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Hi and thanks for your comment! The level consists from a bunch of Tilemaps (one for each type of tile), so every mutation tick we just pick random coordinates and spawn a random tile at this coordinates on a desired Tilemap. I don't know how optimized this is, but it is the only solution that came to my mind.

I like all your suggestions, but with little remarks. More lifes is certanly a needed thing, but right now the level is too small, so I thought that if player have, for example, three lifes, it will be too easy for him to finish the game. Of course, if I add more levels and make them bigger, life system should be implemeted. And since there is a timer that shows you time before next mutation, you can predict when new obstacles will be created and (at least that's how I thought it will work) jump before mutation, so you have some time to find a safe spot. Death animation though is a nice thing and i wanted to do that, but didn't have enough time :(

Thanks for your comment, again! Hope you had some fun playing my game

Thanks for your reply! The solution works great as the level seems complete even though it's randomized.

Ah, then maybe it would make sense to add difficulty levels for people like me who are not that good at platformers. Unfortunately, I didn't manage to finish the level even after several tries. Overall though, everything you said makes perfect sense.

I did have a lot of fun and learned something new as well, so thanks a lot for developing it!