(Re)Introducing Runner's Grave


After many months of inconsistent development, I am proud to finally release the first (and likely last) major update to Runner's Grave! There is a good deal more to uncover in this version, so whether you have played before or not, I would recommend trying it for yourself before I spoil everything in this post.

This is a simple arcade-style game where you find the exit to procedurally generated mazes, while avoiding projectiles and enemies. In this  update, I added a new weapon, sounds, and a new game mode!

Overview

In this game, you play as Toby, who is trying to obtain something very valuable said to be hidden deep in a mysterious, deadly, gauntlet. You'll need to navigate the various security devices and strange growths that fill this dark place. Along the way, you'll find weapons to help you make it out alive.

Enemies

Cannon

  • Part of the complex's security system. 
  • Shoots at the player through semi-permeable walls

Gloop

  • Toxic creature that grows in the darkness.
  • Instant death on contact.

Items

Knife

  • Allows Toby to execute a short dash attack, during which he is invincible and will destroy all enemies and projectiles in his path.


Pistol

  • Shoots small projectiles that destroy enemies and can go through semi-permeable walls

What's New

  • New item: Pistol
    • Now Toby can shoot back! Destroy enemies at long range and even through certain walls.
  • New mode: Endless
    • Once you complete the main campaign levels, a new entrance will appear in the main room. How many stages can you make it through?
  • New music!
    • Huge thanks my friend Macrae, who made the cool backing tracks to the game.
  • Other secrets...

Again, this will probably be the last time I update this game. This has been a fun project for me, but I think I'd like to start working on something new soon. I have lots of ideas for additional features and improvements, but I think it's time to apply my efforts to a new endeavor.

Attributions/Special Thanks

A big thank you to the developers of the Phaser game engine, on which this game relies. The engine is super fun and has so many great features. Other tools I used include the Tiled editor, VSCode, Aseprite for the art, and Bfxr for various sound effects. I'll be discussing more about the development process in another post.

Once again, music was created by Macrae. I also got other sound effects from freesound.org:

TheNugentScream.mp3 by Adman1989 -- https://freesound.org/s/458620/ -- License: Creative Commons 0
8-Bit Cannon.wav by DeVern -- https://freesound.org/s/517664/ -- License: Creative Commons 0
Footsteps_Water_Light_005.wav by duckduckpony -- https://freesound.org/s/204032/ -- License: Attribution 4.0
Footsteps_Water_Light_001.wav by duckduckpony -- https://freesound.org/s/204014/ -- License: Attribution 4.0

Lastly, I want to thank all my friends who playtested the game and gave vital feedback before release. Your contribution is appreciated!

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