The truth is, I don’t have a Netflix account, so I never actually watched The Squid Game. But spending even a minute with friends or scrolling through social media made it clear that it had become a global phenomenon. Around that time, I was looking for an excuse to start building with Unity, and a viral show about games felt like the perfect source of free ideas.
My experience with Unity was surprisingly good. It felt more production-ready than GameMaker1 (amazing piece of software, by the way!), most of the basics are handled automatically by the IDE, which lets you focus on the fun technical parts. I learned how to load textures and sprites, and how to implement basic logic in C#.
The game itself was simple: you held your finger down to make the character run while the gun wasn’t pointing at you, and had to release it before it turned back. No warning, and each round got faster. Really frustrating, which probably meant it worked as intended.
It was a fun first contact, and gave me the feeling that I could learn quickly and eventually get good at making (simple) games. Still, I realized I was more interested in regular apps, so I didn’t take it further.
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I used GameMaker around 2012, back when the IDE was still called GameMaker Studio. I’m not sure about its current adoption or evolution, but a quick search in 2025 shows that it’s come a long way. ↩︎