Amphoteric Studio
Indie game studio exploring constraint-based game design.
Recently released "Crom's Escape", a high-difficulty platformer where jumping is automatic, shifting gameplay to timing and positioning.
Indie game studio exploring constraint-based game design.
Recently released "Crom's Escape", a high-difficulty platformer where jumping is automatic, shifting gameplay to timing and positioning.
We’ve been experimenting with a constraint-based idea:
a platformer where the player can't control the jump.
The character jumps automatically at edges, so the challenge shifts entirely to timing and positioning.
This changed player behavior more than expected:
- less reacting, more predicting
- movement feels more like rhythm
- level design carries the difficulty
We recently released this as a small Android game ("Crom's Escape") on Google Play.
Curious what others think:
Does removing a core mechanic like jumping still feel like a platformer?