Kiipu by Zathnic
Climbing, bouncing chick dreams of flying

You are Kiipu, a flightless but eager chick.
Your wings may be tiny, but still you can climb, you can bounce, you can glide, giving you many ways to maneuver the world.
Controls: - Arrow Keys (left and right to move, up and down on walls to climb/slide - Esc - return to menu (warning: will reset your progress in the world) - other controls are explained in game

Known issues:
- When you slide off a wall (pressing down as you leave it), the bounce height is reduced
- A few of the spikes have really bad hitboxes. I believe this is due to a very strange physics inconsistency bug I ran into early on, which I spent four hours trying to work around. I don't think I could fix this without rewriting the whole game. But I designed the levels in such a way that it shouldn't be a big problem.
Changelog: - swapped the keys for jumping and gliding - some tiny level design fixes - Post-Jam: added Expert World (clearly marked ingame as post-jam content). This is so hard that I don't think anyone can beat it, I mainly built it to challenge myself
| Download | https://zathnic.itch.io/kiipu |
| Source code (Godot, C#) | https://zathnic.itch.io/kiipu |
| Original URL | https://ldjam.com/events/ludum-dare/59/kiipu |
Ratings
| Overall | 695th | 3.142⭐ | 62🧑⚖️ |
| Fun | 584th | 3.125⭐ | 62🧑⚖️ |
| Innovation | 765th | 2.661⭐ | 61🧑⚖️ |
| Theme | 817th | 2.28⭐ | 61🧑⚖️ |
| Graphics | 723th | 2.825⭐ | 62🧑⚖️ |
| Audio | 503th | 2.921⭐ | 59🧑⚖️ |
| Humor | 490th | 2.596⭐ | 59🧑⚖️ |
| Mood | 715th | 3.025⭐ | 61🧑⚖️ |
| Given | 118🗳️ | 105🗨️ |
Also, not sure if there are multiple paths to take, but I had to figure out the bounce mechanic on my own before I reached the guy explaining it to me which felt a bit weird.
The bounce height being reduced is a bug though, it happens when sliding down a wall rather than jumping off or letting go of it.
I think the feel of jumping against the wall is pretty good. Great job!
Jumping off the wall didn’t feel as good as it could have. It’s hard for me to say exactly what’s missing, but wall jumps after sliding down felt a bit awkward compared to other platformers I’ve played.
The bounce after a big fall is a really interesting mechanic, and it feels like something you could lean into more as a core feature right away in world 1 so players engage with it immediately. I wasn’t quite sure how the game connects to the jam’s theme, but there are some strong ideas here that could be pushed further.
I enjoyed about level-design and an interesting idea
I gave up in the gliding part in world 2. That level is a massive difficulty spike.
Music: Super chill
Bounce Mechanic: Really Neat
Game Overall: Excellent
On those notes, though, I had some pain points. There's a lot of text here, but it's mostly nitpicks and things I think could be smoothed over with polish.
I struggled with the control of the game, and some design decisions. I made it to the part in world 3 where you have the anti-gravity-space tiles, but could not figure out how to get extra height to make it around the set of spikes. Like when you have the U shape of those tiles, and need to progress left past them? That part. It would have been nice if there was some way to introduce to the player the way you're supposed to get extra height out of those tiles. I could never make it over the spike wall. If you want to let me know what I'm supposed to do there, I'll finish the game up.
Also, I feel that some of the checkpoints are arbitrarily mean. 2 of them don't have ground you stand on, making respawns feel like they sometimes just waste your time. Some of them, like the one after you learn to glide, seem arbitrarily too far away. I do get that late deaths before checkpoints are supposed to send you back, but sometimes it just feels less like you're doing a series of tricks, and more like you're having to wait around for a minute before you can try that tough jump again. You have a bunch of ceiling and wall spikes that aren't exactly the obstacle you're supposed to get around, but can randomly kill you anyways, which was a bit rough.
I'm terrible with controls, so I tend to hold buttons down. If you hold down the glide button, and stick to a wall, even if you press up, you still slide down. This was super frustrating. I know in the game it says Down also glides, but in the version I played, my down key did not. So I get if I was pressing down, that it would make far more sense. But holding glide (a thing made to keep you upwards) then coming in contact with a wall while holding up (something also designed to gain you height) but plummeting to your death in some spikes was definitely unexpected.
Also, this feels like it is not meant for keyboard. How touchy the left-right movement is while bouncing makes hitting a small area very tough, which you required multiple times. And it's like, tough because it's possible to get into situations where I cannot possibly tap left for few enough frames that I can adjust to make it to where I need to be. Maybe this wouldn't be nearly as much of an issue on a controller, but there were many times I felt like I tapped the control and launched myself in a direction.
Then, there were some rough screen transitions. There were spikes waaaayyyy too close to where you enter a new screen for my liking. Arbitrary deaths cause you have no time to react were tough. Also, in the case where you're floating in the wind, having to swap between the top of the screen to the bottom, while mid flight, also caused similar problems.
But, these are all things that don't really take away much from the overall game. I really like what you had and the ideas you put into place. Also, the bird hanging on the wall, best drawn thing in the world. Despite the criticisms, I really did enjoy this game a lot. Nice work!
The ground could maybe have used a little more texture, but I get it that you did this alone and there's only so much time so it's good you used it to make content.
Good job!
I like the mechanics, and especially the way the levels are often just as much puzzles as execution challenges, but I think the platforming gameplay itself could do with some improvements. For one, the bindings are pretty weird (I've never seen S for jump in my life) but you can get used to it. Mainly the mechanics just didn't feel quite right. Wall jumping doesn't feel as tight as it should, and being unable to sit still on a wall makes precise levels a lot harder. Everything is just a bit too loose, if that makes sense - I kept fumbling with buttons after a jump or glide and slipping off a wall, which doesn't feel the best.
The level design also frequently requires awkward jumps around corners that don't feel very intentionally designed, and long stretches of these without checkpoints can get a bit frustrating. I feel that you could maybe have gone a bit further with the exploration aspect. Right now you mostly just move from room to room, but a bit more freedom could be fun! Just a suggestion. I should also mention the music - I like the ambient, floaty nature of it, it fits the gameplay well, though you could maybe have a little less silence in between.
Overall, really unique entry! I enjoyed getting some more challenging platforming in a jam game.