A top-down adventure in the Fraser Valley, 1875 — from Hope down to the Pacific, in the shape of a 16-bit cartridge.
work in progress · 4 ways in
Walk out of Hope and keep going. Screens flip at the edges the way they did on a cartridge, and where you stop is where you start again.
Everything that will stop you, what it does, and how you get past it. One rule holds the list together: no two of them do the same thing.
Hope to the Pacific, every screen the generator built. Pick anything out of the bestiary and the ground it can be found on lights up.
Paint a screen, wire the doorways, place the ten, and export a map the game already loads. It checks the park holds together before you leave.