Objectives:
1 - Collect enough coins to rebuild your home
2 - Rescue your friends
3 - Find the boss and beat them


Come check out my
3D modeling and game development
stream on Twitch
if you want to watch me develop the full version of this game!



Left Stick to Move

Right Stick for Camera Control

South (A on xbox) to Jump

West (X on xbox) to Dive after a jump

Press Start to toggle the Pause Menu


WASD to Move

Mouse Movement for Camera Control

Space or Right Mouse Button to Jump

Left Mouse Button to Dive after a jump

Tab to toggle the Pause Menu



**The pause menu has settings, control layout, and super cool gamer tips, wow!**





SPECIAL THANKS TO

Na11t3 (aka Cry) for making the Gamer Tips graphics, as well as some graphics for the itch page. Check out Cry on Twitch: https://www.twitch.tv/na11t3

Wool Pool for the free music, check them out on SoundCloud:  https://soundcloud.com/gubera

Jonathan Shaw, who made some of the stock sounds I used: https://www.jshaw.co.uk/libraries

Mitch, who made some of the stock sounds I used: (Doesn't want me to link anything)




This section is about the stuff I wanted to put into the game, but couldn't. Stuff that I had either started working on, had planned into development, or even implemented at a point, but had to cut:


- - - - - - - - - - - - - - - - - - - - - - - - - - - - -

1) Two other enemies that weren't in the game, a turtle enemy and a flower enemy. 
They were meant to be a spoof on Super Mario Bros, in which the first 4 unique enemies you encounter without warp zones will be Goomba, Koopa-Troopa, Piranha Plant, and Bowser, in that order. My game was meant to present them in the same order. Maybe in a future version!

They were modeled, rigged, and fully animated, ready to go into the game, but I couldn't justify pushing to get them in because the first mushroom enemy that I have in the game isn't fully finished



2) A Boss fight which was already functional, but just wasn't fun enough or well-polished enough, so I cut it.

I took a suggestion from Mr_Afroduck to scope down by making it so that the boss doesn't want to fight, and they all just have tea instead. It turned out really cute!


3) Coyote Jumping and other similar improvements to the controller. Coyote Jumping lets the player mess around with edges a little more naturally as they walk or jump off of them. Players will be able to technically start a jump slightly after they walk off of an edge, or change their mind and turn back. 

In my opinion, it is an essential part of a 3D platformer controller, but I couldn't get it working properly in time, there were weird edge cases that although rare would ruin the flow of the game.


4) Any Decorations *at all*

This project was a lot to take on for a solo dev in ten days, so I had to cut anything that was decorative, or rather, that wasn't tied directly to a feature mechanic in the game. I had modeled some low poly bushes, trees, and rocks, but didn't have time to lay them out nicely or make their interactions (bush wiggles and things like that)

That's the reason why the whole level is basically just platforms you can jump on, with no textures at all. I wanted to have some landmarks in the level, like windmills and barns and pumpkin patches and stuff like that, which I could argue do serve a functional purpose in the level design, but I had to cut those as well in favor of doing more important stuff. For example, making sure my pause menu had some settings and that those settings saved, or making sure that everything that felt like it should make a sound would have a sound effect cue.



5) Two more dummy types for Curdle to bounce off of and dive into

There was what I called a Dummy Stick and a Dummy Pad.

The Dummy Stick acted like the balloon but with more controlled placement as it was meant to be mounted to a surface.



The Dummy Pad was meant to be mounted to the ground for the player to land or dive into, and it would trigger another dive that goes in a fixed direction relative to the Dummy Pad (where the arrow is pointing)



I really wanted to get these in but couldn't justify making the time during the jam.
This is because they serve such a similar function to the Dummy Balloon that's already in the game, that I figured I should just stick with that for now.



StatusIn development
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorCurdle Games
GenrePlatformer
Tags3D Platformer, collectathon, Cute, Difficult, gamepad, gamepad-support, Retro, Short, Singleplayer

Comments

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(+1)

This game is, as they say, "poggers." The jumping feels good, the diving feels good, the music is good. 

thank you gamer! look forward to some more in the near future :)

(1 edit) (+1)

Epic freaking game man I love your plump juicy beak you look like a Cataquak from Mario

" '+1 Rep for bringing up cataquack' - Curdle Games " - Evan's Resume

(+2)

Amazing game! Played the whole thing and got the nice art at the end :D

thank you gamer! don't know if you caught it, but the art was slightly different based on whether or not you fixed your house, as well

(+1)

oh thats cool! I guess i wouldnt have discovered that unless i did a run without repairing it. The house is probably the best thing in the game. Adorable