- Release Date: May 12, 2025
- Made By: Me, kornodd, Pazetic_Ocean, IsabelleChiming.
- Keywords: CROSS-UP MECHA ACTION, Arcade, Platformer, Combat, Beat-em-up, Narrative
- My Role: Original Concept, Direction, Game Design, GML Programming, Writing, Sound Design, Trailer Direction.
More Info
MOTOR /// HEARTS is a 2D action game made for my friend kiri's SUKEBAN SPIRIT JAM. The jam's theme was vague and abstract on purpose, just "what do you interpret as SUKEBAN SPIRIT?", from the beginning I knew I wanted to make an action game, since I interpreted it as "something indulgent and true to yourself, no matter what anyone else thinks." I wanted to collaborate with a Venezuelan fellow, but he was unable to make it due to personal problems, and out of nowhere my friend kornodd offered to take his place. Kornodd's ideas and concept art set my imagination and mind ablaze and I quickly knew what I wanted the game to be: A hack n' slash action game built on "fundamentals": fighting enemies that come from multiple angles utilizing only one attack move, and keeping in mind things like spacing, attack timings, and recovery frames. Similar to a fighting game, I wanted each enemy encounter to feel unique and like a person with their own individuality and fighting style.
There were many inspirations but the biggest ones I'd say were Strider and Osman-- Those and a dozen other arcade games as well as games like Revenge of Shinobi and Mad Stalker. This is a project that's personal to me and that I'm very proud of, because it's the most work I've done for a project on my own: game design, enemy design, level design, programming the player, enemies, gimmicks, menus.... Basically everything except graphics implementation and resolution was my code. (Though my friend Gannio did supply me with some controller vibration code for a patch that really added a lot to the game.). Obviously, with every jam game there's a lot of compromise you have to make, and with only three months it's not like we could make it a perfect game, but I think the priorities we chose are ones I'm proud of. In the end, I succeeded at my personal goal of making the game I wanted to make: A thrilling action game that exists as a huge love letter to "videogame enemies", with opponents that constantly try to corner you, threaten you, and pummel you from all angles.

However, to me, a game is more than just mechanics. And from the very beginning a core component of the game was its identity: The setting of MOTOR /// HEARTS is a grim future, not too different from our current reality, gripped by paranoia and fascism. A young girl seeks to crush one of the main institutions by ruining its symbolic 100-man tournament held at the start of every year. There's a lot of themes and metaphors at play, and I wanted storytelling to be a huge part of the game, but have most of it be conveyed through the "action", with the player feeling like they're getting a small glimpse into a huge lived-in world, but only a glimpse! Text is sparse and I put my all into making it all stylish and heartfelt. The idea that arcade games and narrative games are worlds apart is false! Action games and storytelling have always been closely tied, and I wish to prove that with every game I make! Check out this cool trailer, which I also made!








