New direction!


Okay!

The previous version of this game was like a gamedev bingo card: it was a roguelike stealth platformer with procedural generation, crafting, base-building, devious enemy AI, missions, boss fights… so many things!

Then I kinda burnt out and stopped working on it for a year. Then I picked it back up, stripped a bunch of systems out, and tried to scope it to something that I can actually finish this year.

I think I was trying to make something that looked a little like Metroid: Dread. But I’m not Nintendo. And this is my first “real” big game. So maybe don’t shoot for the stars just yet.

So here it is: a puzzle-platformer about robots with a similar story from the previous version. More regular updates, more regular dev builds, and I’m giving myself a deadline of June to have it at v1.0.0. My plan is also to be as open as I can about development, and give away as much of the code and processes I’m writing for the game.

The first is an updated version of the library I’m writing to help me with the game. After that it’ll be blog posts about how it’s built, what tools I’m using, etc.

This current version is a pre-alpha. No levels, no menus, no way to exit without forcing the game to quit. But I think it’s a better start for the future.

Files

gemini-rising.love 2 MB
Version v0.5.9 Jan 02, 2022
gemini-rising-win64.zip 6 MB
Version v0.5.9 Jan 02, 2022

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