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My name is BinzuDev

Hello! My name is BinzuDev, I make games and youtube videos.
I am currently working on a secret project using the Godot Engine.
I've made games using a few different game engines throughout the years, those being:
I can also code in C++, HTML, CSS, JavaScript, PHP, SQL, Lua, and Python! (I coded this whole site myself too, no website builder!)
I have been wanting to make video games for as long as I can remember, even when I didn't know how to make games, I've been coming up with game ideas and designing
game concepts ever since I was little. I didn't just play with toys as a kid, I would pretend to be playing a video game that I was making up on the fly using the toys as characters.
Anything I looked at or did I could turn it into a game somehow. What I'm getting at here is that I've basically been making games my entire life.
The only difference being that they started becoming "video" in the past few years.
"Shitty RPG: Web Journey", abbreviated as "SRPG", is the first video game I have ever completed. It all started because I had an idea for an rpg game, and found out about RPG Maker, so I downloaded it. Since I knew nothing of the engine when I started, I decided that I would make a little test project to get used to the engine. Then, once I became familiar enough with it, I would be able to make the game I was envisioning. However, to this day, I have never started development on this game. Instead, that little test project I mentioned is what eventually became shitty RPG, which led to the multi-year long project that is Web Odyssey. Since it was a test project, I started out by just doing literally anything funny that came to my mind. At the time, things that were terrible on purpose to be funny and so bad it became good were quite popular. And so I named the game "Shitty RPG", added memes and swear words and had some of the most fun I had ever had. I never really planned to post the game online, I just made it for myself, my family and my friends. This is why this game uses so many default rpg maker assets, it's not like they would realize or care. SRPG's biggest issue in my opinion is that it gets better the further you get into it. Which means that if someone stops playing because of how boring the start is, they'll never get to see all the genuinely cool stuff in the later parts of the game. But even with all of its flaws I'll always be very proud of it.
Start of development: | May 15 2018 |
Release of v1.0: | December 31 2018 |
Public release date: | March 12 2019 |
Engine: | RPG Maker MV |
Status: | Finished |
Current version: | 1.3.3 |
GameJolt page link |
Throughout 2019, I was using Scratch to make very simple game prototypes, and in the process, slowing learning the concepts of programming without having to learn how to code. However, I was never really able to make a full game using Scratch. Then came 2020, I was working on a prototype for a tower defense game but it wasn't really going anywhere. As you may or may not be aware, a small little event occurred in march 2020 that caused me to not have school for a little while, you may have heard of it. Either way, I was talking with my dad about the whole situation while he was gaming and he brought up the topic of doing something to profit from that, something about making shirts or something. But then I thought, "hey, I could make a game about it!". And just like that, an epiphany struck me, I had a vision of exactly what would become "Virus Shooter". I rushed on to Scratch and immediately started work on a prototype, I made viruses fall from the top of the screen and made the player at the bottom center of the screen be able to shoot them down by aiming with the mouse. Bam, just like that, in just a few minutes, I had made a prototype that was actually fun to play. A few months later, I had a game with 99 unique waves, 8 upgrade types, 16 possible enemy combinations, 9 unique bosses and an epic bullet hell challenge as a reward for beating the game.
Start of development: | March 2020 |
End of development: | July 2020 |
Engine: | Scratch |
Status: | Finished |
GameJolt page link | |
Scratch page link |
This is a game I first thought about back in 2015. Since I didn't know how to make games yet, this is actually one of those games that I would pretend to play irl.
I would actually play it with my brother, with him being the player security guard, and me controlling the animatronics (my plushies).
I order to make the game really immersive, I would record in advance fake security footage around the house with a Nintendo 3DS.
And then my brother would watch the footage on the 3DS in order to represent looking at the cameras.
After finishing Virus Shooter, I was trying to think of game ideas I had as a kid that I could turn into scratch games.
The problem is that most of them were 3D games, that is, until I remembered my irl fnaf game and the fact that fnaf is just a 2D game with prerendered 3D graphics.
And since Halloween was 2 months away, I thought it would be cool to try and finish it for the 31st of October.
In the end, I achieved my goal just in time, and on Halloween 2020, I invited my brother over and he finally got to actually play
the game that I was envisioning all these years ago. Unfortunately he was also the first playtester that wasn't me, and so the game ended up being a lot more difficult
and harder to understand than I expected. There were still a few problems with the game and I didnt actually fully realise my vision, I had to cut out an entire
good ending sequence that was part of the original irl game. But I was happy enough with it and didn't felt like working on it anymore.
That is... until December of 2024 where, since I was working on a FNAF-themed video, I got the motivation to finally give this game proper closure.
I fixed a bunch of bugs, made a lot of balance changes, and finally implemented the good ending!
And at last, this game is now in a state that I am fully proud of.
Start of development: | September 8 2020 |
End of development: | October 31 2020 |
Engine: | Scratch |
Status: | Finished |
GameJolt page link |
Around the start of 2021 I had a game idea that I really wanted to make, but Scratch wouldn't be powerful enough to make it work, so I started looking for new game engines. However, everything I tried to learn was just too complicated for me. I tried out Unity, then Unreal Engine and then Godot Engine. But there was always just one crucial mechanic that I was never able to implement right. I then decided to try out one more engine: Clickteam Fusion. It was very simple to use and didn't even use code! However, it's not as powerful as the other engines, being closer to the level of flash games. In the end, I was STILL not able to make a functioning prototype for the main mechanic. So instead, in order to help me learn Clickteam, I decided to give myself a game jam challenge. I had one week to make a simple game. I came up with the idea of an "Asteroids" type game where you can't directly control your movement, but shooting propels you backwards. After a week, I made something that I thought had good potential and kept working on it for a few months. At first I wanted this game to have a lot more content, like a lot more enemy types and bosses, a tutorial mode, and a compendium of info on all the powerups and enemies. However, I stopped working on it because 1: I came up with the idea for my next game and 2: I was getting a little tired of the gameplay. I'm still very proud of the state the game is in right now, it's a fun and simple little high score based game with a ton of visual polish. It's probably the most "Quality over quantity" thing I'll ever make.
Start of development: | April 27 2021 |
End of development: | June 2021 |
Public release date: | October 17 2021 |
Engine: | Clickteam Fusion 2.5 |
Status: | Semi-canceled |
Current version: | 1.01 |
GameJolt page link |
My most popular game, "One Night At the Impostor" (ONATI), is what I like to call a "High Quality Shitpost" game. Although, yes, it is just one big meme, it's not trying to be bad on purpose to be funny, it's an actual good fnaf-type game. I got the idea for the game when I noticed a few similarities between Five Nights at Freddy's and Among Us's gameplay mechanics. Both had a camera system, the ability to close doors, vents that the bad guys could use, and both were insanely and unreasonably popular on the internet. Plus, I now knew how to use Clickteam, literally the same engine used to make the original fnaf games! The very same day I had that thought, I started work on the game. I did a few changes to the typical fnaf formula to make my game a bit more unique, for instance, instead of having five(or more) nights in increasing difficulty, I made it to be only one night with 3 difficulty levels that you could choose from on the title screen. Instead of the goal being to survive for a set amount of time, you have to complete a set of tasks, just like in among us, to beat the night. To compliment this mechanic, I added a high score system based on how fast you were able to win for each difficulty. This is an incentive for players to replay the game in order to get a better time, thus adding some replay value that most fnaf games don't have. Some people even speedran the game! I am really proud of how this game turned out, and happy it got some recognition, but I do wish I had made this game just a few months sooner, when the among us meme train was really at its peak.
Start of development: | June 28 2021 |
Initial release date: | August 8 2021 |
Engine: | Clickteam Fusion 2.5 |
Status: | Finished |
Current version: | 1.05 |
GameJolt page link | |
Speedrun world record |
UPDATED DESCRIPTION:
This was intended to be the sequel to my first game "Shitty RPG: Web Journey".
This is currently the most amount of time I've ever spent on any singular project (1.5 years).
When I started making Youtube videos I kept putting the game on the side to focus on the videos, which led to me eventually just not working on the game anymore.
Although I spent a lot of time on it, there is almost 0 playable content in the game. That is because I focused 95% of my time on coding gameplay mechanics
and making assets and writing the story, and only the last 5% was spent on making playable maps and levels.
Only 1 level and 2 cutscenes were ever finished.
A lot of planned story beats were based on things that were relevant at the time.
But, with the internet being a constantly changing landscape, a lot of my ideas became outdated.
Ultimately I decided on abandoning the project. My goals were too high and I over-estimated myself.
OLD DESCRIPTION:
This game is a sequel to my first game "Shitty RPG: Web Journey" and improves on every single possible aspect.
I started Web Odyssey in September 2021, and I am still not done to this day. This is the longest I have ever worked on anything ever.
While the original SRPG took about 9 months to make, it used a ton of default rpg maker assets and maps.
For this game, I am making absolutely everything myself (minus the music), and my goal is to not include any default RM assets.
Since I also now know how to code, I am able to customize this game to the molecular level, and do things that would be impossible with RM's visual scripting interface.
The game has a custom battle system inspired by the Mario & Luigi rpg games that has never been done in RM before as far as I am aware.
This game takes place in a near-future/alternate reality where people surf the web in virtual reality. The main characters go on an adventure on the internet
visiting various different websites and social medias, fighting memes and internet celebrities all in order to find one of their long lost friend.
Start of development: | September 20 2021 |
Planned release date: | 2024 |
Engine: | RPG Maker MZ |
Status: | Canceled |
GameJolt page link | |
Offical trailer |
In December 2023, I challenged myself to learn how to make a roblox game in a week, and document the experience in a Youtube video.
Originally, I was actually planning on making a full Roblox game afterwards and then make a video on it too. In fact, at one point I had ideas
for 2 seperate games that I thought would be a great fit for Roblox. However, while making the Roblox video, I started learning Godot,
and I had so much fun using it that all of my interest towards those Roblox game ideas vanished.
Its also interesting to think about the fact that I spent 7 months making a video about something that lasted one week.
The game is still very much bare bones, and I haven't worked on it since the initial development week.
I don't really plan on ever updating it.
Start of development: | December 5 2023 |
End of development: | December 11 2023 |
Engine: | Roblox |
Status: | Finished |
Roblox page link |
This is a game I've been making in order to learn Godot. I could describe what it is but I've already made a
youtube short that explains everything very nicely.
This started out as me just having fun learning how to add the movement mechanics for this game I've always wanted to make.
I knew from the start that I probably wouldn't be able to make the entire game I was envisioning but I was okay with that.
I've honestly worked on this game a lot more than I was initially planning, I just wanted to code the movements for fun and then move on to something else.
But then I just kept adding and adding new stuff to it! However I have reached the point where all the easy prototyping stuff is basically already finished.
And if I did wanted to keep working on it I would need a lot of assets like 3D models and textures and sounds.
I might come back to this game if I'm able to get people to help me with it, cause this is not a one man team kind of game.
Even with the purposefully low-effort low-poly artstyle I was going for.
Start of development: | May 27 2024 |
Engine: | Godot |
Status: | Indefinite Hiatus |
Game Introduction YT short | |
development Evolution YT short |
You remember in the description for Space Virus Shooter where I talk about a game idea I had but repeatedly failed at making?
This is that game idea.
That's right, now that I actually know how to code, and actually know how to use Godot, I am now finally, at long last, skilled enough to make this game.
At the time of writing, I've only worked on the game for about a month, yet I've already done incredible progress on it.
This is a game that I feel confident in saying that it is small enough in scope that I can realistically finish it by myself in a reasonable amount of time.
(While also being big enough that I could call it a full on actual video game)
The only thing I can currently reveal about the game is that it is a puzzle game with 2 gimmicks:
A secret gameplay mechanic and, the game will have almost no text whatsoever.
My goal is to teach the player how to play using nothing but clever level design, no tutorials.
This is actually the reason why I'm keeping the game a secret. Puzzle games need A LOT of playtesting,
and if I want to make sure that the game actually does a good job at teaching you how to play with no words,
I need all of my playtesters to play it completely blind.
Start of development: | January 2 2025 |
Engine: | Godot |
Status: | In development |