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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
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Back to the debug area to test swimming, a new mechanic!

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Got a gameplay idea but it requires promoting crabby to main character status. Thinking.

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Greyboxing the northern lava section. I'm planning to add a lava pit that leads to the eastern ice cave. No lava right now though just use your imagination.

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My own linear moving platform system based on tweening. Pretty happy with it.

I'm half tempted to code my own spline implementation or something similar. Facing a lot of issues with Unity's version. Either that or I'll just make a linear path with vectors.

I've been researching how to make physics based rope bridges for the desert. But it'll be tricky getting the physics right, however in theory it doesn't seem complex. I'll have to fake physics on it like I do with the kickables.

"grey"boxing the main part of the desert level. Making edits based on what feels right.

Ignoring my messy hand writing I wrote a draft for the skeletal desert. A little spoiler-y & doesn't reflect the final game. Going for a fire + ice theme. However this week has been pretty intense for the game, so I need to deflate for a day or two lol.

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What's a collectathon without collectables? That's right not a collectathon. + some audio and mechanic tests.

Working on collectibles, going for a full fruit theme. I'm currently stress testing collectible performance. My M4 Mac is giving 400-ish FPS with about 143 oranges nearby. (Oranges are the new mixtape alternative)