small update

Added a feature to let you move along the ground multiple squares at a time so that movement isn't insanely painful. :p

Added a feature to let you move along the ground multiple squares at a time so that movement isn't insanely painful. :p

Also I added these semisolid platforms which I think will come in handy!

Well, what would a game about digging/exploring caves be without these classic blocks that crumble when you walk on them? ;)

Now that the level can actually be completed, time to move on to... actually designing the levels, haha.
I may have gotten started a tiny bit late (jam started 6pm Friday my time but I really only started working on the game Saturday morning), but I've made some great progress today. Tomorrow is about designing a bunch more levels for the game, writing help text/tutorial/instructions/whatever, and doing music/sound design. Here's hoping it all goes well!


Level design coming along smoothly!

Well, I managed to get everything done under the 48 hour mark! Game is called Chthonic Brilliance, because I am bad at names but I thought this was at least intriguing.
Play it here!

Come play Chthonic Brilliance! Help this slime retrieve all the gems by burrowing through the ground!

This slime wants to collect all of the gems from underground, but can't quite figure out how to do it! Maybe you can help him?

Working on a post-jam version of chthonic brilliance with smarter pathfinding!
shameless self promotion: follow my new twitter for updates on future development/release of the expanded version of the game!

Continuing work on the post-jam version of chthonic brilliance. Now we have a little pixel-y cursor that changes based on what action you're going to do. Conveniently, this also lets me show off a new control feature I've added: you can click "past" blocks to destroy/push them rather than having to click on them directly. This makes it much less painful to push a box along the floor, or to destroy a bunch of blocks in a row!
You can follow my new twitter for updates on development of the post-jam version further down the line, and once I actually release it, etc.!

Continuing work on the post-jam version of Chthonic Brilliance. Now we have screen transitions and a level select map! (Though I still need to work on actually making you progress through the levels rather than just showing them all...)
shameless plug: follow me on twitter where I am more frequently posting updates on the post-jam version's progress!

Got basic character graphics and movement support. Up next: level rendering...

Oh boy oh boy I sure do like checkerboard patterns

Well, we can now walk around and hop up/down these little ledges. It's not nothing! Tomorrow I'll start working on putting together some actual game mechanics and building puzzles with this system.

With every step you take, the water rises.... Will our frog hero make it to higher ground? Or is this just delaying the inevitable?

Still not 100% sure on whether this game is going to end up being very deep in terms of gameplay, but it's gonna be interesting, at least!

Lots of meticulous rendering code later... :dizzy_face:

Maybe less of a puzzle game and more of a 'tech demo with light puzzle elements' for now. I think I'll be able to come up with some more in-depth puzzles though.