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(+1)

Proc-gen platforming is always impressive to me as its quite hard to make sure it ends up playable.  This game is hard, by it definately feels possible.

I agree with the previous comment, it hard to know what what im doing, or how to progress.  Perhaps checkpoints would help with this?

Good job though!

Thanks!

> Perhaps checkpoints would help with this?

I have gone back and forth with how to leverage checkpoints for a rouge(like/lite)/proc-gen platformer such as this.

It was on the roadmap to play around with lighting, and one idea I had is that once a certain room is entered (halfway/checkpoint), the path back to the start is now fully illuminated.

Appreciate the feedback.