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(+1)

heh yeah, this ended up being a lot more of a half-game, with the scope starting out as feasible for a 2-week jam, then life got busy and I had to cut a lot of stuff; in the end it basically became a movement demo but was real fun figuring out music and movement in new ways I hadnt tried before
I meant to make the rolling hard to control so fluttering would be the slower, high-maneuverability option and someone who mastered the movement could speed through the clouds (which were cut) and maneuver around the flying rock platforms that would rise and fall (oof). Ultimately, I managed to get particles for the rocks to kind of convey the idea of the game having 3 phases (avoid falling rocks, then ride the rocks to the clouds, get the pack, and then beat the rocks back into the volcano) but alot of the actual level stuff was made in a day and a place to move beat the checkered void (I kept the ramps and tree I used for demoing movement, but I'm sure with a bit of tuning a proper rink could be made to showcase that movement better)