Shadow Strike Devlog

October 2025

Episode 01!

Open this month

Post #053 - 09/10/2025 - Thursday

Added a new DVD Menu to the title screen.

You can swap between the computer screen and the DVD menu using the left and right keys

• The DVD menu will serve as the level select

• The computer will be used for training mode

DVD menu interface toggled from the computer screen
DVD Menu

Post #054 - 10/10/2025 - Friday

Started adding beds to the game.

• Right now they function almost identical to the punching bags (lock-on + jump chaining)

• Next step is adding a bounce mechanic inspired by Zombies Ate My Neighbours to make them feel extra playful

Beds behaving like punching bags with lock-on chaining
Beds

Post #055 - 11/10/2025 - Saturday

Added bouncing to the beds!

Beds now bouncing when interacted with
Beds

Post #056 - 25/10/2025 - Saturday

Added TVs to the game, and items now react based on their weight, making interactions feel more realistic. (For example, throwing TVs at beds doesn’t break them, but throwing plant pots at TVs does.)

TV interactions showcasing different weight reactions
TVs

September 2025

Better Late than Never!

Open this month

Post #052 - 26/09/2025 - Friday

Lil’ Thangs

• Added a total volume option in the settings

• Tweaked the console command system a bit

Camera System Clean Up

• It was a mess before (still kinda is), but now it’s at least more efficient (e.g. a lot of temp references that were refreshing every frame are now set once and reused).

• When the screen is split between two players, the system checks who’s on top in the level. If the bottom screen player moves higher than the top screen player, they’ll swap screens so it makes sense visually. Works well enough, and I’ll probably make it a toggle in the options later.

Excuses…

• This is my first post for the month. Been busy with work, study, and life stuff, so this weekend’s really my last chance to squeeze in some progress before September wraps up!

Total volume option demo in settings
Total Volume
Camera split behavior before the cleanup
Camera Split (Before)
Camera split behavior after the cleanup
Camera Split (After)

August 2025

World Building, Continued…

Open this month

Post #046 - 04/08/2025 - Monday

Trying to get back into the rhythm, been caught up with other stuff outside of game dev lately. I set up a LinkedIn newsletter that compiles these devlog posts into a monthly post. Also bought a Steam Deck with my tax return, so I’ve been testing the game on that too, it runs great!

Code Cleanup and Structure Pass: Refactored core scripts for better clarity and reusability. Player code, helpers, and camera logic have all been reorganised into neater groups.

Dual Cutscene System Begun: Working off the medication cutscene system, I’ve made it more flexible. One mode supports rotoscoped animation (like the medication sequences), while the other is designed for traditional, frame-by-frame story scenes (which you can flick through at your own pace).

Dual cutscene system prototype running both styles
Cutscene System

Post #047 - 06/08/2025 - Wednesday

This month I’m aiming to start and finish most of the game’s first level.

The game kicks off in an apartment complex, you smash and jump out a window, triggering a cutscene before moving to the next area.

Today I tested transitions between areas and different levels altogether. I also added a check, to wait for all players to be present before the cutscene triggers, and started laying out the level’s basic structure.

Also, Contract Rush DX came out and I started playing it today, game freaking rocks! Made by some other Newgrounds peeps with tons of love, definitely check it out!

Transition tests between levels
Level Transitions

Post #048 - 10/08/2025 - Sunday

Made the test stills for the window jump scene. Main focus today was tweaking the cutscene system so it can load any cutscene, instead of being hardcoded to the old “test 1, 2, 3, 4” setup I had before.

Now I can plug in any animation, and if it’s a placeholder, it’ll display that on screen during playback. For levels without proper cutscenes yet, I can still rely on the old “test 1, 2, test 3, test 4” system to fill in until they’re ready. Much cleaner and way easier to expand later.

Still playing the Steam Deck a bunch, and I’m going to enjoy the rest of my Sunday with that. Planning to take a couple days off work soon to really smash out some Shadow Strike development.

Placeholder stills playing inside the cutscene player
Test Stills

Post #049 - 16/08/2025 - Saturday

Added pot plants you can pick up / put down, throw, and smash. As well as a window you can smash.

Building this up will make it easier later when adding more interactable objects to the world.

Pot plant and window interactions being playtested
Picking up pot plant and smashing window

Post #050 - 23/08/2025 - Saturday

Started a mega code cleanup today.

I wrote a small program in Python to scan my GameMaker project directory, then compile all the code into two files:

• GML: The code I actually write.

• YY: The auto-generated stuff GameMaker creates.

Now reviewing and navigating my code is way easier. It’s something I’ve wanted to make for ages, and finally had the time and patience to do.

Python dumper program showing compiled files
GML/YY Dumper Program
Output preview of the compiled code dump
How the compiled file looks

Post #051 - 29/08/2025 - Friday

Finished the mega code cleanup today.

Made some carpet and wall sprites, then used a script I found at GML Scripts to tile them in-game.

No more manually placing a bunch of sprites, makes editing levels way faster.

New apartment assets in-game
Apartment w/ new assets
Comparison of sprite in editor vs in game
How the sprite looks in the editor vs in game

July 2025

World Building…

Open this month

Post #045 - 04/07/2025 - Friday

Separate OCD Bools: Players now have individual bools for OCD simulation. Medication now temporarily removes a specific player’s OCD.

Fade After Medication: After taking medication, the screen fades slightly.

Build 0.00.010 is OUT NOW!: The web build is publicly available on Newgrounds (password: HolyCrapLoisIt'sShadowStrike) and exclusively accessible to playtesters on Steam.

Console command being used to toggle OCD for a player
Console Command to Remove OCD
Medication being administered to clear OCD state
OCD Medication Demo
Screen before medication fade effect
No Fade (Before)
Screen after medication fade effect
Fade (After)

June 2025

Anxiety Time!

Open this month

Post #038 - 09/06/2025 - Monday

Anxiety Update: The player being slowed by their anxiety no longer affects lunges, although you’ll lose the ability to after tracking 8 or more internal orientations to ‘undo’.

HUD Update: Player 2’s HUD is flipped depending on the mode you're in (Player or HUD), so that the direction closest to your head is the one you currently have to ‘undo’.

Anxiety affecting lunges demo
Anxiety Demo
HUD flipping based on mode
HUD Demo

Post #039 - 14/06/2025 - Saturday

New Target Rings: The target rings are now animated and coloured.

OCD Lunge Fix: The player no longer tracks internal orientations while lunging.

Fixed it with this check: if (state != State.LUNGE) { ocd_orientation_track_direction(); }

Animated and coloured target rings
Animated and Coloured Target Rings
OCD lunge state before the fix
OCD Lunge (Before)
OCD lunge behaviour after the fix
OCD Lunge (After)

Post #040 - 16/06/2025 - Monday

Added mental static to the Player and HUD when anxiety levels rise. Will probably have the HUD face change too at some point.

Also noticed some layering issues with the player sprites, which is caused by the player being split into four parts (helmet, head, torso, legs). Something isn’t syncing right. I’ll probably fix it tomorrow.

HUD and player showing mental static as anxiety climbs
Mental Static Demo

Post #041 - 23/06/2025 - Monday

Fixed the layering issues with the player sprites. Turns out sometimes the depth values were ending up equal, which messed up the draw order. Simple fix in the end.

Before: depth = _depth+(i*0.1); // *i so that helmet is on head, torso is on legs, etc

After: depth = _depth+(i+1); // +i so that helmet is on head, torso is on legs, etc

Player layering fix demonstration
Consistent Layering (Fixed)

Post #042 - 25/06/2025 - Wednesday

OCD Console Command: I've added a new console command to toggle the player's OCD on and off. This is mostly for testing and debug purposes.

Internal Orientation UI Update: The internally tracked orientation history of each player is now visibly shown directly on the player, regardless of whether UI elements are being drawn on the player or just in the HUD. This change is so you don’t have to move your eyes over to the HUD, it’s always nearby when you need it.

Console command toggling OCD
Console Command
Internal orientation UI now drawn on the player
UI Update

Post #043 - 27/06/2025 - Friday

OCD Internal Orientation Change: The OCD system now tracks the same direction that was entered, rather than the opposite (which, in practice, turned out to be way too cumbersome). It’s poorly shown in the .gifs, but movement feels a lot smoother now.

OCD Internal Orientation Limit: I’ve also capped the number of internal orientations tracked to 4 (it used to be unlimited). Four feels like a solid number, enough to handle complexity without getting out of hand.

Tracking behavior before the change
OCD Tracking (Before)
Tracking behavior after the change
OCD Tracking (After)

Post #044 - 30/06/2025 - Monday

OCD Medication: Players can now take medication to temporarily remove their OCD. The animation colours also match the player.

Colour Change: Updated the colours of OCD orientations to improve readability and contrast.

OCD medication demonstration showing effect 1
OCD Medication Demo 1
OCD medication demonstration showing effect 2
OCD Medication Demo 2

May 2025

More Mechanics!

Open this month

Post #034 - 03/05/2025 - Saturday

• Commented most of my code, making it easier to navigate.

• Added a settings menu to the pause screen. Now you can tweak things mid-game!

Build 0.00.008 is OUT NOW!: The web build is publicly available on Newgrounds (password: HolyCrapLoisIt'sShadowStrike) and exclusively accessible to playtesters on Steam.

Pause settings menu on the pause screen
Pause Settings

Post #035 - 10/05/2025 - Saturday

• Implemented visual detection. Can't have stealth gameplay without managing visibility!

• When the visibility bar turns yellow, the game slows down to give you a moment to slip back into the shadows before you're fully spotted.

Build 0.00.009 is OUT NOW!: The web build is publicly available on Newgrounds (password: HolyCrapLoisIt'sShadowStrike) and exclusively accessible to playtesters on Steam.

Visual detection demo showing the visibility bar going yellow
Visual Detection Demo 1
Second visual detection scenario highlighting the slow-motion window
Visual Detection Demo 2

Post #036 - 28/05/2025 - Wednesday

Started work on the Anxiety System. Right now it’s based on visual and audio levels, affecting movement speed. In the future, it’ll be more dynamic. For example, being near a group of zombies will increase anxiety.

Anxiety system demo reacting to visual and audio stimuli
Anxiety Demo

Post #037 - 29/05/2025 - Thursday

The player now has **Obsessive Compulsive Disorder (OCD), **which significantly affects their anxiety levels. One of the core mechanics in the game revolves around managing the player’s orientation, the direction they’re facing.

This is inspired by a real form of OCD where a person experiences intense distress unless they are facing a "correct" or "safe" direction. Even in familiar spaces like their home, they can freeze up or become overwhelmed with anxiety if they aren’t oriented in a certain way. This compulsion often overrides their ability to focus or function normally, something I’m trying to authentically represent in the game.

In gameplay, managing orientation becomes part of the challenge. If the player turns too far in the “wrong” direction, their anxiety rises and their movement speed slows. The mechanic is designed to simulate that creeping sense of internal discomfort, the feeling that something is off, wrong, or unsafe unless you're facing just the right way.

I had no idea how I was going to get this working technically, but after a few hours of experimenting, I’ve got a basic prototype functioning! It’s rough, but it already adds an interesting tension to how you move through the space.

OCD orientation mechanic prototype showing the player stuck facing a safe direction
OCD Demo

April 2025

More Work!

Open this month

Post #027 - 04/04/2025 - Friday

After sharing Build 0.00.005 two posts ago, Stepford let me know that the resolution was busted. Nek minit, it was from a slight slip up of code.

✖️display_set_gui_size(global.rezCURw, global.rezCURh); ✖️ Normally checking it against the current resolution would be fine.

✔️display_set_gui_size(global.rezOGw, global.rezOGh); ✔️ However, I want to keep everything locked to a 480 x 320 resolution. Which is my global.rezOG.

GUI error before fixing it
GUI Before
GUI after fixing it
GUI After
Secondary GUI error before fixing it
GUI Before
Secondary GUI after fixing the error
GUI After

Post #028 - 11/04/2025 - Friday

• Added some punching bags to the game and got started on the targeting system.

• In addition to punching, I’ve planned to add a lunge attack where the player jumps on the target.

• Also spent the past week consolidating my scattered notes from multiple apps into a single, streamlined wiki for better organisation and productivity.

Punching bags added to the play area
Punching Bags

Post #029 - 19/04/2025 - Saturday

Last night, I started prototyping the lunge attack, and today I continued working on it. Progress is looking good, the player can now lunge onto their target, transitioning into a piggyback state.

While testing, I stumbled upon an expected bug: if a player lunges at the player who’s already piggybacking them, they enter an infinite lunge.

Player lunges onto the target and transitions into piggybacking
Piggybacking
Infinite lunge glitch when piggybacking on someone already carrying you
Piggybacking Glitch

Post #030 - 21/04/2025 - Monday

Rewrote some of the targeting system to better support multiplayer.

Targeting system prototype showing the new multiplayer flow
Targeting System

Post #031 - 22/04/2025 - Tuesday

• Improved the targeting system to better support lunging between targets.

• Updated piggybacking mechanics: the rider can now influence movement while being carried. The carrier has targeting and lunging disabled, and their movement speed is also reduced.

New lunging behaviour showing smoother transitions between targets
Lunging Update
Updated piggybacking mechanics with rider influence
Piggybacking Update

Post #032 - 25/04/2025 - Friday

• Updated piggybacking animations.

• The title screen now uses the hybrid instrumental instead of the vocal one.

• Refined lunging and piggybacking mechanics: riders now have better control when lunging between targets.

Build 0.00.007 is OUT NOW!: The web build is publicly available on Newgrounds (password: HolyCrapLoisIt'sShadowStrike) and exclusively accessible to playtesters on Steam.

Latest lunging and piggybacking polish
Lunging and Piggybacking Update

Post #033 - 27/04/2025 - Sunday

• Cleaned up a bunch of code.

• Added an option to show audio levels either on the player or on the HUD.

Single-player HUD update showing audio meters
Single Player Gameplay
Co-op HUD update showing player and HUD audio levels
Co-op Gameplay

March 2025

More Assets!

Open this month

Post #019 - 09/03/2025 - Sunday

Inspired by Metal Gear Solid's VR Training Mode, I'm making a training mode (which will be useful for playtesters).

First look at the VR-style training mode
Training Mode
Original training menu layout
Training Menu
Updated training menu layout
Updated Training Menu

Post #020 - 10/03/2025 - Monday

Updated Credits: Clicking my name in the credits now links to bennyrenya.com.

Improved Transition System: Fixed depth order issues with elements drawn on themselves and on the GUI.

Demonstration of the fixed transition depth ordering
Transitions

Post #021 - 15/03/2025 - Saturday

Updated Menu: Now animated. Colours also match the player's.

Improved Transition System: Zoom in / out between rooms.

Animated menu and zoom transitions between rooms
Menu + Transitions

Post #022 - 16/03/2025 - Sunday

Audio Update: Added ambience and SFX to the game!

Build 0.00.004 in action!

Post #023 - 22/03/2025 - Saturday

Started working on the audio system. Can't have stealth elements without managing audio levels!

Audio system prototype with meters and levels
Audio System

Post #024 - 29/03/2025 - Saturday

Added custom audio settings. Players can now adjust the volumes of ambience, SFX, and music. Also made a looping instrumental for the titlescreen.

Audio settings menu with sliders for ambience, SFX, and music
Audio Settings
Titlescreen Instrumental
Benny Renya
0:00 / 0:00
Titlescreen Instrumental

Post #025 - 30/03/2025 - Sunday

General Update: I remade the title screen instrumental using sounds from my mouth. I'll be hosting a vote on the Discord server to decide whether to proceed with regular music or "mouth music." Additionally, I fixed some HTML-specific issues causing the display to scale incorrectly.

Build 0.00.005 is now LIVE!: The web build is now publicly available on Newgrounds (password: HolyCrapLoisIt'sShadowStrike) and exclusively accessible to playtesters on Steam.

Titlescreen Instrumental (Original)
Benny Renya
0:00 / 0:00
Titlescreen Instrumental (Original)
Titlescreen Instrumental (Vocal Version)
Benny Renya
0:00 / 0:00
Titlescreen Instrumental (Vocal Version)

Post #026 - 31/03/2025 - Monday

I’ve made a hybrid version of the title screen instrumental which I’m liking a lot, I’m interested to see what people in the Discord server think. I also added a little riser at the start for some extra oomph! before the drums kick in. That wraps up March! I’m excited to see where April takes us!

Titlescreen Instrumental (Original)
Benny Renya
0:00 / 0:00
Titlescreen Instrumental (Original)
Titlescreen Instrumental (Vocal Version)
Benny Renya
0:00 / 0:00
Titlescreen Instrumental (Vocal Version)
Titlescreen Instrumental (Hybrid Version)
Benny Renya
0:00 / 0:00
Titlescreen Instrumental (Hybrid Version)

February 2025

Working on the Art

Open this month

Post #010 - 10/02/2025 - Monday

Made a YouTube devlog, might make one every month, or every update. Still deciding.


Post #011 - 13/02/2025 - Thursday

Made the animations for Running_Right, Running_Down, and Running_Up.

They’re not great, but they do the job, and I'm happy with them for now. I might make some edits later though.

Old running animation on stickman body
Stickman Body
Updated running animation with new body
New Body
Running animation test
Running Test

Post #012 - 15/02/2025 - Saturday

Made a Discord server. I'm hoping to get player feedback throughout development and make it easier for people to reach out since I’m not really on social media..

Join the Shadow Strike Discord server
Click to Join!
Screenshot of Discord Server
Discord Server

Post #013 - 17/02/2025 - Monday

Made the animation for Diving_Right. Might edit it later lol, works for now!

Old diving animation on stickman body
Stickman Body
Updated diving animation on new body
New Body

Post #014 - 20/02/2025 - Thursday

Made several Sneak and Diving animations.

I don’t really enjoy making player animations; I prefer drawing and animating objects and backgrounds!

Sneak and dive animation examples
Sneak and Dive Animations
Example of updated sneak and dive animations
Example of change

Post #015 - 21/02/2025 - Friday

Added legs and shoes to the Dive_Up and Dive_Down animations.

Dive up and down animations without legs
Dive Up and Down Animations
Dive up and down animations with legs and shoes
Dive Up and Down Animations (now with legs)

Post #016 - 25/02/2025 - Tuesday

Punching System Rework: Previously, the player would lock onto the nearest punchable target in their direction. Now, players punch freely in the direction they're pointed.

Animation System Tweaks: The player's punch animation can now be isolated to the torso, while the head and legs follow separate animations.

New Animation: Also made the Punch_Right animation.

Punch right animation test
Punch_Right Animation

Post #017 - 26/02/2025 - Wednesday

Punching System Rework:
Following yesterday's rework, players can now punch while running.

Animation System Tweaks:
Fixed bugs that arose from isolated animations.

New Debug Command: Added the lighting_destroy_all command.

Punch up animation test
Punch_Up Animation
Screenshot of the lighting_destroy_all debug command in action
lighting_destroy_all command
Punching while running, spammed for a speed boost
Punch Spamming

Bonus: punching while running gives a little boost, and looks funny when spammed.


Post #018 - 28/02/2025 - Friday

• Made the Punch_Down animation.
• Finished the Punching System Rework, for now anyways. Feels nice and punchy!

Punch down animation test
Punch_Down Animation
Punching enemies and destroying lights
Punching the lights out

January 2025

Getting back into the swing of things

Open this month

Post #001 - 08/01/2025 - Wednesday

What's up gamers!

It's been a while since I've publicly posted or talked about any game development stuff. I mentioned working on a BIG GAME in a Newgrounds post back on June 8th, 2024.

Since then, I've been working on and off on this game, which I'm calling Shadow Strike. It's getting late and I've got work tomorrow, so I'll post more about it then.

I've been meaning to get this blog started for a while, and today I finally decided to do it.

So yeah, stay tuned. Shadow Strike is in development! (Albeit slow development as I have an unrelated full-time job and a bunch of other commitments.)

As always, if you want to contact me, you can reach me at plufmot@gmail or newgrounds/plufmot

Don't be a stranger, make yourself known, make cool stuff, and make friends. Love you all!


Post #002 - 09/01/2025 - Thursday

Today I wrote a little about what the game is, which you can see at bennyrenya.com/shadow-strike.

Also made a webpage dedicated to these devlogs for easier access, breaking up each month into its own subpage, check it out here.


Post #003 - 10/01/2025 - Friday

Tiny update as I just worked on the pause screen today.

Pause screen before update
Previous Pause Screen
Pause screen after update
Updated Pause Screen

It was previously set up for multiplayer, now it's nice and centered for single-player!

I've also made it so you can only pause during gameplay, not in menus.


Post #004 - 11/01/2025 - Saturday

Camera now pauses when the game pauses.

Camera movement before update
Previous Camera Movement
Camera movement after update
Updated Camera Movement

The split-screen view now shares a single pause text. While having independent pause text looked cool and felt more responsive, it didn't make much sense, as players can't pause the game independently.

Pause screen before update
Previous Pause Screen
Pause screen after update
Updated Pause Screen

Post #005 - 12/01/2025 - Sunday

I made the GUI maintain a consistent size across different screen resolutions. Notice how in the .gif below, the GUI was inconsistent? It was bothering me.

GUI inconsistencies before update
Inconsistent GUI

I also updated some code, making var screen_width = display_get_gui_width() instead of global.rezCURw.

This adjustment resolved the issue with split-screen player positions (those little grey dots in the center) being miscalculated in the GUI, ensuring flawless functionality across all resolutions.

Split-screen GUI before update
Previous Split-Screen GUI
Split-screen GUI after update
Updated Split-Screen GUI

Post #006 - 13/01/2025 - Monday

I've consolidated multiple menu rooms (rm_titlescreen, rm_splashscreen, rm_credits, rm_options) into a single rm_menu room.

If that makes no sense, imagine you're making a movie with different scenes: the opening credits, an action sequence, the end credits, and the settings menu. Instead of having a separate set for each scene, you have one set that changes its background and props to fit each part of the movie. That's essentially what I did today.

I did this to streamline the game's architecture, making the menu navigation smoother and more efficient. Plus, it simplifies the development process by reducing the number of rooms I need to manage and also makes the code easier to handle.

Room set up before update
Previous Rooms
Room set up after update
Updated Rooms
Screenshot of code changes
Example of code changes
Screenshot of code changes
Example of code changes

Post #007 - 18/01/2025 - Saturday

Updated the player helmet. The previous one looked weird when being drawn inside the player's head shape. Cleaned up the line art to fix this.

Old .gif showing player's helmet as they spin around
Previous Helmet
Updated .gif showing player's helmet as they spin around
Updated Helmet

Post #008 - 19/01/2025 - Sunday

Gave the player a body. The stickman was for testing. Took a while to figure out why the torso and legs weren't changing colour. Turns out, I hardcoded stuff for the helmet originally.

Old .gif showing the player's stickman body
Stickman Body
Updated .gif showing player's new body
New Body

Post #009 - 26/01/2025 - Sunday

Made the animations for Idle_Up and Idle_Right.

Old .gif showing the player's stickman body as they spin around
Stickman Body
Updated .gif showing player's new body as they spin around
New Body