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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

I might end up restoring my Unity project and working on that. I've been running into tons of engine bugs in Godot it's slowing development to a halt. I would've been done with this feature by now if I was in Unity.

I think I fixed the camera bug like 90%. I had to find a sweet spot with collider size and bump up the physics.

Went on a really big side quest today with audio, but audio is fine for now. I have decided to give my core mechanic a little experiment. So I've been setting up the systems for it. Portals felt right.

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Working on a song for the desert. Unsure if this will make it in, but I felt like making it.

I hated the prototype slime, so I gave him some SFX and a new model + texture. I also added a particle trail when the player moves (not shown here)

Since the game is going through a pretty radical change, I've removed a lot of the branding and redone the description until I have some more useable content to showcase. I've also officially switched the engine tag from Unity to Godot.

Working some more on some polish with a little bit of free time I have. The final thing to do for this proof of concept is collectibles. Then I can begin production on the first real level, the skeletal desert.

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Did this circle fade thingy, which also makes respawn feel a lot better (although I may replace this with a button)

Playing around with triplanar shaders <3 as well as some other fun shader stuff. I won't reap the benefits of triplanar shaders fully until I make real levels, but at least it hides the terrible CSG UVs.

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the sun was looking a bit lifeless so I added some rotation and pulsing. Also messing with colors a bit.