Posted June 20, 2025 by abho
I'm a little late to post this, but in case you haven't heard...
Celebrations aside, I'm super happy for all of the positive reactions to this silly little game, and it seems that people really did enjoy being chased around by our favorite little red monster.
As you may know, me and my team created the whole game in less than a week (about 6 days to be exact).
What you may not know is that this project was my first time...
And other small things that I've had to solve during development. It's a miracle the game was even finished, to be honest!
The first few days were spent on the main mechanics - a little player character, picking up and dropping items, and carrying coal to a furnace.
Being bold, I decided to make a randomly generating environment - the earliest prototype of that was done by day 2. But it wasn't really that interesting - just the same rooms repeated in a grid over and over. Thanks to Federico Calchera, the room generation was greatly improved to use a "Drunk walker" algorithm that created actual paths randomly, and the map generator was refined over time to have tons of different chunk varieties. We set up chunks with preset decorations and places for items/breakers to spawn, and I implemented seeded randomness for endless mode over the next few days.
You might have noticed the giant conveyor belt which becomes a huge part of gameplay. Truthfully, this was made because bringing coal to the furnace became quite a cumbersome task, so the conveyor just requires you to go to the center of the map instead. I found it really charming - conveyors are just cool... and it still had the downside of taking a while to fully deliver your coal.
Of course, there's the matter of Cobb. I knew I wanted some kind of monster which would chase the player (and I had already started to conceive of how it would be affected by rules) but I didn't know what it should look like, so I made a quick sprite and...
Oh.
Not exactly the most threatening looking creature, and I also had no idea what kind of animations it could have... so I decided to try large arms that could grab the player (somewhat inspired by the Janitor from Little Nightmares).
I wanted to implement these, but didn't have enough time or energy!
One thing I found really endearing about the game is level 1.
I absolutely love how Cobb starts with no senses or abilities, and you can just kind of observe him walking around. Most horror games don't let you see the monster at all, but this game presents the unknown immediately. You know he's dangerous if you get too close, but he just seems so harmless... and you get the feeling that it's not going to last.