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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

Looking to maybe restart development on this game. Maybe, not sure yet. I did make this blocky 3d version of the protagonist! It's not rigged or anything though

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No longer forcing 4:3. Also added this jump particle. Also didn't mention this in the last post, but the outline is procedural, so it works on custom characters too.

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Been running some art style experiments. I kinda wanted the sprites to pop a bit more and blend easier, as well as going back to my original vision for the game. So trying 4:3 + CRT shader + some pixelization + sprite outlines. I need to test it on Linux.

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I spent a couple days experimenting with the main loop, none of it really stuck, but I finally found a direction I want to take this game. Anyways the water level is starting to look like an actual level.

Steam Deck! Running on the LCD model but should run on the OLED just fine.

Spent nearly all night making a demo build on the Steam Deck with native Linux. Unfortunately due to some technical constraints it's vulkan only, no OpenGL (macos uses Metal ofc), but it runs, playable framerate, gamepad works, etc.

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This is so fun 🛝

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Working on music and some background flair for my level in my game. In this level you explore underwater domes and glass pipes on the sea floor, with a neon bioluminescent aesthetic.

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Experimenting more with the level theme, thinking about this neon bioluminescent-esque theme, rather than dark/gritty/industrial like I was thinking.

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🌀🚰🫧