Floor Is Lava: Developer Diary | Ice Platforms and the Story Mode Concept (May 2, 2026)

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Saturday, May 2, 2026; approx. 5:00 p.m. to 11:50 p.m.


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Ice platforms, finally built

A two-hour programming session, this time with DeepSeek’s help, delivered the ice platforms Lance had been asking for. DeepSeek turned out to be a genuinely good option for building new platform types: my new go-to whenever Claude usage runs out.

I also added a rule Lance wanted: pressing the refresh button while falling toward the lava costs you 30 coins, same as if you’d fallen in.

Dreaming up Story Mode

Later that night, fatigued but hyperfocused, I designed an entire new game mode: Story Mode. The idea is a series of levels with a central theme; you play an archaeologist or meteorologist searching active volcanoes for treasure. Each volcano has its own story screen showing what you need to rescue before it erupts, then you climb (playing the game as normal, with platforms scaled to that volcano’s height), grab the item, and the volcano begins to erupt behind you.

The escape sequence would end on a stats screen: floors climbed, coins earned, bonus points for completing the level; then a map where you pick the next volcano. I want the volcanoes linked as a series, so the treasures piece together and lead the player from one to the next.

DeepSeek wrote an entire self-contained JavaScript block (an IIFE) to slot Story Mode straight into the HTML file; “incredibly efficient,” as I put it at the time. By 11:10 p.m. Story Mode was basically built, and I moved on to writing its music, humming a melody into Suno.

Read what happens next in the dev diary: the next entry.

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Sunday, May 3, 2026; approx. 12:40 p.m. to 12:45 a.m.…