← Back to project summary Endling
A closer look at what it is, what is in it, and what I built.
Three worlds, one map
- Journey from the Cave through the Forest and into the Cathedral, three worlds stitched together into one interconnected map.
- Sealed vaults and hidden rooms wait behind abilities you have not found yet, so every new power sends you back to places you already explored.
- Rest at campfires, talk with the characters you meet along the way, and piece the story together through cutscenes.
Humanity or monstrosity
- Ancient altars are scattered through the world, and every one forces a choice: bless it and keep your humanity, or break it and take a monstrous boon.
- Blessings are gentle gifts, like a returning boomerang or a little extra luck. Boons are raw power, like destruction and speed.
- You cannot have both from the same altar, so the build you finish with is the person, or the monster, you decided to become.
Fight your way down
- Chain quick slashes that alternate high and low, wind up a heavy slash, and throw a boomerang that comes back around.
- Wall jump up sheer cliffs and vault over ledges, with tight controls built for platforming as much as combat.
- A bestiary of chargers, rollers, hoppers, spitters, ghosts, spiders, and slimes, each with its own way of ruining your day.
- Four boss fights, including a giant eye that fills the screen with fireballs.
Behind the game
- Built all of the levels and most enemies and boss fights; designed the progression systems, world challenges, character abilities, and a Boss Keys-style map of the world progression.
- Created hundreds of hand-drawn sprites and worked with the team to produce the game's original visual and musical assets.
- More than 12 original songs, written for the game by a friend on the team.
Live project Play or download on itch.io Open the site in a new tab ↗