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(+1)

No hardcoded transitions to specific golems or breaking of rules to avoid redesigning of levels! The closest we have to that is a known bug in level 10 that makes the top left golem not transition when it should be able to on 2 of the 4 tiles it can visit.

Otherwise all levels work as they should within the rules of this world/dungeon!

(+1)

Yep, and that's why I thought it was a fantastic level-design! :) I can easily imagine a level becoming incompletable if some golems were placed just a cell or two away or closer, but I didn't face any of such issues