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What is Deepnight Games?
Deepnight Games is the personal studio site of Sébastien Benard, a game designer and developer known as the director of Dead Cells. The site presents it as a place for his own projects—an upcoming combat/city-builder/rogue game (the Tenjutsu prototype line) plus a large archive of game-jam experiments and prototypes from his years at Motion Twin.
The most useful way to read the site is as a working portfolio rather than a storefront:
- Current project: the headline game and trailer sit at the top, with wishlisting as the call to action.
- Prototypes: Tenjutsu appears in 2022 (48-hour jam) and 2023 versions, showing how a jam idea develops toward a commercial rogue-like.
- Craft demos: the "Game feel demo (v2)" is explicitly about learning game-feel techniques, useful if you want to study movement and feedback design.
- Jam catalogue: dozens of small games with Ludum Dare rankings (e.g. Nuclear Blaze, Badass Inc, Delicious Cortex), each with a one-line pitch.
Who it suits
| Visitor | Why it's useful |
|---|---|
| Players curious about the next game | Trailer and wishlist link for the main project |
| Aspiring jam developers | Ranked jam entries showing scope, theme interpretation and polish |
| Designers studying game feel | The dedicated game-feel demo and its notes |
| Fans of Benard's Motion Twin work | A list of titles he worked on or created there |
Next step: if you're a developer, start with the game-feel demo and one 48-hour entry such as Nuclear Blaze to compare what fits in a weekend versus a longer prototype; if you're a player, watch the trailer and wishlist the main project. For context on the studio behind Dead Cells, see Motion Twin.
Who is the developer behind Deepnight Games and what is their connection to Dead Cells?
Sébastien Bénard is the developer behind Deepnight Games, and his connection to Dead Cells is that he was its director. The site presents Deepnight as his personal studio and portfolio, with the headline for Tenjutsu describing it as “From the director of Dead Cells.” It also lists an 18-year stint at Motion Twin, the studio behind Dead Cells, covering games he worked on or created there.
That background shows up in the work itself. Tenjutsu is framed as combat plus city builder plus rogue, and the page traces it from a 2022 48-hour jam prototype to a 2023 prototype “right before turning into a rogue.” The many Ludum Dare entries—Nuclear Blaze, Dumber Dwarves, Save & Sacrifice and others—show a habit of testing ideas in short, tightly scoped jams rather than only polishing large projects.
For a reader deciding what to try, the practical split is:
- Looking for the Dead Cells lineage: start with Tenjutsu, the project most explicitly linked to that pedigree.
- Interested in design craft: the game feel demo (v2) is a learning-oriented prototype about game feel techniques.
- Wanting quick, varied experiments: the jam list offers everything from a slow-motion action piece to point-and-click and survival oddities.
A useful next step is to compare a jam prototype with its later version—Tenjutsu 2022 versus 2023—to see how a 48-hour idea changes when it is pushed toward a full rogue-like structure.
What is Tenjutsu and how does its 2023 prototype differ from the 2022 jam version?
Tenjutsu is the working title of a combat game with city-builder and roguelike elements, presented by Deepnight Games as coming "from the director of Dead Cells." The site treats it as the project that grew out of a jam experiment: the 2022 version was a 48-hour Ludum Dare entry, and the 2023 prototype is described as the point "right before turning into a rogue."
What the two versions show
| Version | What the site says it is | What it tells you |
|---|---|---|
| Tenjutsu (2022 prototype) | A 48-hour Ludum Dare jam game, tagged with the line "You don't know it yet, but you're already dead." | A compressed, theme-driven experiment — the kind of build made to prove a combat hook fast |
| Tenjutsu (2023 prototype) | A follow-up prototype made "right before turning into a rogue" | The transition point where the combat idea was being reshaped around roguelike structure |
The concrete difference, then, is scope and genre direction rather than a list of features: the 2022 build is a time-boxed jam entry, while the 2023 build sits at the moment the project was being reworked toward roguelike runs. The site does not publish detailed mechanics, prices, or platform specifics for either build.
How to use this
If you want to understand the combat feel before the roguelike layer was added, start with the 2022 jam build; if you want to see the direction the full game was heading, look at the 2023 prototype. Designers studying jam-to-commercial transitions will find the pair more useful than either alone, since the gap between them is the design decision itself.
For context on the developer's broader jam output and prototypes, see Deepnight Games.
Which Deepnight Games prototypes and jam entries are playable for free, and how can I access them?
The Deepnight Games site presents its jam entries and prototypes as a browsable gallery, and the entries listed there are playable in the browser for free. The page is the studio's showcase of Ludum Dare submissions and experiments, so you reach them by scrolling the "Game jams and prototypes" section and opening an entry's page or play link.
What you can try
The gallery spans several kinds of small games, each with its jam ranking:
- Roguelike and combat experiments: Tenjutsu in its 2023 and 2022 (48-hour) prototype forms, plus a Dungeon prototype.
- Game feel study: a "Game feel demo (v2)" made to practise feel techniques.
- Action and arcade: Nuclear Blaze (48-hour version), Sub Dragon, Proletarian Ninja X, Minnie & Malism, Corporate Soccer 2, Strike of Rage.
- Puzzle and point-and-click: Memento XII, A Tale About Life, Death and a Loser, Boulder Slach.
- Oddities: Cats Are Assholes, Delicious Cortex, Petit Tracteur Bleu, Fort Loop.
How to access them
Open the prototype section on Deepnight Games and pick an entry by title; each card shows its jam placings, which is a quick signal of what the community liked. Expect short, rough builds rather than finished commercial games—many were made in 48 hours, so controls and polish vary widely. If you want a starting point, the game feel demo suits designers studying technique, while Tenjutsu's prototypes show a concept evolving toward a full roguelike.
For finished work and the Dead Cells connection, the same site points to the studio's released titles.
What is the 'game feel demo' and what techniques can I learn from it?
The "Game feel demo (v2)" is a small playable prototype on Deepnight Games, listed among the site's game-jam experiments; the page describes it as a way of "learning game feel techniques." It is not a full game but a demonstration piece: a compact sandbox for feeling how small adjustments to movement, impact and feedback change the way control responds.
What you can take from it
- Movement tuning as a first step. Game feel usually starts with the basics: acceleration, friction, top speed and how quickly a character stops. A demo like this is useful because you can compare your own values against a working reference rather than guessing.
- Feedback on every action. Sounds, particles, screen shake, hit-pause and flashes are what make an action feel weighty. The demo is a place to notice which of these fire on a jump, a hit or a landing, and how restrained they are.
- Input tolerance. Coyote time (a short grace period after leaving a ledge) and jump buffering (accepting a jump pressed slightly before landing) are common techniques that make controls feel forgiving. Playing a tuned demo helps you feel the difference before adding them to your own project.
- Iteration speed. The page groups the demo with Ludum Dare jam prototypes, which are typically built in 48 hours. That context suggests the value is in fast, rough experimentation: change one number, play, repeat.
A practical way to use it
Pick one mechanic you are building, such as a jump or a melee hit. Play the demo for a few minutes, then write down three things you notice: how long the character takes to reach full speed, what happens at the moment of impact, and what happens when you press a button slightly too early. Reproduce those three behaviours in your own prototype before adding anything else.
If you want more reference points, the same site collects many other jam prototypes, and the developer's background includes work at Motion Twin, the studio behind Dead Cells — useful context for why the demo focuses on responsive combat movement. For a broader catalogue of small experimental games, itch.io hosts many comparable jam entries you can study alongside it.
Which Deepnight Games jam entries won awards or top rankings, and in what categories?
Deepnight's jam page is dominated by Ludum Dare results, where entries are ranked by category rather than given a single overall prize. Several prototypes topped individual categories.
Category winners (first place)
- Appy 1000mg — 1st in Overall, Fun, Theme and Humor (plus 3rd in Graphics). The broadest sweep on the page.
- Minnie & Malism: Budget squad! — 1st in Overall, Graphics and Fun.
- A tale about life, death and a loser — 1st in Overall and Graphics.
- Strike of rage! — 1st in Mood and Graphics.
- Proletarian Ninja X and Petit Tracteur Bleu — both 1st in Top selection.
- Dumber Dwarves — 1st in Fun.
- Atomic Creep Spawner! — 1st in Fun.
- Memento XII — 1st in Graphics.
- Sabotage — 6th in Theme (no first place listed).
- Fort Loop — 1st in "My kid loves it," a playful self-assigned category rather than a jam ranking.
Strong multi-category placings
- Badass Inc — 3rd Overall, 8th Graphics.
- Refugees — 2nd Overall, 3rd Graphics, 4th Fun.
- Full Metal Democracy — 2nd Overall; 9th in Fun, Graphics and Sound.
- Delicious Cortex — 1st Graphics, 2nd Overall, 7th Mood.
- Corporate Soccer 2 — 3rd Graphics.
- Chipset-0 — 5th Graphics.
- Sub Dragon and Nuclear Blaze (48h version) — 3rd Graphics each; Nuclear Blaze also 10th Overall.
- Game feel demo (v2) — 2nd Graphics, 5th Overall.
- Last Breath — 4th Graphics.
- Cats are assholes — 4th Graphics, 6th Overall.
- Lost in pandation — 5th Graphics.
- Dungeon Master III — 5th Graphics.
- Zero Volt X and Beneath the City appear without rankings.
How to read these results
Graphics and Fun placements recur most often, which suggests the prototypes were judged strong on presentation and moment-to-moment play more than on theme or mood. If you are studying game feel or rapid prototyping, start with Appy 1000mg (breadth of wins), Minnie & Malism (visual and fun strength together) and the Game feel demo (explicitly about technique). Pair these with the developer's broader catalogue at Deepnight Games and his studio work at Motion Twin to see how jam ideas matured into released games.
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