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The player constantly takes burn damage unless they're moving. This encourages the player to think and act quickly. There are several pits that act both as hazards and also as sources of potential reward. Pits can be empty and push the player closer to death, or contain treasure chests that act as both a scoring mechanism and a health recharge. Lastly, escaping rewards the Kraken with the treasure and ends the game.
Dan Schumacher - Design & Development
Lauren Schumacher - Art & Design
Chris Walbert - Music
Terry Torres - Testing
Clementine - Distracting
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