Beard is a 2D rogue-like platforming adventure. We utalized procedural random generation in order to create original terrain, and promote replayability. At inception we wanted to create a 'Super Mario' experience with player encounters and fighting. Development, however, suffered from feature creep. We constantly redefined the game and acted ambitiously. Our Kickstarter campaign and working with outside clients reduced our focus on development. We needed more incremental prototypes and a far more concise minimal viable product. The team had some competing ideas about how to execute and due to lack of funding we stopped development. I would like to one day revisit the concept.