StarGlaze
A one-person studio

Big games come in small packages.

I make games the way they used to be made. Simple, fun, for everyone. Easy to pick up and hard to put down. Games that are just games, because that's enough.

Couch co-op Classic design Arcade feel
StarGlaze Games
The lineup

What I'm working on

Mepper Mania

In development Steam playtest
Mepper Mania gameplay
Screenshot slot
shots/mepper-mania.png

An arcade platformer built the way they were built in the 80s. One screen per stage, a score worth fighting for, and the feel of the cabinet at the back of your favorite pizza place. Climb, dodge, and outsmart a lot of very weird enemies on your way across the solar system.

  • Over 10 levels, each with several variations
  • A cast of wacky characters on a space adventure
  • Roguelike skill loadouts, so no two runs play the same
  • Native arcade resolution, scaled to your screen in whole pixels
  • Arcade hard, but fair. No quarter munchers.

Chasing the cabinet

Scanlines, a curved vignette and pixel-perfect scaling sit between the game and your screen. You can unlock filters that make it look like the consoles you grew up on. Some of them are before my time, but the history of our medium is something I respect and admire.

Wishlist on Steam

Strikeship Smashers

In development Steam playtest
Strikeship Smashers gameplay
Screenshot slot
shots/strikeship-smashers.png

The cosmic sport comes to Earth for the first time ever. Four ships, one arena, total MAYHEM. Drive well, smash harder, and become champion. Bring a helmet. You'll need it.

  • Up to 4 players on one screen, with real physics and abilities made for wrecking your friends
  • Nobody around? Story mode has you covered. Get to know your favorite galaxy girls.
  • A level editor built into the game, so you never run out of arenas
  • One friend on the couch and one across the galaxy? Same lobby. Couch co-op and online play together.

Loud colors, louder hits

Inspired by grind fiction, this is a game of tag that's loud and proud. It has a strong sense of style, and it wants to bring the hype home, or wherever you take it.

Join the playtest
The studio

One desk, on purpose

StarGlaze Games is one person: me, Andres Reyes. I started it because I didn't like where the industry was heading.

The future of play matters, and the higher we build, the harder we fall. Too many cooks, too many overseers. When a game has to clear a dozen desks before anyone gets to play it, what ships is whatever nobody objected to.

So the work happens at one desk. It's slower, but it keeps the games strange in the ways that matter. Games that are greater than the sum of their parts. That's StarGlaze.

A desk with four monitors running Strikeship Smashers, a microphone, a drawing tablet and a lit PC tower
The desk · Strikeship Smashers, champion select

Limits on purpose

Fixed resolutions, tight palettes, whole-pixel movement. The constraints come first, and the design grows inside them.

Modern systems, retro feel

Modern game design, working inside the limits of the 80s and 90s.

Own the scores

Online leaderboards and high-score tables, so the arcade competition carries on wherever in the galaxy you are.

“Video games are meant to be just one thing. Fun. Fun for everyone.”
Satoru Iwata · 1959–2015
Andres Reyes
Andres Reyes
Why I make games

How I got here

I was five when I was diagnosed with a rare, aggressive form of brain cancer. My parents were told there was a strong chance I wouldn't survive, and that if I did, I might be deaf or blind.

They ran IQ tests on me before the surgery, to measure what removing the cancer would do to a child. It changed my mind forever. I came out with severe damage to the left side of my brain. The neurologists who read my MRIs still can't explain how I talk.

I spent about a year in the hospital afterward. I couldn't move much, so I read, watched movies, listened to music.

Then I found video games.

They gave me something nothing else in that room could. Agency. A world outside four walls. The characters on the screen were my friends, and they helped me survive.

Soon I was making my own, terrible pen-and-paper games I passed around the ward. I haven't stopped since.

Because I was considered terminally ill, Make-A-Wish offered me anything I wanted. Meet a celebrity, go to Disney, anything.

I told them Disney is a few days at most, but a computer will change my life.

It did. I taught myself to program, then everything around it: fixing PCs, networking, woodworking for arcade cabinets, electrical engineering to wire them up. Every road I've taken leads back to games.

For years I made games and showed almost no one. It never felt like enough. But that kid in the hospital bed didn't learn to make games to keep them to himself.

That changes now.

Selected work & recognition
Get in touch

Press, playtests and hellos

If you write about games or make videos about them, I'm happy to send keys for either one. Playtest builds go out through Steam.

[email protected]