The Theseus VS The Minotaur game is 20 levels of extremely difficult Sokoban style adventure puzzles . Released on Android/iOS and Tizen under WiNF Studios LLC it took 1 year total development time from concept. It was originally prototyped using the GM GUI and later refactored to GML. I worked on the story, prototype, concept to production art, camera, font, music & sound effects, level/puzzle designs and scripting several of components in the game to name a few. After having a prototype I was able to recruit the cofounder of WiNF Studios Randy whom created the IAP's achievements, most of the refactoring, onscreen controls, and brought overall improvements to the whole project. I couldn't have done it alone.
In retrospect though lots went well with a multiplatform release, I would have liked to have more playtesters and more time to polish the game. Lots of people got I had a few complaints that the 4th level was unbeatable but I didn't get much feedback about other levels since most people on the playtests didn't get past it. 1 person got all the way and beat the game, but I would have preferred to have more people beat the game but did not get the "happy" and bonus helmet.
Another thing I would have changed in retro would be alternate control scheme to a simple touch where you want to go, other block you want to move instead of moving a character like a traditional game. At the time most mobile games still used a virtual d-pad but we've come a long way.
Another thing is that the enemy logic was random, which made it very hard to predict their movement, and sometimes made players feel like they would never have an opportunity to get past them. Being that the game is timed, it created a bit too much anxiety for the player so maybe I could have them do more simple left right or up down only movement in key areas.