Teenager Leon fights through Daemon-filled mindscapes to wake up from his coma.
Why I made it
My love for retro games (The King of Dragons), retro-style games (Blasphemous), and Claude's ability to help us create anything faster and simpler than ever. The game is inspired by a movie I have in my mind for years. I've made already 2 movies with friends but this was done solo in 10 days indie making. Not the same fun creating alone, but bringing the Daemon world to life as a film would require a serious budget.
The details
Genre: Action, Adventure, Platformer, Retro
Engine: ThreeJS
Made with: Claude Code
Mobile: playable on a phone
From the maker
My love for retro games (The King of Dragons), retro-style games (Blasphemous), and Claude's ability to help us create anything faster and simpler than ever. The game is inspired by a movie I have in my mind for years. I've made already 2 movies with friends but this was done solo in 10 days indie making.
Side-scrolling action with a King of Dragons streak running through it, which is a specfic target and a welcome one. Coma mindscapes are a neat excuse for a level to look like whatever it fancies, and the old arcade beat em ups treated their backdrops that way regardless. Enough of a game here to work through rather than sample and close.
A kid fighting his way out of the inside of his own head to wake up. You can hang a lot of atmosphere on that, and the Blasphemous nod suggests the maker knows a mood only works if its held all the way through. An unmade film shoved into playable shape, and that route usually gives you a stranger and better world than a design document would.
The coma framing is set dressing. What counts in a side scrolling action game is the weight behind a swing and whether you can read what's walking towards you, and this takes both seriously, so I kept pushing forward. Five minutes a sitting fits the format. Bring some patience for the stretches that want it.