Windows Download (2.32MB)


Release Date: 2014

Keep Moosey in the air and don't crash into anything!

This is the most unique and original videogame idea ever!



Based on the game Flappy Bird by: Dong Nguyen
Game Music: Bio Miracle Bokutte Uppa by Konami
Voice and SFX: Polly


While Happy Moosey!!! isn't the first game I ever attempted to develop, it is the first game I ever completed and on my own. It also is the genesis of my gamedev taste leaning toward little score attack games.

Why this game is based on my friend Moosey, I honestly have no idea. I just had their avatar from the Giant Bomb forums at the time hanging around on my hard drive for some reason and it ended up getting used. (It was also used as the life meter in my pre-release experimental shmup too, so maybe that explains it.)

About a week or so prior to working on this game, my friend John had taught me some GameMaker 1.4 basics, mostly using the drag and drop interface, which was fun enough and allowed me to create some formative little experiments, but I quickly found the UI tedious and wanted to tear into GML proper.

I don't remember the exact timeframe, but I do know I worked on this game mostly on a Saturday and was finished with it by that night.

I took to coding in GML pretty quickly. I was able to re-interpret a lot of the Drag and Drop stuff I'd used in my earlier game sketches into actual code, and the added flexibility let me work smarter. I was able to figure out randomizing the obstacles and their heights mostly on my own as well as some simple high score tracking. I'm pretty sure it used a lot of the same setup and initialization code I still use today.

A feature I'd wanted to implement in an update was that over time, the background would change from day, to night, and then back to day and keep cycling for as long as you played. I had the graphics and code already made for the background color change, I just never got around to adding it.

Only bummer is I lost the original GameMaker project in a hard drive crash years ago, so all that remains is the final output file.

I decided to do the game's sound effects with my voice because by the time I was putting them in I was too lazy to make my own in FamiTracker or track down suitable ones. Funnily enough mouth/voice sound effects would end up in a few other friends' games based on this silly bit of laziness.


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