First Corridor Run (Prototype)
I’m sharing the very first look at the movement prototype for my dungeon runner.
It’s extremely early — greybox walls, placeholder mannequin, no enemies or traps yet — but this is where the foundation of the game is being shaped.
My main goal with this prototype is to feel the movement:
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How fast should the character run?
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How tight should corners be?
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Should acceleration feel smooth or sudden?
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How much control should the player have while turning?
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What does “escape” feel like in the body?
Right now I’m experimenting with speed, momentum, and how the camera reacts when the player moves through narrow corridors. Even at this stage, little adjustments change everything — one value makes the run feel heavy and grounded, another makes it feel floaty.
There’s no story here yet, just pure motion.
But motion is the part that everything else will grow from.
If you have any thoughts about the feel — speed, responsiveness, camera, or anything you notice — I’d love to hear them while I keep iterating.
More to come as the dungeon evolves.
Runneth: Dungeon Escape
Run from the monsters, escape the dungeon
| Status | In development |
| Author | Bubblepunk |
| Genre | Platformer |
| Tags | early-access, Endless Runner, Experimental, Fast-Paced, greybox, Prototype, Unreal Engine, wip |
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