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Moventure

I'm incredibly excited to announce that I'm working on a new game!

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Over the last few years, I’ve been experimenting to find a project that "sparks" my creativity the same way Reventure did. I did try a "Reventure 2" a few times, but that didn't quite click. After some years of focusing on "less-is-more" and taking better care of my physical self, Moventure finally happened.

If Reventure was about 100 endings, Moventure is about 100 ways to move.

Here's a bit on how the movement feels in the game engine

The goal is to explore how your character moves around the world, controlled with just two buttons and zero tutorials. I missed that NES-era feeling of picking up a gamepad and just experimenting. That feeling is back, but with modern game design and all the sillyness I like to put in my games.

Key features:

  • Expressive movement: Thousands of hand-drawn animations, pixel by pixel, frame by frame, and embedded in a parametric system to push the character's expression as far as possible.

  • No tutorials: I don't like making tutorials and you don't like completing them. And that'd kill all the fun in a game about exploration and discovery!

  • Emergent chaos: An interaction-matrix-approach that makes entities interact with anything in ridiculously funny and unexpected ways.

  • 100+ levels: Each packed with secrets and tributes to the games that shaped videogame history.

  • My kids as playable characters: They wanted me to put them in the game, and they are the ones really in charge here, so...

The game is in a quite advanced state and I hope to release it in the next few months. In the meantime, you can wishlist Moventure here.

I really hope you love Moventure as much as I’m loving building it.

Sincerely,

Javi