
Hello. Welcome to Dark Assassin: Trial Chambers Official web page. This was a game I created in a week in my bedroom. The first video game I ever made. The official ALPHA 1.0.0 release on Steam was November 8, 2024. I made the game most of October and was planned to come out on Halloween but due to complications with Steam, it was pushed back about a week. I made the game with ClickTeam Fusion 2.5 Developer. I would be lying if I told everyone it took me a week to learn ClickTeam. I spent about 3 years learning the software before I published Dark Assassin. It started out with a blank frame and an active. I worked on movement first and it felt kind of fun to move around. So I gave the active something to destroy and it made it even more fun. Thats when I chose the art for the active.

The Dark Assassin character was a random drawing I made with Aseprite. It was originally for another project named “Super Fighter”. I dragged him into the project and made him the moving active and it fit perfectly. I needed something for him to destroy. That’s when I pulled out the Goblins.


The goblins were also from another project I made about a year prior named Hunter Explorer. I made a short YouTube video about it but since have made it private. The goblin lord is basically the goblin with a crown on its head. I made the goblin as the active for the Assassin to destroy. I don’t know when I decided to make a story out of the game but I remember I wanted to make something that people could play.

The Bandit was yet, another character from another game that I was working on but the coding was getting to complicated for. Sounds silly considering how easy ClickTeam is known to be. Once I started working on level 2 with the bandits. I would get so frustrated i would be yelling at my computer to the point where my roommate at the time came in and saw what I was doing. “Let me try.” and he started doing the same damn thing. I knew I was onto something.

It’s a little hard to see everything going on with the eye above. This was drawn by my roommate. He also made 3 of the songs for levels 3, 4, and 5. Eventually I’ll put an achievement if you listen to a song a full way through and call it the EDS achievement. Because they’re like 8 minutes long. I’ll link his YouTube below.
The game was starting to become fun with the first 3 levels. But I felt like it was missing a mechanic. What do Assassin Ninja’s use? Other than a blade is they got shuriken’s. “Shirken” as I spell it in the game. Lol. Misspelling will be a common theme as I think I’ve developed slight dyslexia. This is a turning point in the game because it gives the player another way/strategy to complete the chambers.

I can’t find the original sprite file for the level 5 boss, Huncho the Goblonian. I will add a screen shot with the battle of huncho. I wanted to make a boss type encounter in the game. And then Huncho was born. Huncho, was inspired by a person I knew in real life that was my friend. But since have had a falling out. His gamer tag was lil huncho on Xbox. I think subconsciously the name kind of stuck in the back of my mind. It just seemed catchy. Why not give the Goblin lord a little servant. With his own little backstory. One tip of defeating Huncho would be that you can slice him when he’s moving slowly. But this becomes more difficult as his phases progress.

Level 6 is one of the few levels that have art in the background. It’s also the only level in the game that switches the controls a little bit. I was tired of clicking and my roommate suggested I make a level like guitar hero. I always thought this level was funny because when one of my friends was playing the game, another friend came up and asked what he was doing and he said, “I’m in the air throwing shuriken’s at bandits that are shooting at me.” Something ridiculous along those lines.

The 7th level is the only level during play testing that I just couldn’t beat. I knew it was beatable, I just knew it. But feeling almost burnt out I just had to move on. There’s well over 100 lines of ClickTeam code on this level easily. A collision code for every single wall, which was a pain to set up. And by the time i was finished making the level, I was already getting tired of the game. IDK if this is bad game development habit but i thought, “Hey man, I know it’s beatable. I can’t beat it, but i know that the players can”

The 8th and final level of the game is when the Assassin and the Goblin Lord finally meet. The gameplay of the final boss is a lot like huncho, but just with added mobs that surround and bounce around the Goblin Lord as youre trying to beat him. There’s important dialogue between phases. This is when you realize there’s a darker truth to the Assassin and in the final story frame of the game before the credits and hi-score screen. Dark Assassin reveals his truth.

Looking back at the creation of Dark Assassin: Trial Chambers I wouldn’t change a single thing. I think the game is exactly how it’s suppose to be. Sure, I would change a lot of things about the game. But I mean the timing, point of life, and just the love of creating something that has never existed. It’s as perfect as I could get it with ClickTeam. BUT there is a Dark Assassin 2 idea that has been floating around for a while now. When? That is still unknown as I want to explore new engines and experiment more. But I will say that Dark Assassin 2 will be a whole new game with better lore. And I cant wait to share what’s in my head to the world. Thank you <3
PLAY DARK ASSASSIN: TRIAL CHAMBERS OUT ON STEAM NOW
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