will not be the strong point of this game.

We’ve got a concept cooked up and we’ll be spending most of tomorrow working on it. I may update with some WIP stuff if I have the chance. We’ll see.

Super excited, see you all soon!


Good press conference

-Sips coffee- Excuse me if this post makes little sense, I’m still half awake.

Last night we had a group meeting for the first time in forever. We addressed a couple things I’d been meaning to bring up for a week now (Procrastination woo) and we joked around a whole lot more. It was incredibly productive. Somehow.

We put together a couple shaky business plans (Of which I shall not disclose because, you know, confidentiality). If you haven’t heard of the website, go check out http://www.indiecity.com/. It’s not up yet, but it’s a promising new service for independent developers and OOH PRETTY GRAPHICS. If all goes well with the site’s launch, we have every intention of using it.

The demo is going to come late next month or in September, most likely. We’ve got a lot of art and sound assets to put together (A lot) and those will likely take up a few weeks to a month to complete, if not longer. As we get closer to September I’ll let you all know how we’re doing.

I’m sure there were other things I meant to talk about, but I sure as hell can’t remember them right now so I’ll let you all go back to whatever it was you were doing (nothing) before you came here. Y’all come back real soon now, kay?



Hey everyone!

I thought I’d give an update on where we are with Ascension. We’ve been working on combat, HUD and enemy AI in the past week, and things are coming along splendidly! There’s not a whole lot to show right now (At least, not without a demo/video) so you’ll have to wait a little longer for some new screenshots.

If things go well, I’m hoping we can have our public demo in less than a month’s time. I’ll keep you updated on that date when I get a better idea of how long the demo will take.

What’s next for us? Finishing AI, finalizing the HUD, and putting together some infrastructure for quests. Also bickering, lots and lots of bickering.

See you all soon!

P.S. See if you can spot a certain game by your favourite indie game studio (us of course) in this ad.

It is no longer Dark

Hey everyone!

Some cool news today (For a change): Dark has officially changed names. What is the title now, you ask?


*sniff* beautiful, ain’t it? You’ll learn what the title means at some point. Probably. Maybe.

I also have some WIP screenies for your viewing pleasure. Keep in mind that the game is still heavily under development and these screenshots don’t represent the finished product. With that said, enjoy!

That’s all for now!



Hey loyal fans of which there are few (for now -plots-)

We’ve been busy at work on Dark (among other things), and progress is coming alone steadily. I’ll give you guys a screenshot or two to feed your insatiable hunger for all things Magnesium Ninja related tomorrow or Wednesday. Just to give you all an idea of where we are right now and what we have ahead, here’s a handy dandy list:

What We’ve Finished Recently:

-Lighting Engine (It looks spectacular, you guys are going to like it)

-90% of the Player Character (We’re missing the axe swinging, but that’ll come in time)

-Gun shots (Including muzzle flare and spent cartridges and such)

-Secrets (Yes, we actually spent some time putting together some cool secret methods)

-Tilesets (Technically, this is a work in progress, but it’s functional)

-Room switching (Simple enough)

What We’re Doing Next:

-More tilesets (hurr)

-Enemy AI (;-;)

-HUD (Part of what I want to work on before you guys get a proper look at the game)

-Axe swinging (3 hit combo)

-NPC AI (Much easier than Enemy AI, thank God)

After that, we’ll probably start tweaking/putting together a public demo. The public demo will be a relatively short experience meant mainly for players to test the engine and give us their complaints/suggestions. It won’t have any relation to the final product, but it will hopefully give fans an idea of what direction we’re headed in. No word yet on when the public demo will be, but I’ll keep you all updated!