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Infinite Chamber

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-Navigate a randomly generated bridge back and forth and see how long you last.
-Increases in difficulty the further you get.
-Jump-blocks, illusion-blocks, moving blocks and special level conditions add to the infinite level possibilities.

A or ArrowKey-left = Move Left
D or ArrowKey-right = Move Right
SPACEBAR = Jump (hold it longer to jump further)


*UPDATE2 (Feb 14th, 2009):
-Thanks for front page!
-Second update for controls, seems lots of people are having trouble with them: I've added a toggle to switch between two different jumping methods and fixed some gravity/movement and other stuff. Hopefully you'll find the controls better now! (will appear soon, takes awhile for it to come online)
-Vote to get this into the action collection!


There is sooo much potential here

I love the concept, but the controls are terrible. As has already been stated, go back, rework it, and resubmit, I would love to play this game if it just had better handling

like everyone else

liked everything but the controls


i got to lvl 94 with 3 lives but it was some snake lvl with a very large gap between 2 blocks and it was impossible to cross, and some lvls were like nearly impossible because u had 2 jump near the fireball throw thingey and u cant calculate when 1 comes out, but the idea is very nice and the gameplay is nice as well

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Many of the same complaints

The idea is VERY playable.

Graphically, it is all there.


The controls are lacking in sensitivity.

I have to go with, "good idea, poor execution."

People find this review helpful!

Ready for yet another comment about momentum?

I'd like to start with what was good about this game. I loved the different "special" level conditions, especially "lights" and "wind". They really added atmosphere and interest to the game. And, while the affably insane computer is already clichéd, you scripted it OK and unobtrusively.

Now for a little criticism. Bear in mind that although I was only a hair's breadth from giving it a five, this wasn't a bad game at all. Rather, it was a rather good game let down by two factors:

1. The graphics could have been more polished and coherent. The "set on fire" animation, for example, could have been better; the background especially, while not uninteresting, seemed a little patched together and could have meshed better with the character and other elements. The fonts were also a bit retro.

2. Dear sweet pumpkin pie, the physics! I think I've figured out what makes jumping and running feel so "wrong," however: the acceleration due to gravity is too low (and affected by holding spacebar), while the lateral velocity is apparently constant. Instead, perhaps you could try increasing g (and initial vertical velocity to compensate); also, for lateral movement, start out slow -- this allows for finer movement, another frustration -- and have the character accelerate to a final speed limited by a dampening factor to give the impression of air friction. Of course, this means that they should not reverse instantly when you press a key in the opposite direction, but rather will slow down a little and start accelerating in the opposite direction.

I really believe that if you work on these two things, especially the latter, the game would play a lot better.

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Credits & Info

3.82 / 5.00

Feb 13, 2009
4:03 PM EST
Action - Platformer - Other