ProtoDungeon: Episode III

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You fall into the Third Nightmare with nothing. Beneath a shriveled lotus tree there is a leaf, and the leaf teaches you to jump. Around you: a cove, a wrecked ship, a handful of frightened villagers, and a chapel you can see but cannot reach. The Cove and its Residents A small, interconnected world with no map, no waypoints, and no objective log... you learn it by walking it. A few people are still here, holding on. Helping them won't put everything right, but it isn't nothing. Every path you can't take yet is a path you'll want to remember later. The Magic Leaf and What it Opens Three abilities - jump, swim, dash - each one unlocking the cove further. Flip the cove between day and night, but only at the strange monument that allows it... so reaching it is a puzzle of its own. Night opens paths the day won't. It also turns...