Morgrims Cave - Prototype ready


What is Morgrim's Cave?

Hi! This is the first devlog for my game Morgrim's Cave. It’s a passion project I’ve been working on in my free time. If I had to give it an elevator pitch, I’d say: “Spelunky, but with more action and very free, flowy movement.”

Right now, the game includes:

  • Procedurally generated levels
  • Wall jumps, wall climbs, gliding – the movement is super open, you can reach pretty much any point in a level
  • 9 different enemy types, 4 weapons, 1 final bos


What’s been happening lately?

Morgrim’s Cave is still deep in development. Over the past few weeks, I’ve worked on a bunch of things: fixed bugs, created new sprites, implemented settings for volume and screenshake, reworked visual effects, and lots more behind-the-scenes improvements.

What’s next?

There are already tons of ideas for what’s coming. Right now, I’m focused on improving the prototype in as many ways as possible. My background is in programming, so there’s still a lot of room to grow when it comes to visuals, music, sound design — and, well, also the code 😅

I’ve also been experimenting with new mechanics to make the gameplay more interesting. This includes things like a roguelite progression system, new player mechanics, more interesting enemies and so on. But what I’m most excited about at the moment is the second area I’m working on. It’s still very early, but here’s a small sneak peek:


Let me know what you think

Most importantly: I need your feedback. After a lot of work, the game is finally at a point where I feel okay sharing it. Now I need to find out: is it actually fun? (I think so — but I might be a little biased 🤔)

So if you give it a try and leave a comment, there’s a very real chance your input will shape how the game evolves. Let me know what worked, what didn’t, what was fun, what felt boring — I’m genuinely curious to hear your thoughts.

Files

MorgrimsCave.zip 92 MB
15 days ago

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