Full Scale Spelunking
(For best experience with minimal audio issues, please play the Windows build)
Join Suika as she adventures inside Yokai Mountain to meet a familiar oni-friend! However, the passage way is not so simple! Suika must scale the treacherous cave passages by using her ability to shrink and grow in order to move forward with progress! Travel on down to former hell in Full Scale Spelunking!
Controls:
←→ Move
↓ Drop down platform
Z (hold) Shoot
X Ground Stomp
Space Jump (try landing on some enemies!)
D Scale Up, increased damage / mobility but harder to avoid attacks
C Scale Down, harder to get hit, at the cost of damage / mobility
* Scaling can be done in midair!
Changelog:
- v1.0: Jam web/Windows build
- v1.1: Post-Jam web build (current web version). Added HP items; shots now home onto enemies, fairies now stompable; fixed some janky terrain
- v1.2: Post-Jam web/Windows build (current web version). Fix issue with music not looping and crossfading properly when scaling up/down for Web build
Status | Released |
Platforms | HTML5, Windows |
Authors | Utsuhoagie, Node, Halo, mushgunAX, WestMerlin |
Genre | Platformer |
Made with | Godot |
Tags | 2D, Touhou |
Comments
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Execution is sad
And the idea is beautiful
The levels are MOSTLY made for the smallest size.
And it's just not fun to get any higher than the smaller size!
there are parts that make it better, for example the idea of you doing more damage when you're bigger is really good. but the player needs to find that out on his/her own.
The sound design was probably made by 8BitSoundMaker but it doesn't sound any good, And theres no variation (By that its just the same sound over and over)
You could randomize the pitch in a specific way to make that better.
Apparently theres music. I never noticed.
Sprites (art) looks so different from other art. Like Suika looks so much better than most of the other things. By color theory, How things were drawn, And mostly everything.
The background also moves a little too fast (I think at least.)
There is absolutely 0 movement on the main menu except the fade in
like I genuinely didn't know if the game was crashing or If the start button was actually going to work.
I like the idea of changing size in a cave could be very well done!
But there is so much to work on.
Thanks for the sincere comment! Although remember that this is a jam game with limited time worked on and multiple different members.
The level design is definitely one of my biggest regrets, I used an artist's draft design as a guide to draw the cave on top, and I didn't think about how small it would actually be to play in.
Asset works (art, music, SFX) were made by other members, so I can't comment on that. But I never knew about pitch randomizing, thanks.
The BG was tough, because I was given BGs that didn't fit into the level well, so I tried to speed them up a bit to at least be able to show more of the BG.
The menu had music and you can use arrow up/down to select different options. Suika's 3 heights are used instead of a traditional arrow/highlight, as if she is looking directly forward at the currently-selected option. But if you use mouse controls then it's not there.
Alright, well, uh, honestly I regret if you took anything as a insult. (Not saying I got that from your comment I'm just hoping I didn't sound too bad)
And, I'm happy I at least help a liiiiittle bit. :)
Oh nah don't worry. The comment is raw and I really appreciate that. But this game was definitely not among my better works, it was my first time working as a solo dev in a jam team and I got overwhelmed.