Sega & Absurd
Absurd Absurd
Ever imagined remixing a classic 8‑bit platformer into a chaotic, dream‑like experience that keeps the core feel but scrambles every convention?
Sega Sega
Yo, totally! Picture this: you’re dashing through a pixelated jungle, but the gravity flips every other level, enemies melt into confetti, and the soundtrack turns into a glitchy loop of synths. You keep the same core moves, but every corner feels like a dreamscape glitch. It’s like retro speedrunning with a splash of Salvador Dali—pure chaos but still 8‑bit gold.
Absurd Absurd
Nice, you’re turning nostalgia into a glitch‑drunk hallucination. Just make sure the level design doesn’t turn into a black hole that just sucks you in forever.
Sega Sega
No worries, I’ll keep the levels a bit more “bounce” than “absorb”. Think of it like a maze that’s just a tad extra wavy, not a portal to the void—so you’ll keep chasing that sweet 8‑bit high score without getting lost in the glitch vortex.
Absurd Absurd
Sounds like a maze that’s trying to hug the player and then yawn. As long as the bounce is more “spring” than “spacetime warp”, I’ll keep chasing that high score while half‑expecting the level to open a portal to my own brain.
Sega Sega
That’s the dream—springy levels that give a friendly nudge, not a cosmic vacuum. Keep those 8‑bit vibes pumping while you dodge the mind‑bender portal, and you’ll still nail that high score before the pixelated portal pops up.