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Designing a different nightmare every run

Boss fight against a giant multi-eyed monster in Little Jimmy's Nightmare

Fully random level generation gives you variety and takes away authorship. We went the other way: rooms are handcrafted, then recombined with rolling objectives, hazards, enemy sets and encounters.

That means every space is designed to be fought in, but the order and the pressure change. A room that was a breather last run is where the run ends this time.

Bosses pull from their own ability pools instead of running a fixed script, so pattern memorisation only gets you so far. You learn the boss, not the sequence.

The result is the thing we care about most: runs you want to talk about afterwards.

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