It all began in august 2013.
After trying many game creation engines and solutions, I decided to go with Game Maker, a program that had many vantages : it’s free to try, and getting a functionnal prototype is dead easy.
Those were the most important aspects at that point.
Three days later, the first prototype of QLRZ was born (it was named “Shoot3r” back then).

Next step was showing that thing to my peeps. Not many of them were gamers, but they were enthusiastic. I wasn’t sure if they were being polite or genuinely felt the game was something…
I’m not closer to answer that question now, six months later :/
The main factor has been Lionel’s response, because I knew he would tell me without missing a beat if the game was crap. Well, he didn’t, and he even suggested we could work on it together.
That was really a good thing, because honestly, choosing between my silly kitties and his wonderful designs really is a no brainer.
Would you want to try it ? Tell us in the comments, perhaps we’ll consider putting it on here 😉
