I’ve added an additional five levels to Labyrneath II, for a current total of 10 levels (about 15 to 20 minutes of gameplay). I’m shooting for 15 levels total, similar to the first game—so, the game should be about finished in the next update or two.
I’ve had two goals for this game:
Improve on everything from the first game. Better art with more variety, more checkpoints (the lack of checkpoints was probably the biggest complaint in Labyrneath), better hitboxes, better control.
Not to reuse any gimmicks from the first game. No push blocks, no drop out platforms, no wall chases. I want completely new types of challenges in this one. There’s some similarities (the pathed blocked in this one hearken back to the up-and-down blocks of the last game, for example), but even the stuff I’ve sort of used before, I wanted to use in totally different ways.
To that end, there’s definitely some levels in this game that are unlike anything in the first Labyrneath, and I’m hoping to ramp up that surprise factor for the finale. I don’t want it to just be better, I want it to be different. I’m not satisfied just rehashing the same mechanics over and over. Let me know what you think.
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