Snootlet
A downloadable game for Windows and Linux
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Traverse a puzzling cave complex to retrieve the missing artifacts of the RED HOUSE.
Controls:
- W/A/S/D to move
- Space bar to jump
- Escape to prompt for save data deletion
Features:
- An unbelievably acceptably sized map
- An exciting assortment of two whole gamebreaking ability pickups
- 4096 whole pixels (that's 4K of them! that's what 4K graphics means! I promise!) of jaw dropping detail laid out in a splendid 64x64 array
- Gorgeous, faintworthy audio and music lovingly cooked up over the course of an entire afternoon
Made in two weeks for the LOWREZJAM 2023.
Due to time constraints, there's probably a remaining spot or two on the map where you're capable of being soft-locked. If you find one, first double-check that you're soft-locked, then please report it in the comments and use left+right click together to reset your position.
Status | Released |
Platforms | Windows, Linux |
Rating | Rated 4.5 out of 5 stars (2 total ratings) |
Author | spindlebink |
Genre | Platformer |
Made with | LÖVE |
Tags | LOWREZJAM, Metroidvania, Puzzle-Platformer |
Download
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Click download now to get access to the following files:
SnootletWin32.zip 13 MB
Snootlet.AppImage 8.5 MB
Comments
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Not map-related, but I think you should be able to press space to speed up the text when collecting an artifact or power.
Also, space-shift-control is an uncomfortable control layout. I think it should be either up-shift-control or space-c-v.
You can already press space to speed up the text. And re: controls, thanks for mentioning–I agree. At the end of the day, it’s a jam game. For a derivative project/revisitation I’ll put more thought into the binding layout.
I don't get why people don't continue to work on their games after the jam.
For me personally jam games are usually pretty badly architectured due to time constraints and it’s usually easier for me to spin off a new project with better bones than try to clean up a bunch of duck-taped-together code.
Among a lot of other projects, I am actually working on a game that directly derives from this one and hope to start a devlog for it when I have the time to write, so keep an eye out if you’re interested and thanks for your interest in the first place!
I’ve officially started a devlog for the followup. The project can be found here.
I think I got softlocked in the tight little labyrinth near the beginning? I keep going in circles and it seems like I need double jump to get out of here
Not softlocked, but the way out is a little tricky to find. With the right timing, you can jump up through the little gap at the top of the screen.
And another one. How do you want a player to advance if there are several areas that are impossible to exit?
Please, it's not enough to just review this part, the entire game has to be reviewed.
Perfect, thanks.
I’ve added an unstuck command (left ctrl + space) to teleport the player back to the starting point so that you don’t get softlocked in the future. Please keep reporting stuck spots if you find them!
That command has saved me from a good trouble.
I've even made it to the third power-up that turns him into a slimy ball that climbs walls (Which makes it much more accessible).
But the problem is that it uses the same left control button, and if I press the jump key, it accidentally takes me to the command to return to the starting point of the game. The command or the power up, should change its input to Z, X or Alt buttons.
The way to get the third power-up wasn't very easy, and some small sections would have to be redesigned to make it a bit easier.
And there are even elevators that lack a return button to go back up. Like this example:
Because of things like this, I barely have two pieces left that are practically inaccessible.
I’ve reconfigured the unstuck command to left ctrl + right ctrl together.
Although being unrecoverably stuck isn’t an intended part of the design, I did try to add in a bit of challenge here and there. Certain elevators are placed without recall buttons to require the player to find an alternate route around to unblock the path.
Reconfigured left control to right control is not the best solution, because not all keyboards have right control.
Well, if you don't want all elevators to have buttons, you could at least put at least one from the example screenshot, which is a key zone without alternative route.
To understand it better, I mean more like in the area marked in red. And in the yellow area could you add a button for said elevator.
In this case, the elevator and lack of button are working as intended. There is an alternate route to the room above which can be reached from the blue area.
I think you can get stuck in the glassy section (if you only possess the dash, that is...)
Shoot, looks like you’re right, thanks for alerting me. I’ll update the map.
[Edit] Added an elevator in the spot I’m guessing you’re talking about. Let me know if that fixes it.
I also found another blockade in Glassy section (seriously, it's a bad design).
Thanks very much for reporting!
[Edit] Should be fixed.