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This is really ambitious for a two week jam build. I can tell a lot went into this, especially with the procedural generation.

There’s some clipping and you can definitely fall through the map in spots, but I’m not going to knock that too hard knowing how tricky procedural systems can get, especially on a tight timeline like this.

Overall this is really impressive. There’s a strong foundation here and I’d honestly be curious to see what this turns into as a full project.

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thank you for your kind words! the terrain holes were actually a unity bug in webgl, which I couldn't figure out in time