Knights, spaceships & arcade rooms
I grew up in the Spain of the 80s, dreaming about mythological heroes, giant monsters, intergalactic adventures and other silly things. Back in the day it was common to find arcade cabinets in pubs and restaurants, and I was fascinated with their colours, their sounds and their restless action. But the economy wasn't good enough for the kid to waste coins into machines, so I spent years watching others play, and without realizing it, studying the design of those games.
I dreamed about creating my own titles while filling my notebooks with levels and designs… But that dream was too big.
As an adult, life became a bit too dark. So one night, to cheer up things, I started fooling around with my favorite things from the old days: pixel art, chip sounds and intense action. Since then, my project as Locomalito has been to create my own new classic-like video games, working over a low flame in my spare time, while the world sleeps.
How I work
Every night before turning off the light, I take out my notebook from the bedside table and spend a few minutes drawing ideas and plans for the next day. When I get home after work, I sit down in front of the computer to develop some of the stuff in the notebook. If it works, the idea stays in the game. If it doesn't, it goes to the bin. When I have enough content ready I start playing my own game for fun, but I take notes along the way to improve details here and there until everything feels right. It's a slow process that over time takes me (more or less) to the game I want to make.
I use GameMaker to create games. It's a friendly tool, and one I've been using since its older versions. For graphics I use a little Windows XP icon editor called Iconomaker, wich accidentally fits all my needs.
While I'm considered a lone wolf, I'm not alone at all. My brothers in arms are Gryzor87, a close friend and a composer that I admire and Marek Barej, who illustrates many of the covers from Poland. Also, since 2016 Abylight Studios has been porting and publishing some of my games on the big platforms.
Lastly, this project is only possible thanks to the support of my ♡ Canoug, my friends and all the people who help me one way or another. I love you all!
There are as many ways to style a video game as artistic expressions, but I love the one born from the very folklore of video games. Pixel art and chip sounds are no longer a technical limitation, but an artistic choice as valid as watercolor or oil paint.
I think difficulty is part of a game's personality, like the script in a movie. There are no difficulty options in my games, just a hard-but-fair curve that I carefully craft to fit each level and situation.
Direct to the point
My intention is to offer the biggest amount of fun, challenge and content in the shortest possible game length. The only way I know to achieve this is by launching something new to the screen every few seconds, avoiding repetitive or meaningless content.
Secrets & rewards
Hidden stages, special objects, Easter eggs and bonuses are always there for experienced, curious and crazy players. So open your eyes and try things while playing.
Looking at a cover, reading the stories in a manual or touching the details of an arcade cabinet are things that extend the experience of a game. I always include some extras with my games.
I've learned a lot by studying the work of great devs, so whenever the context allows it I show my respects by spreading the word about my influences. I love it when someone learn about the classics because of my games.