RITORNARE is an experimental platformer I've been working on for a while.
It is low-res and minimalist both in visuals and in audio.
There is no HUD.
There are no sound effects, but there is a polytempo
soundtrack that gains layers and complexity as you progress through the game. This will probably make more sense if you play the early build below. I'm a composer and this is probably the most important part of the game to me.
It makes use of glitchy platforming behavior and per-pixel collision detection.
It is nonlinear, with six possible pathways to the end. It features nine levels, only five of which may be accessed in a single playthrough.
It is difficult.
(I took these shots a while ago. I'm not sure why they are in diminishing resolutions.)
Here is an early build: RITORNARE ALPHA
NOTE: Not all of the levels are complete. When you reach the end of the first level, selecting the bottom door will take you to a more complete branch (the top door is basically a dead-end (though you can see a new creature). At completion of that stage, either door will lead to a complete level. ALSO, the sound might be a little quiet. Tell me if this is the case.
I would appreciate any comments!