Nice to finally see someone do the same concept as me!
The game looks good and feels good, I love the determined face expression of the character when he runs.
The dungeon generation was very impressive, it's challenging to do a fair generator for a platformer, great job with this!
Despite many differences, the game gave me a strong Spelunky vibe, and I've appreciated the fluidity of movement very much.
I'm sorry to say this, but I think your execution of the concept is flawed - this game consists of a single level, in which you climb to the top, so falling all the way to the bottom is kinda permadeath in disguise, you didn't really get rid of the mechanic.
Overally it's a very well put together game, I've had a blast, great work!
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Thanks for playing, and I'm happy you enjoyed it! This game is definitely an early exploration of the falling mechanic. Without a larger level or more permanent aspects of the game that persist after falling, it does not feel quite right.
My idea for future iterations is that once you fall down, you have to go through the level again to get back to where you were, but the changes you made on your first run are still there (ex. getting gold and items, damaging/changing terrain, breaking enemy spawners, looting) alongside additional changes that automatically happen over time to previously explored areas (such as decay, flooding, being taken over by a new type of enemies, etc.).
We definitely intend to keep evolving this concept in the near future.