The Entire History Of Eric Asura
Prehistoric Times
XXXX - 2015
I was always creative and had random crazy ideas in my head, though also little consistency in giving them form. From 2013 and until 2016, I mostly focused on making youtube videos, ranging from Minecraft-related content in 2013 and gmod animations in 2014, to fake UFO sightings in 2015, and for some time in 2016 and 2017 - Mr.Bean music videos. For a more comprehensive list of my uploads from back then, check out this page . Every single channel went through the same fate of eventual merciless execution by me (take note of this for later), so aside from the Mr.Bean clips, little else was preserved. Nonetheless, I had a lot of fun.
Another thing that happened in 2013 was my discovery of Construct Classic, a program for making games. Though I was excited at first, I made little progress with it, and so aside from a few screensavers and a few now lost unfinished games, nothing came out of it at the time. In 2014 I made a few normal games (that barely function, I'd love to see the code) and a few prank games, but nothing interesting still. In 2015, I made 2 games, one would become very important in a year, another was rather bland and is currently available as the earliest game in my catalogue.
At the time, I had little interest in actually making games could barely come up with a game idea at all and instead wasted away playing games, most of which I didn't even like. This, paired with the fact that I poorly understood even the most basic functions (Such as variables, which I didn't know existed or knew but didn't care?) meant that it was not my time to shine just yet.
The Classic Era
May 2016 - February 2016
In May 2016 I decided to work on one of my unfinished games from a year before, but to no avail. I don't know what led to what, but somehow, I eventually came up with a new idea for a game, with the gameplay and some of its elements being derived from that important game I mentioned earlier. And thus, 'Alien Invasion' was born.
Even before I released the first game, it was already a series in my mind, a trilogy to be exact. I sought to fulfill this idea, and at first, succeeded well - with game 1 out and then extended, then the second one released shortly after. Between 2 and 3, I had to go on holiday, where I wasn't able to work much. 2 weeks later, back at home, I sat down and spent the next month forcing myself to work on one of the worst games I ever made. 'Alien Invasion 3' took as much time to make as 1 and 2 combined, and was not fun to play at all. Seeking to rebound from the fuck up, I tried out some game ideas that went nowhere, until one of them spawned another - a game about a guy who is sent to stop evil Santa and his elves from eating people, that being 'Christmas Massacre'. It took 1.5 months to make, a record that stands undefeated to this day. Unfortunately, the game sucked, and was so buggy it was unplayable for 2 years after. What followed is a more balanced chain of events - I tried out hand-drawn graphics, then rushed the game with them to completion some time later (Junkman), experimented with a simple 3D FPS engine (The Room 426), then participated in Ludum Dare (Bloodbath: Arena), etc etc. Many games I wanted to make didn't work out: some of them were beyond what I could do at the time technically (though not actually complicated - I still operated on really basic knowledge of Construct), some were too hollow and so I wasn't convinced enough to work on them. Something else also happened, something that changed the course of this history.. Forever!
I was a Jinxtengu fan for a while (and attempted to rip off his games twice in 2016, neither of the games had any chance of being released though), and in late 2016 began visiting his website almost daily for inspiration. Eventually I stumbled upon the Kimberly Kubus memorial, and Saint's Johnny playthroughs. I was sold, big time. Not a single game I worked on past November 2016 was spared from Kubusian influence, with even 'Bloodbath' having some of it in it already.
What I learned from Kubus is that I have been unknowingly restricting my own creativity, and was not using more unique and bizarre implementations of things in games. Suddenly, my creative block from the past month or so was lifted, and I was ready for action.
The Infernal Era
March 2017 - September 2017
Unfortunately, alongside good lessons, I've also picked up an interest in things that would prove destructive. First, I needed a new flashy name and a better design for my website. Second, I wanted to make MORE games. Pump them out as quickly as I can possibly can.
First 2 weeks of January would be just that - I released 5 games in the first 12 days alone, with only 2 being fun and 1 not even being a game at all. Regret set in, I wished to have spent my winter break better and scrapped the garbage, changing my name back and returning to my original website.
The problem is that.. this would now be a neverending cycle. After doing nothing in February (I.. think I might have updated some of my earlier games? But those updates were frequently contradicting and saw features arbitrarily removed, so it was a waste of time) I repeated the cycle again in March-April, though with less whiplash at the end. Then, again, in June, this time with horrid whiplash, leading to the loss of the source code for Airplane Defense and various cool stuff I collected in order to use in games. Month of recovery, another return, the cycle repeated in August-September, leading to more whiplash, more loss of source code and other things.
Keep in mind, each time I would go through all my games to change my name in them, and I would also redesign every page on my website. Here's all the designs I've ever made. There were 11 (at least!) redesigns in 2017 alone. Holy shit! What the fuck? Another issue is that I became obsessed with some sort of a duality between my early games (pre-kubus era, referred to as Classic games, though Bloodbath, BFITV and games like KLoP3D were always conveniently included) and infernal games, the ones made from the moment I had a change of style. After prolonged downtime of 2 months, I decided to stop acting retarded: my website was to come back and stay up with no more name or design changes. It was time to make games and focus on games only. Having recently moved from classic google sites to neocities, I could now design every page however I wanted. A new era begins...
The Galaxa Era
December 2017 - Summer 2018
I named my fake company after one of my games - Galaxa Games Entertainment - and set out to make up for all the time I lost in imaginary battles last year.
With the Special Delivery Series announced, I began to consistently release games at a rate for 4 per month (5 in January). Though I learned from some of my mistakes, I failed to recognize something very very important - game design is about fun, not about torturing yourself. Releasing more than 2 games a month is generally unsustainable - you sacrifice leisure and have to crunch, both are things that should never occur when you're engaged in a fun hobby. That, and you significantly limit what you can make - meaning that the whole "unrestrained creativity" I learned earlier is not given a chance to flourish. I could feel it right away - out of 22 games I released in 2018, at least 9 immediately remind me of being absolutely exhausted out of my mind with my eyes popping out of my head in agony. Another 5 were throwaway releases - either unfinished games from last year being forced to release after less than a day of work in whatever state they were in, or just short games I finished ASAP. From Jan 1 to June 6, I released 22 games. That's roughly a game per week - seems achievable, but keep in mind I had a week off (and then another - to play Deus Ex 24/7, which burned out my eyes so bad I only fully recovered in 2020), and on most weekdays I only had half a day because of classes / homework. Add up the fact that I needed to rest from all that, and the late night movie-marathons (fuck me! why!!! those weren't even good movies to begin with!!!!!), and it becomes pretty much impossible without constant dread and strain.
The spring break made me lose momentum, hard. I fell below the 4-a-month baseline, I was drained, my eyes said fuck you, and thus, I cracked for the first time - with a sudden name/design change in April. I reverted it almost immediately, but the chain reaction had begun.
When June came, at first, I had decent goals in mind. I brought back games from before Junkman (they weren't available on my website at the time) and updated them, remaking Alien Invasion 3 (thus making it available for the first time since August 2016!) and updating Christmas Massacre, which was still somehow bugged out of its mind. A game from 2015 also made an appearance!
My new policy was to revert all games to whatever name I credited myself with in them first. No idea why.
I was going to work on some larger games and re-do my website, etc etc. I'm not quite sure what happened, but before long, Summer ended, and I hadn't done anything but battle demons in my own head. I didn't quite know it yet, but it was pretty much the end.
The Years Of Decay
September 2018 - November 2020
The story gets boring afterwards. I would change my name weekly, sometimes a few times in a day, rack my brains for new designs on the regular, eventually, I decided to destroy all the games I deemed bad, which led to me to delete most of my source code & even destroy some of the physical media I made. September ended, and the point of no return was reached. What follows is me bringing my website back with a more limited selection of games under my older aliases, while replicating the look of my older sites, every few months or so. Deleting the source code ensured that I would be stuck at a stalemate forever. I spent some time updating games, too. Most of these updates were very trivial though.
In my mind, making a new game required me to follow higher standarts, which was also boring so basically it meant no more games, the party is over. Life passed by. I reckon I only declined further.
Short Revival & Post-Collapse Years
November 2020 - 2024
Not sure what happened here exactly, but on a whim, I went back and updated 'Rum 6', and later turned 'The Room 426' into 'Mr.Bean VS Scatman' - something I've been meaning to do since July 2017! I brought back my website with all the games (thanks to my friends) and even updated quite a few of them. A new game was made for the first time in nearly 3 years - 'Transfer Administrator 2'. I felt pretty stressed and tired working on it & some of the updates, so I lost interest again. Life passed by, and by 2022 I was mostly playing games and watching anime. As of 2023 I would go on to learn Japanese as well, and for some time I even thought I should have done that in the past instead of slaving away to make shitty games. In a funny twist of fate, I lost interest in Japanese after about 10 months of actively doing Anki and reading non-stop (but this time it was more natural - I basically never liked literature, and reading manga / watching anime was unbearably boring by that point, so there was little reason to continue). I felt satisfied with what I had done, but was back to square zero. Various external changes unrelated to me but affecting me began occuring as well.
The End Of Time
June 2024 to Now
Something even more unusual and bizarre happened next. I came up with a name I actually really, really liked! It led me to quickly redesign my neglected website - though I couldn't change it in games due to, well, you know what. In January of 2025, I accidentally discovered the source code for almost 99% of my games while using a recovery tool on my old laptop. Holy SHIT! This was unbelievable. I used the files to update and improve my games - I combined smaller games with each other to make them longer and more fun. It worked well. After that I even made 3 new games, but once again, I felt like shit and went on to do nothing for the rest of the year, until 2026, when I made more games, updated somde and decided to split some of the games I combined earlier, and that's where we are now. Unfortunately, due to external circumstances and various self-inflicted wounds over the years, it doesn't feel like a comeback, but more like desperate attempts at clinging to life, or trying to imitate what it once was. Nevertheless, many of the games are in their best shape, and old versions are available for those who want to experience the pre-2025 versions of them.
Back to Articles