Needed a more robust way to test the game than toggling exported variables, so I built a simple dev console. Quake-style, because everyone knows that's the best one.
Hypnic Jerk
Developing an ice sliding puzzle adventure: John, Heaven Beyond
Things getting Steamy.
A week programming tool scripts feels somewhat like procrastination, but automating repetitive tasks has made the development process a lot more enjoyable. Even if the tool scripts now have the most complex code in the project by a long way.
The caves get lonely. If you're lucky, you might find someone to chat to.
Refreshed menu with multi-floor map, book grid, controller support, and button remapping.
After a big long refactor, back to the fun part: building new features. We now have a message box.
New puzzle mechanic: put the broken monkey statues back together!
Every good cave system needs a mysterious gold mine.
New demo focusing on the new mine zone mechanics, along with some hidden stuff.

