Raybounder | Spotlight Interviews

Hello! This week, we’re shining a spotlight on indie developer zilard, creator of the puzzle game Raybounder. What began as a GMTK Game Jam entry in 2020 has since grown into a fully fleshed-out project, featuring more than 60 levels of puzzle-platforming built around a unique mechanic: using laser recoil to move. In Raybounder, players control a robot armed with a laser gun, using its blasts not only to solve puzzles but also to propel themselves across increasingly complex and creative challenges.

We sat down with zilard to talk about the game’s inspirations, the challenges of solo development, and what’s next for both Raybounder and its creator.


For those who may not know, can you give us the quick pitch for Raybounder?

zilard: Raybounder is my passion project of about 2.5 years. It’s a top-down puzzle game where you play as a robot with a laser gun. When the gun fires, the recoil pushes you around the level. You need to use that movement to dodge obstacles, open paths, and ultimately guide both the robot and its laser safely to the end.

What inspired the game’s unique mechanic and puzzle design?

zilard: The game started as a GMTK Game Jam entry back in 2020 called Gun Control. At the time, I was going for something like “golf, but with guns.” Players enjoyed it and wanted more levels, so I decided to expand it. I’d also say old Flash games I played growing up definitely influenced the menus and presentation.

I definitely got those vibes—when I played, it reminded me of sites like Miniclip or Newgrounds.

zilard: Exactly. All those hours on Coolmath-Games must have stuck with me. A lot of playtesters mentioned the same thing.

Did any particular game or piece of media influence Raybounder more directly?

zilard: The art style owes a lot to my time making levels for Knytt Stories. You can see that evolution from my first game, Much Ado Mountain. Mechanically, I think Raybounder is fairly unique, but I’ll give a shoutout to Theyest Thou—the only other game I’ve seen with a somewhat similar concept, which actually came out right around the time I made Gun Control.

How did you first get started in game development?

zilard: Honestly, it goes back to when I was a kid discovering Roblox. Realizing that all these games I was playing were made with this weird language called Lua really piqued my curiosity. From there, I just loved making stuff for me and my friends—Roblox places, Minecraft mods, Scratch games, Knytt Stories levels. Eventually, I started joining game jams. It’s been a long journey, but Raybounder has definitely been the most rewarding project yet.

Were there any mechanics or ideas that didn’t make it into the final game?

zilard: Oh, plenty. Early on, I thought about adding different weapons and attachments—I leaned too far into combat before remembering it was supposed to be a puzzle game. I dialed it back and focused on doing more with less, like combining pushable, destructible, and hazardous objects into the TNT blocks you see in the final version. I’ve kept a lot of unused ideas in my pocket for future projects, though.

With over 60 levels, how did you keep the design fresh and engaging?

zilard: There are quite a few distinct mechanics—wind, ice, lightning, and more. Even with 60 stages, I feel like I only scratched the surface of what’s possible with them. I tried to avoid repeating the same combinations and made sure each area had a unique setting so that every level felt fresh.

A lot of stages also blend traditional logic puzzles with precision-based challenges. That mix kept things varied. My goal was always to have players asking for more, not wishing it was over.

How has the reception been so far?

zilard: Really positive! Making a game solo is a lonely process, and for years I wasn’t sure if what I had was even good. But the players who’ve tried it seem happy with it—even if some levels frustrate them a little, haha.

Raybounder has been such a great learning experience. I’ve grown as a designer and artist through it. While I’m excited to move on to new projects, I think the game deserves more love. I’m planning to release some DLC in the coming months.

Were there any levels you found especially rewarding to design?

zilard: Definitely. Once I made the level Scrap Metal, which features yellow robots, I realized I had something special. Before that, the game was entirely strategic—you could always repeat the solution once you knew it. But when I added time-sensitive situations, players had to execute actions under pressure. That layer of precision really changed the direction of the game.

As we wrap up, let’s end on something fun: what’s your favorite fast food meal?

zilard: I’m sorry to say, I have a really good answer for this… at Wingstop, a Spicy Korean Q Chicken Sandwich (with pickles), an order of voodoo fries, and a diet Dr. Pepper. TOP TIER!

Love it. And what question would you like to pass along to the next developer we interview?

zilard: My question for our subsequent interviewee: What is the most memorable bug you encountered while working on your game?

Finally, where can people follow your work?

zilard: You can check out my site at zilard.net—though it’s still under construction. On social media, I’m on X at @zilardian and on YouTube at @zilard. That’s about it—I’m not much of a content creator, haha.

Interviewer: Thank you, zilard! Best of luck with your next project, and we look forward to seeing what you create next.

Raybounder can be bought on Steam now!

Progressive Game Jam Is Back: Sacramento Starts Building Again

Progressive Game Jam returned with a full room and a clear goal: build together, learn together, and arrive at Capital Creative Showcase with projects the community can be proud of. Session 1 took place at Valhallan Esports in Folsom, where about twenty developers, artists, writers, and students gathered to pitch ideas, form teams, and set their plan for the season.

Two familiar faces helped get things moving. SDC veterans Brandon and Jim circled between groups, asked sharp questions, and encouraged anyone with an idea to speak up. That made the pitch round fast and friendly, which is exactly what you want on day one.

A few early moments stood out. One team is exploring a revival of the old school RTS feel, complete with clear resource loops and snappy match flow. It’s the kind of back-to-basics pitch that gets heads nodding. We also heard genuine passion from a couple of high schoolers who came ready to learn, contribute, and ship something real. PGJ thrives on that mix of experience and fresh perspective.

How this season works

Teams will collaborate online between meetups, then check in monthly in person as they build toward Capital Creative Showcase. The format keeps scope realistic, gives accountability, and leaves room for course-corrections as prototypes evolve. Expect each session to include quick progress updates, focused problem-solving, and time for informal playtesting.

Everyone is welcome. If you missed Session 1, you can still jump in to help a team with code, art, audio, design, writing, testing, or production support. PGJ is built for contributors at many levels. If you bring consistency and curiosity, you’ll fit right in.

Progressive Game Jam is where Sacramento’s game dev community meets momentum. It’s a low-pressure way to practice teamwork, finish a playable slice, and learn modern tools by doing. You’ll leave each month with something concrete to show, feedback to act on, and a clearer path to your CCS deliverable.

Get involved

Want in? Join a team, volunteer as a mentor, or stop by the next in-person session to meet the group and see what’s in progress. Share your role, what you’d like to learn, and how many hours you can realistically commit. That’s all teams need to plug you in.

Progressive Game Jam: How A Yearlong Jam Turns Ideas Into Games

The Progressive Game Jam is a simple idea with an outsized impact. Instead of cramming a whole project into a weekend, developers meet month after month, building the same game with the same team, and moving through a full development cycle. That long runway is what makes it special. It turns “someday we should make a game” into “we made one.”

Why It Started

Sacramento’s game-dev scene grew from a small meetup into a real community, but the standard 24- to 48-hour jams left many creators wanting more. In May 2014, a small group met to rethink the format. The goal was clear: give people enough time to design, iterate, test, and actually finish something. During that meeting, the phrase “progressive game jam” landed, and the first season launched soon after. The History of the Progressive …

How It Works

PGJ runs across many months, not days. It starts with pitches and team formation, then rolls into regular sessions where teams build in public. That cadence creates a natural rhythm: set a milestone, show it, get feedback, repeat. By the time showcase season arrives, teams have playable builds and a story to tell about how they got there. The format encourages good scope, shared ownership, and steady progress rather than crunch. The History of the Progressive …

What It Produces

Across its seasons, PGJ has incubated dozens of projects and shipped multiple public releases. Titles developed through the program include Bike Route: Sacramento, Overtime, and Raining Snakes, alongside a long list of in-progress games that kept momentum beyond the jam. Participation has spanned well over a hundred developers across dozens of teams, with roughly two-thirds of projects finishing or continuing after their season ends. PGJ History

How It Helps Developers

You learn the full cycle. Weekend jams are great for experimentation, but PGJ lets you experience concept, vertical slice, playtesting, polish, and handoff. That end-to-end view is what studios look for.

You build a real portfolio. Showing a playable build at a public showcase beats a bullet point on a resume. It proves you can scope, collaborate, and deliver. The History of the Progressive …

You find your team. Artists, programmers, designers, audio folks, and producers meet and make things together over months, not hours. You learn each other’s strengths and communication styles, which often leads to longer-term partnerships.

You get accountability without burnout. Monthly milestones keep you moving, but the schedule is realistic. That steady pace is motivating and sustainable.

You connect to the local scene. PGJ projects regularly appear at Sacramento developer showcases, putting teams in front of players, press, and potential employers. Those reps help with feedback, confidence, and visibility. The History of the Progressive …

Where It All Leads

The program’s structure creates a pipeline from idea to public demo, with many teams continuing past the jam to refine, publish, or spin up new projects together. Even when a game doesn’t ship, participants walk away with practical skills, credits, and connections they can carry into studios or indie ventures. That’s the real win: a healthier developer ecosystem with more people finishing what they start.

Sources: Last Token Gaming

Meet SDC Again: Who We Are and What We’re Building

Sacramento’s creative community keeps growing, and the Sacramento Developer Collective is here to help it thrive. We’re a nonprofit that supports video game and creative developers by connecting peers, sharing practical skills, and hosting events across the region.

A group of ten people wearing event badges pose around a colorful “Join the SDC” banner inside an ornate room with tall windows, wood floors, and chandeliers.

Who We Are

Founded in 2007, SDC gives Sacramento game developers, artists, writers, and students a place to meet, learn, and build together. What began as a grassroots meetup evolved into a registered nonprofit focused on growing the local video game and interactive media scene. Our monthly gatherings, game jams, and workshops created steady momentum that led to the Capital Creative Showcase, an annual public exhibition that now draws dozens of exhibitors and a growing audience.

What We Do

Our calendar blends hands-on learning with public visibility. Expect recurring meetups, jams, and workshops that teach real-world skills, plus larger events that put Sacramento creators in front of players, press, and partners.

Capital Creative Showcase is SDC’s annual expo spotlighting Sacramento’s game creators. It brings together indie studios, student teams, and community partners for a full day of playable demos, feedback, and networking. Newcomers get an easy entry point to meet the scene and see what’s being built. Teams gain a real chance to test projects with players, connect with media and mentors, and build momentum toward release.

CCS 2025

What’s Next

Looking ahead, we’re launching a new series of interviews with local developers and creators to spotlight the people shaping Sacramento’s game scene, paired with practical tip posts that walk through the whole pipeline from concept to prototyping, playtesting, marketing, and publishing. We’ll fold those insights into meetups and workshops, give teams more chances to share works in progress, and keep expanding the community through the Capital Creative Showcase and year-round events. Connect with us on Instagram, Threads, and Twitter, and hop into our Discord for updates, calls for speakers, and demo opportunities.

Get Involved!

  • Join us at upcoming meetups and community events.
  • Take part in Global Game Jam Sacramento.
  • Show your work at the next Capital Creative Showcase.
  • Hop into the Discord to meet collaborators and stay in the loop.

If you’re building something or want to learn how, you’re welcome here. Come meet the community, share your progress, and help shape Sacramento’s creative future.