https://www.openprocessing.org/sketch/887595
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https://www.openprocessing.org/sketch/887595
Just in case you were wondering, this game’s not dead. I’m definitely gonna finish this one!
I’ve actually already done all the levels for the first two areas (though they’re most likely going to be tested and have to be tweaked), so I’ve begun work on the final one, the temple. It’s aesthetically much different than the cave levels to really give that sense of finale. It’s going to have brand new enemies and such as well instead of reusing the slimes, bats, and spiders again.
I keep trying to make games that are too big in scope so I’m making a tiny game this time. It’s a platformer where your goal is to escape from a spooky cave. There’s no scrolling or combat or anything, the resolution is tiny, the assets aren’t very detailed, and it’s gonna be however long I feel like. Hopefully it won’t take too long! I’m thinking 3 areas max.
Right now I got all the mechanics down, but the spikes seem to be too sensitive so I’ll have to mess with them so they stop killing you when you’re a few pixels away from em.
I started implementing the second area, the crystal caverns! Featuring one way platforms, blue light at the top, and faster slimes.
The second world introduces a lot of non-enemy related things, and one such thing is these falling crystals. They work exactly how you’d expect: you get close and they drop down and deal damage. I wasn’t cruel enough to make them one-shot you despite the fact that spikes normally do, but maybe later on down the line...
I made the first few rooms of the cave! They’re really basic and are just there to give the player a safe space to get used to the movement before releasing the slimes. I put a lot of torches in the beginning since I wanted it to seem like more people had been near the start of the cave, and as you move up I’ll add less and less, so if there seem to be a lot that’s why. I hope I didn’t go overboard.
I also tweaked a few things: you only have 2 hearts instead of 3 since 3 seemed like too much for such short rooms, and I made the stage transition move faster.
If you like what I do, consider supporting me with a ko-fi!
Spiders in actual levels! Here you can really see the variable speed in action. It was pretty fun tweaking set-ups for them, though I still think the second room needs some work. Especially that jump at the beginning, that is way too precise for world 1 stuff.
If you like what I do, consider supporting me with a ko-fi!
I added a delay and flash when you run into spikes, a flicker when you get hurt, and a stage transition! Of course there’s no other stages to transition too yet.