How to play
A/D to move; space to jump; X or J to place a stationary torch (limited supply per level). Gems give points; torch refills extend session time. The visible area is limited to the players torch radius; explore carefully because pits in unlit areas end runs.
Game features
- Procedurally arranged cave levels
- Torch-radius limit creates exploration tension
- Gem-collection scoring rewards risk-taking
- Three torch upgrade levels unlocked via progression
- Permadeath within a session; gem-based progression between sessions
- Daily seeded cave for community comparison
Editor review
Gem Cavern adapts the roguelike permadeath structure to a side-scrolling platformer. The torchlight mechanic does the heavy lifting — the limited visibility transforms what would be a routine platformer into a tense exploration game where every step into unlit area carries genuine risk.
The permadeath-with-meta-progression structure works correctly. Death within a session ends the current run, but accumulated gems contribute to permanent upgrades (longer-lasting torches, larger illumination radius, faster movement speed). After several runs you have enough gems to make the next attempt meaningfully easier, which is the genre-correct pacing.
The daily seeded cave provides shared community challenge. Procedural arrangement is competent — layouts feel generated but not arbitrary, with consistent connection logic between rooms. Recommended for casual permadeath fans.