
Hi everyone — I just released Power Binf, a small isometric action game
I've been building, and this is my first published game.
What it is: you play Binf, an eight-year-old scientist. Aliens are pouring into his neighbourhood, so he fights back with the robots he built himself — a laser sword, a laser pistol, a lava rifle — across six open isometric maps.
Survive three waves, then face the level's boss.
Where the story comes from: Binf once got a calculation wrong, wrote FAIL across the page, and binned it. The robot that found the paper thought that was its name. Now it leads the invasion, and every scrapped draft Binf ever threw away is waiting for him along the way. The ending isn't a boss kill — he takes the discarded name back and writes a real one.
A few things I'm happy with:
- The maps are 128x128 tiles and stream in chunks, but nothing is saved: every
cell is a pure hash of (seed, cell), so walking away and coming back rebuilds
the terrain identically.
- All the art and audio are generated procedurally by Python scripts in the
repo — sprites, tilesets, the synthwave soundtrack, the sound effects. No
third-party assets, and the whole look stays consistent because it comes out
of one palette.
- Every enemy in a level is built once at setup and parked disabled, so there
are zero instantiations during a wave.
- Full English and Italian localization.
What I'd love feedback on: wave pacing and boss difficulty. I've played it far too many times to judge whether the ramp feels fair to someone new.
Windows, 34 MB, 3€.
https://atlkuk.itch.io/power-binf
Thanks for reading — happy to answer anything about how the procedural art or the chunk streaming works.
