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Something About Puro Dunjon (Playdate version)

TL;DR: Puro Dunjon (Playdate version) will have some links to the original game but will be mostly different. And should be released in 2026 (let’s hope).

So why all of sudden did I wanted to make a remake of Puro Dunjon on the Playdate system?

A few weeks ago, I burned myself wanting to finish and release a game this year, and it was a really bad idea. The second bad idea was to experiment too much with something not quite defined. Maybe it’s my trademark, even if I know I did make a game this way.

I want to take my time, but still keep a steady rythm, because I know it’s the only way for me to actually release a game.

So what this Puro Dunjon remake on Playdate is about?

That’s the fun part. It all started from me realising that it would be easier to port my previous (and first) game, as it’s quite basic (an arcade game with bits of lore here and there) than making a new one with some undefined and complex gameplay system.

I could simply port it, and it could be fun. But I won’t, at least make a straight port. Because I can’t help but have ideas and think they could be good.

So what I will keep from Puro Dunjon is some few aspects of lore, and the main principle of procedural generation. Except from that, everything else will be different. I want to put some gameplay details I liked in other games I player, like the untold story of the soulsborne, as you’ll have to make your own conclusions about what’s happening and why, from items descriptions, pieces of dialogues, etc

I will use procedural generation for some implicit details of the game, because I think that for the player to have a version that feel a bit personal (or special) can procure more challenge and some nice surprises.

The core concept is imprinted with this procedural generation, and the whole game won’t fit in a lone playthrough. At heart, it will be pretty simple in its gameplay, mainly because I personally need it to be simple so I can finish it. But still, It will be about what the player choose to do, why, and to be able to face the consequences of their choices and actions, or subdue them. The themes of the game will be present in the gameplay, the quests, the NPC and the items.

I feel this project to be lighter that what I previously intended to make, which motivate me a lot. I feel more assured seeing what I want to do and the limits of this design: The scope is limited by design, but can be deepened by the player.

So, it’s Puro Dunjon in spirit, and the name will change accordingly.

More about it later :)

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