Project Amidst

Between smaller games I keep working on a large 2D platforming game, which for now I’ll call Project Amidst. In this post I thought it’d be nice to give an overview of what the game actually is, provide more detailed information on some aspects and finally give you a vague idea how far the game currently is in development.

Overview
Project Amidst will be a direct sequel to Amidst the Sky, which I released in 2019. Amidst the Sky can be played right here for free. While Project Amidst is technically a sequel, the games can be played completely seperately, thanks to Amidst the Sky’s lore still being very unexplained.

Screenshot from Project Amidst, that large game based on Amidst the Sky that won’t be finished for quite some time.


Project Amidst will:
– Be an increasingly challenging 2D platformer, set in a fantastical world, with a focus on atmosphere and exploration. Some metroidvania elements are present, but backtracking will be kept to a minimum.
– Feature a massive overworld, consisting of visually very distinct areas, each with their own feel and game mechanics.
– Have entrances to different levels scattered around the world waiting to be be found, similar to the coloured ruins-like dungeons in Amidst the Sky. Most levels introduce and focus on new platforming mechanics.
– Take about 7 hours to complete, although that is a very rough estimate as of now.
– Have lots of hidden secrets.
– Be released on Steam for a very reasonable price, but not anytime soon.

In more detail
Anyway, Project Amidst starts where the “True Ending” of Amidst the Sky ended. Which (spoilers perhaps), considering the lack of context that game gives, doesn’t say that much I guess. If Amidst the Sky left you wondering what is even happening, don’t worry. That’s supposed to happen.

As for the gameplay, the player controls mostly the same, although I tweaked the physics a bit. Clouds and wind are still present in the game. The stasis ability has been removed and replaced with a simple double jump (although stasis might make a comeback as a mechanic in a single dungeon, we’ll see). The other ability, toggling purple fans, has been upgraded… sort of. The player can now activate their necklace (with shift), which might interact with objects close by. Other objects might even react without being close at all.


That last part might be a little vague, so let me give a more concrete (albeit very basic) example: some platforms will move up quickly when pressing shift, then lower again after a while. Activating them while standing on one will get you to new places, illustrated in the GIF below. Platforms that move quicker can launch you upwards. The necklace has many other applications, ranging from switching the direction of all wind on screen, teleportation, to simply activating doors.

Very simple application of the necklace


Where is it now
As of writing I just finished the first “big” dungeon, which in itself could be a fully fletched browser game, but with fancier graphics. I intend to make about 5 more of those, in addition to many more regular levels, and of course all the overworld sections. As for “normal” levels, I’ve finished 5. Two overworld areas have been completed, although many backgrounds and visual assets for other areas have been completed. There’s still lots to do music-wise, same goes for sound design.
So, the game’s at like ~20%?

Right now I’m working on it between browser games, but at some point this will be my sole focus. If people are interested, a dev log might be fun at that point. Finally, for this game I create everything myself, from code to the art, sound effects and music. This has the advantage that I have full control over the project. An obvious downside is that it’s going to take a long time before this is anywhere near finished. Luckily, this project is very easy to get back into after each web game. Will keep you updated!

A very important NPC in Project Amidst

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