Loot the place before it caves in, be quick you only got 60 seconds at best!
Music by Adrien Dittrick
Art and Code by SingleShot
Thank you And Have Fun!
Don't like these buttons? Rebind them in the options menu!
Arrow Keys - Move
Z - Jump
X - Attack
ESC - Pause
Note* game-pad can not be rebound. but its there if you prefer it!
Well made game, and has good replay value for jam when trying to find good route for gold and finding the exit in 60seconds. You play it multiple times but also they are short so you don't mind playing again, replaying is quick which is good for jam game. Good graphics and sounds, overall good entry ^^
Jackaroo Level 9
This was a lot of fun. I played a few times just to test each route to see if I could find the best one. I think I've found it and could probably do better than my current score but I'm way behind on playing all the entries this time around so I'll settle for 4th place (At the time of writing this) and maybe come back after I've played the other entries.
There was one issue I found though. There was an area where you can fall down a pit with spikes on each side of the wall and a waterfall there. In the far right corner the ground doesn't appear to be solid and you can fall through.
Other than that I really enjoyed everything. Controls felt tight, graphics looked great, music and sound effects were very fitting. Just overall a really enjoyable entry. Great job.
17600 points, take that fachewa 😎
My route hits 12 chests, around 25-30 goblets kinda depending on luck whether I hit some of them or not as I run by, and kill ~4 snakes, with less than a second to spare. So if the stars aligned the route could score upwards of 19600. Mmmaybe there's a more efficient route now that I realise snakes can give up to 4 gold but I won't be the one to find it
Really good game! Wouldn't have played it for (checks clock) like an hour and a half if it wasn't xD
17100 😎 (I missed a pot so 17300 is definitely possible, and maybe 2 or 4 hundreds more depending on snakes) Spelunky + Sonic... pretty much the best risk vs reward game I could expect for this theme :D
It's really good, figuring out an optimal route and the gameplay was a fun time. The only weird thing about the gameplay is that jumps seem to have an impulse to the right or left? It cause a few issues, but in the long run when you master it, it feels great. I also don't know how much of this is intended, but the fact that you can keep your momentum when attacking while jumping changed the whole game and made a high scoring run possible (and you can also double jump cancel???).
The level design, while not being particularly original, is just what the game needs, multiple exits, harder paths, and of course an extra hard vault full of treasures. And props to the music which is not only good, but also perfectly fitting!
Also.. good implementation of the leaderboards, and control remapping was a nice touch! (even though I started the remapping process angain by accident and decided to just plug in the controller 😅)
Man that's a nice score!
also thanks on the high praise, I'm pretty happy with the final result myself. I think there's only like 2 things I would fix or change to improve the game.
I think the impulse you talking about is the air acceleration. I double the player acceleration in the air to give better control over fine movements. your top speed is still the same though, its kinda a hold over from my sonic fan game days I guess.
I made whipping on the ground bring you to a stop to make it easy if whip things without getting hit, but also slower. so the air whip is a type of mastery thing I did.
originality is overrated, its nice but I feel executing a idea well is more important to the quality of the game. so that's kinda what I do, I take ideas I like and try to do them the best I can. but if I ever get a super original idea, I'll go about it the same way.
I was planing on using the leaderboards from the get go for this idea, so I kinda built the game around it. using arcade game philosophy and a game that need multiple play-thoughts to get the most out of it. also the rebind system was to deal with a certain person's and their complains about different keyboards layouts. ( can you guess who lol )
anyways thanks again for the feed back, glad you enjoyed the game!
Kyle Landon Level 5
Aaaaaand now I need to go play a Castlevania game. Controls are spot-on, music and sound is great, it's amazing you got this much done in so little time!
Thanks for the feed back.
to be honest la-mulana was my key inspiration for this game.
while I did all the SFX myself, Adrien did the music.
I've always been a fast worker with my gm48 games. this game was more or less done in the last 12 hours before the jam ended.
glad you enjoyed the game, and thanks again!
Jupiter Hadley Level 12
Nice graphics, fun game. I included it in my GM48: Sixty Seconds compilation video series, if you’d like to take a look. :) https://youtu.be/KFZGXZMxHA8
Great feel, especially the double jump. The player animation is very smooth and covers a variety of movement well. Looks great, plays great nice job
Reaktori Level 10
Great game! Art style, music, sound and the general feeling is nice and retro. Especially the sound effects are spot on, collecting coins and opening chests feels just right! And there's enough crab too!
It took me a couple of tries to realize it's actually safe to jump down the pit right after the first chest. Other than that, it was a lot fun trying to figure out the optimal route and moves. I ended playing like 20 runs!
Thanks for the feed back!
Glad you like the game so much, it was kinda fun working in a small spite style then normal, and I'm pretty happy with the end result myself.
Yeah, the first pit was changes a few times to make players more inclined to jump down, still not happy with it. I tried putting some path sprites (the torches), and a slope at the ledge both kinda leading in to the pit. as well as a platform just a bit down, but even then only a few people even tried.
glad you like the game so much, and congratulations on the high score!
Quentin Van Deutekom Level 5
Really like the idea of choosing between staying longer for more gold or getting out alive earlier. Its really nicely polished too, gives the game a good sense of atmosphere.
tfg Level 7
My only complaint is that the jump's too floaty, a variable jump height would go a long way here. Other than that, super polished game.
Veralos Level 37
Wow, this is very polished! The game controls well, and it's a lot of fun exploring the ruins and trying to find the optimal route. The graphics and audio are all well done and do a great job of emulating a 16-bit retro style. It's overall just a fantastic game.
Thanks for the feed back!
the ruins were fun for me to build, the traps were super fun too. and to be honest I'm still not sure on the optimal route myself.
here a secret btw for anyone interested, the seed for the RNG is based on how long you stay on the title screen. it updates every 10 frames. so if you really want to dive deep in to route planing. try staying on the title screen for different times and seen how much you can get from random drops!
that being said, thanks for the feed back and glad you liked the game so much!
Kilomatter Level 3
This game is great! It has a very strong risk/reward factor involved. The responsive controls are very nice and help drive the risk/reward factor forward. Almost everything in the game is polished towards navigating the ruins as quickly as possible. More interconnected level design might've helped, and it is a bit annoying to lose momentum when you use the whip, but those are minor issues. Really great job!
Thanks alot for the feed back!
in development I wanted a game you can leave at any time, but incentivize you to push it for them gamer points. so its a game you can beat easy, but is a challenge to master. kinda like old arcade games, even lets you compare to your peers as to motivate you to improve and play more.
I wanted to add more paths, but with a 60 second time limit there is only so much I can add while keep it accessible to get too.
you lose momentum with the whip to give you more control over your attack range, and the player speed and acceleration is why the controls are responsive, with out it you have more trouble I believe.
so its a bit of a trade off, not everyone likes things a certain way, and that half the trouble as a game designer.
Still over all I'm glad you enjoyed the game, and thanks again for the feed back!
The Great Gatsby Level 9
really fun and enjoyable! the power of a simple idea executed well. good job old sport!
thanks for the feed back!
to be honest this is kinda my game development philosophy, you don't have to reinvent the wheel, to make a good game. just take ideas you like and polish them as much as you can.
so I drive to take the things i like and make the best version of them I can!
anyways glad you enjoy the game!
Laxxia Level 4
Really liked the feel for the controls! Maybe its just mne, but had I not been told you didn't take damage walking through spikes, I wouldn't have known? Mayhaps a point that forces you to learn that early on or something, but the game is super solid, liked the retro style and i def wanna keep trying to get a better leaderboard score
platformers are my bread and butter at this point, so I'm glad people seem to agree about that statement!
I never liked games where you can be hurt by the sides of spikes, so I always make sure in games you can't.
I didn't set it up to teach people that, because its not a skill you need to do well in the game. so I more so had it as a surprise you can find by experimenting. as a reward for people of want to keep playing.
anyways glad you enjoy it so much! and thank you again for the feed back!
thinker227 Level 6
I love the entire retro feel of the game. The controls are really solid, the art is fantastic, the music and sound design is incredible, overall a fantastic and really fun game. Also good use of the GM(48) leaderboards.
thanks a lot for playing :)
Thanks for playing,
I think the art design came together well, believe it or not, I think I made the map with only 20 so unique tiles. 8-bit retro styles really make it easy to build with.
I was planing on using the leader boards as soon as I had an idea of what I wanted this game to be like, really helps when making people want to replay a game as small as this.
I'm glad you enjoyed it, and thanks for the feed back!
I love the high-score rush and the style and execution of the game, ironically I'd have loved it to be a bit longer, tricky given the theme haha but great entry :)
Thanks for playing!
I think the fact you can escape easily, but getting shinny gold and being rewarded for it, gives a nice push pull of how much you want to risk for that big number at the end.
making the map bigger with more time would work, but its a question of how much.
but I guess people wanting more is a good issue to have in a game?
anyways glad you liked it!
Nothing like online leaderboards to remind me how bad I am at games! 😅
This was nicely done! A great, extremely responsive platforming base, pretty graphics, and just enough peril for me to run into snakes, spikes and traps any time I tried to go too far deep into the cave.
Reminded me a lot of Spelunky but with speedrunning elements - I think this idea could have legs in that regard (bigger mazes with more generous time limits but far more elaborate secrets to boot?)
Thanks for playing :) I just discovered that GM48 online leaderboards are a thing, I should try making some for my own game!
Thanks for playing!
I'm so happy to have leaderboards, nothing adds to replay-ability like competitive people and numbers! :D
I'm pretty sure at this point, I have action platforms down. I really should try new things . . . I'm glad the art style worked out as well as it did, i was a little out of practice making sprites.
not sure if I can expand it more then what it is. so I'll just leave it here.
thanks again for playing, and I'm glad you liked it so much!