
Wheevil
Wheevil ๐ธ is a razor-sharp momentum precision platformer with short, mostly one-screen movement puzzles
Playtesters — click here for info
In the very bottom of the main menu there is an "Export run data" item. I would be very grateful if you would share with me the data of your runs. The game records all your movement, so I can replay it and analyze where you were stuck, where my in-game instructions were not clear, and what tweaks I may need to do. It does not gather any info on you or your machine — and it is a gzipped json you can look into to confirm that I really log only your in-game stuff :) You can send those to me via email
Jump, dash, hook, maintain momentum (or be slow and careful), and chain actions together to traverse an interconnected world. Gather flowers ๐ธ if you feel ready. Watch an endless stream of your deaths on DEATH ๐ธ TV, analyze them, and git gud.
Inspired by Celeste (and Celeste Classic ofc), Speedrunners, Super Meat Boy, VVVVVV, and kaizo Mario Maker levels. And some others.
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I write like an LLM now, aren't I? :)
I actively develop the levels right now, and work on proper difficulty progression: the current version does not have a balanced difficulty curve.
The Playtest 1 version has two demo/tutorial loops in the world, as well as multiple optional challenge chambers. It does not teach advanced movement techniques you may be familiar with from other precision platformers, however some flowers would be much easier to get with those.
Graphics is in progress. I have just wired up a proper textures and post-fx pipeline, and haven't textured every level. Trying to find the balance between readability and presentation.
My goal with Playtest 1 is to get some feedback about the game from players other than my friends. Thanks to them by the way: I already made tweaks based on their runs, so there is a chance you will suffer less. Maybe.
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You can watch my recorded runs from the main menu. I recorded those on an earlier version, so some chambers look a bit different, and not textured — but it still may help you to get some hints. Or to see that it is possible to complete the game at all, and gather every flower :D
It supports keyboard and gamepad controls. Check the controls in the main menu.
And have fun ๐ธ๐
For Mac users
I didn't sign and notarize the .app yet — so MacOS gatekeeper will prevent launching it. You know the drill: system settings - privacy and security - open anyway. Or wait for later playtests when I will go through all the nightmare of Apple's signing.
| Updated | 2 days ago |
| Published | 9 days ago |
| Status | In development |
| Platforms | HTML5, Windows, macOS |
| Author | Ahineya |
| Genre | Platformer |
| Made with | Godot |
| Tags | 2D, Difficult, Indie |
| AI Disclosure | AI Assisted, Code I used Codex for most of the code.
However, not in a "codex make me a precision platformer" way. I first made a physics playground and level editor with AI, and exposed nearly every possible slider โ gravity, momentum, basically everything. I tweaked the engine manually to a point where I would consider it fun.
All the actual game content โ levels, texts, and so on is purely human-made.
Placeholder music is royalty-free from Pixabay, and I am not sure if it is AI-generated. I will replace it with my own tracks in later playtest versions |
| Jams | Playtest & Feedback Exchange Jam #10 |







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