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.
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.
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.
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.
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
Why I make games
How I got here
I was five when I was diagnosed with a rare, aggressive form of brain cancer. Rare enough that there were no statistics to go on. My parents were told there was a strong chance I wouldn't survive, and that if I did, I might be deaf or blind.
Because the condition was so rare, I was a specimen to the whole staff. They ran psychological evaluations and 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 running at seventy percent. Considering the alternatives, that was lucky.
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. I wanted to play every single one, and I tried. The characters on the screen were my friends, and they helped me survive.
Soon I was making my own, pen-and-paper games I passed around the ward. They were terrible, and most of the other kids were too sick to play them. I kept making them anyway.
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 I learned to fix PCs so I could make games, networking so I could build games, woodworking so I could build arcade cabinets, electrical engineering so I could wire them up. Every road I've taken leads back to games.
None of it came easily. The surgery left severe damage to the left side of my brain. That part just doesn't work, and no medicine was going to fix it. I grew up with a learning disability, years behind the kids around me.
Then that started to change. Middle school, gifted classes. High school, the AP program and college-level courses.
Every time I get an MRI, the neurologists are amazed I can speak at all. It shouldn't be possible. My brain found another way.
Don't let anyone tell you what's possible, or what you're able to make. Games are for everyone. If I can build one, so can you. Carve your own path and show them what you are capable of.
I entered a lot of game design competitions.
20082nd place· Microsoft High School Programming Competition
20081st place, state· Technology Student Association, Game Design
20083rd place, nationals· TSA Game Design
20091st place, state· TSA Game Design
20151st place· GAME ON! Game Design Competition
I still never put anything out beyond my own circle, no matter how hard my friends pushed me to release it. It never felt like enough. The impostor syndrome hit hard.
That changes now.
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.