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This is an early in development, unnamed game I am making as a hobby.

Explore a vast network non-linear platforming levels, linear challenges, and more where the progression is procedurally generated. Each warp to an area is random and created upon save creation. Explore and fight your way through non-linear areas, and tackle bite sized challenges. Find your place in this world that is unique every single playthrough.

You play as Aiko, a girl who can use a diverse move set to reach extreme heights, distant lengths, and chain abilities together to go where no one has gone before. Movement is fast paced, and movement exploration is encouraged. Of course the movement offers enough precision to tackle tight platforming and enemy dodging.

However, the world isn't always as forgiving. Many foes will face you, from slimes, to garden gnomes, to pterodactyls guarding their nest. All in a variety of locations, from flaming hot skeleton deserts, to neon prismatic mines, and all the way to tropical islands and volcanos from a prehistoric time. You may also uncover hidden secrets such as crab merchants and hidden trinkets to collect.

It's your own personal challenge of platforming, unique to your playthrough. This game is targeting macOS and the Steam Deck.

NOTE: The content shown here and the content posted about this game before release are subject to change as development continues.



all-ages
Mild Cartoon Violence

Iteration 2, a vaporwave theme? This might clash with an idea I have later in the game.

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Iterating on some designs for the volleyball secrets. I want to go for something weird/otherworld-y and very video game-y. I didn't really like the magenta sky and sandstone blocks. Wasn't vibing with me.

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A checkpoint system was suggested to me, so I programmed this quick checkpoint system in with a shader as well.

I genuinely don't know what to do in this corner of the map lol. I'll figure it out though.

Spending the day polishing the desert level, mostly moving positions around. I also have this giant empty space that I honestly don't know what to do with. It's one of the corners of the map.

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Rare irl video, but I got controller support working on desktop. I'm still trying to make keyboard/mouse viable, but this super cool. Gamepad support in Unity is super weird, so I'm very happy.

Important development update:

I'm really tired of dealing with web limitations, so I'm pivoting to making this a Mac/Linux game. I can't guarantee it will work on all Linux distros, but I'm targeting the Steam Deck. Maybe later I'll revisit the web port.

So, I'm redoing my entire input class, which should be trivial but it's not, mostly to add controller support. It works great in editor but fails on build. So I might end up making an extra Mac/SteamOS port to play outside of GameJolt as well. We'll see.

I am currently in a hell of bugs and jank.

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Improving the radar system, it was actually bugged before. I'm going to be doing another round of private playtests today. I made some pretty big changes. Also the darkness mechanic is gone.