You're cursed to only hit right!
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Thanks so much for checking it out! :) I'm glad you enjoyed your time with it!
The game did start out with procedual generation for the level building, but the problem with that is - because I want players to head up the tower fast they have to be able to semi-predict what is coming ahead of them. With full random, no one could ever tell what would appear up top which makes players overly cautious and slow, by having static designed levels it allows players to get better and better and make a mental map of where everything is coming. This leads to faster times and faster (more fulfilling) gameplay! However, the enemy placement and which enemy and also how many appear is all totally random!
Thanks so much for this, I watched through the whole video it was so much fun to watch! I'm glad you enjoyed your time with it and I'll definitely try to find a way to incorporate "Spaghetti" into the lore somehow haha. I'll pass along your comments to Matt and Gorg too about the show! Really appreciate this, thank you :)
Hi Itch.io Community,
I'd like to tell you about my new release, Salaryman Suzuki-san!
I've been living in Japan for 3 years now and this wonderful country has provided no end of inspirational ideas. One of which, was a game idea about a salaryman trying to get to work on his first day. Salaryman Suzuki-san is an endless runner that takes you through the spring and summer seasons of Japan. You have to match the color of Suzuki-san's briefcase to various obstacles in his way and then time your jump. See how far you can get!
You can play it for free here:
I hope you enjoy it!