Jumping & Running from Roof to Roof
[h3]Settings & Story[/h3]

Following Hal Bruzer’s successful entry into Detroit Prison City, he finds himself situated among the rooftops. As he makes his way through the cityscape’s jungle of concrete, brick, and steel, he sees his eventual destination–the Detroit City Police (DCP) Headquarters–in the distance.

But waiting for him at the end of the Rooftops zone is the Hind D Warden! Armed with a forward nose gun, side missiles, and a dangerously skilled former military operative, this enemy will toy with Hal as it reigns fire (and grenades) from above!

[h3]Chain Walls and Security Eyes[/h3]
As Hal makes his way along the platforms and ladders, he’ll come across multiple chain walls that can be grabbed onto. Like the chain walls in the introductory mission on the train, Hal can move about the chain walls found throughout the Rooftops level.

However, there are some areas where Security Eyes are positioned. These “Eyes” will open when Hal gets too close, and they’ll spawn 8 smaller security spheres to contain any threats within them! Skilled players can either attack one security sphere at a time, or guide Hal’s chakram in a circular direction to dispatch multiple spheres in one throw!

[h3]Inspirations Taken[/h3]
In our previous post on Level Designs, lead game developer Programancer described Rooftops “to be very entry level.” With inspiration from bat skip in Castlevania, speedrunners can choose to “slide into a bullet to damage boost onto the platform and cut some time.”
Power Blade was also an influence in how the structure of Rooftops was designed–in Progamancer’s words, “where you can see a platform or area on a screen you can’t reach without navigating above or below.”
Also, don’t even think about making that jump, Hal!

Be sure to check back for more updates very soon!
You can wishlist Prison City and play the free demo available now!

Following Hal Bruzer’s successful entry into Detroit Prison City, he finds himself situated among the rooftops. As he makes his way through the cityscape’s jungle of concrete, brick, and steel, he sees his eventual destination–the Detroit City Police (DCP) Headquarters–in the distance.

But waiting for him at the end of the Rooftops zone is the Hind D Warden! Armed with a forward nose gun, side missiles, and a dangerously skilled former military operative, this enemy will toy with Hal as it reigns fire (and grenades) from above!

[h3]Chain Walls and Security Eyes[/h3]
As Hal makes his way along the platforms and ladders, he’ll come across multiple chain walls that can be grabbed onto. Like the chain walls in the introductory mission on the train, Hal can move about the chain walls found throughout the Rooftops level.

However, there are some areas where Security Eyes are positioned. These “Eyes” will open when Hal gets too close, and they’ll spawn 8 smaller security spheres to contain any threats within them! Skilled players can either attack one security sphere at a time, or guide Hal’s chakram in a circular direction to dispatch multiple spheres in one throw!

[h3]Inspirations Taken[/h3]
In our previous post on Level Designs, lead game developer Programancer described Rooftops “to be very entry level.” With inspiration from bat skip in Castlevania, speedrunners can choose to “slide into a bullet to damage boost onto the platform and cut some time.”
Power Blade was also an influence in how the structure of Rooftops was designed–in Progamancer’s words, “where you can see a platform or area on a screen you can’t reach without navigating above or below.”Also, don’t even think about making that jump, Hal!

Be sure to check back for more updates very soon!
You can wishlist Prison City and play the free demo available now!







Programancer: The first room is inspired by the bat skip in Castlevania, with the intention that speedrunners can coyote slide into a bullet to damage boost onto the platform and cut some time.
Programancer: Freeway was a bit difficult because I had to put in a lengthy stretch into a non-linear game- so I thought about ways to do that. Initially, it was just going to be a long freeway you walk along (boring), and then I thought about Mega Man 5’s Wave Man water bike segment and how cool it would be to have something like to start the level out with.
Programancer: And once that was set up, I thought it would be cool to do something different for the part after that, as well, so I took inspiration from Mega Man X’s intro stage with the freeway chunks dropping down after beating an enemy.
Programancer: Cold Storage’s premise was just “ a level themed around a giant central area that you have to vertically climb,” and then the grinders were a good fit for the auxiliary rooms leading up.
Programancer: The grinders on this level were an idea from Retroware’s president, and I implemented them into the route pretty early in the design.
Heavy Grenader:
Shieldnader:








