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(+1)

I did some more non-essential work essentially just making a level feel more alive this week.  Then I got over-excited and wrote a lengthy blog post about it on the game's main page

The take home is basically that I think a lot of the levels I drew a while ago feel a bit dull and lifeless, but that problem can be mitigated  by tiny windmills with a bit of dynamic animation:

A windmill is moved round and round by steam

And player interaction:



I'll looking at other ways of spicing levels up, and also finishing up a pipe based puzzle that I started two years ago and then totally forgot how it was supposed to work.