Klunk's Adventure by stephenwhoskins

Klunk is hunting pre-historic insects that have been wreaking havoc in his tribe. Hunt down as many bugs as possible so Klunk can gain valuable knowledge and add to his BUG MUSEUM!
itch.io
Click the link below to play on itch.io:
https://stephenwhoskins.itch.io/klunks-adventure
How to Play
- Move: Arrow Keys
- Jump: A
- Attack: S
- Start: Enter
Screenshots



Like the Music?
https://youtu.be/EUNBBz120qk
| Link | https://stephenwhoskins.itch.io/klunks-adventure |
| Original URL | https://ldjam.com/events/ludum-dare/58/klunks-adventure |
Ratings
| Overall | 102th | 3.964⭐ | 30🧑⚖️ |
| Fun | 176th | 3.696⭐ | 30🧑⚖️ |
| Innovation | 618th | 2.815⭐ | 29🧑⚖️ |
| Theme | 143th | 4.093⭐ | 29🧑⚖️ |
| Graphics | 124th | 4.296⭐ | 29🧑⚖️ |
| Audio | 152th | 3.769⭐ | 28🧑⚖️ |
| Humor | 372th | 3.056⭐ | 29🧑⚖️ |
| Mood | 250th | 3.778⭐ | 29🧑⚖️ |
| Given | 27🗳️ | 31🗨️ |
Appreciate if you can review back
Oh, and thanks for the kind words on the game! I'm glad you recognize my tip of the hat to the GB color palette. I was considering redoing the color palette if I had more time in the end (I didn't), but by restricting myself to these four colors I honestly saved myself a ton of development time.
You can totally beat it! And the game gives you an awesome ending if you do! =)
Thanks again!
This is an awesome entry. You managed to make a tight platformer over the course of a weekend with a coherent art style without the gameplay loop getting boring. That's huge straight up!
Gonna give a full review here and some notes because you took the time to make this awesome game.
The great:
love the limited color palette and the spritework, everything seamlessly comes together and it's nice to look at. The enemies are varied enough with your limited sprites to not feel stale, you got around this with reskins and resizing which is a great skill in a game jam.
I can't believe you were able to create individual boss mechanics (simple as the mechanics may be). With a boss battle music track too! Damn man. That was gas. The platforming was tight as well, it can be difficult to keep platforming interesting across a couple levels, you executed that really well here.
The bug collection room is awesome too, it made me determined to see my progress after every stage, and wonder what other bugs I could collect.
The improves:
I found myself able to double jump up some of the two-stacked high tiles, if I'm thinking about it, I think maybe I was able to get my "feet" collider up to the platform close enough to allow me to jump again (if that's the pattern you went with).
There was some slowdown evident in some parts of the levels, and especially the beginnings of the boss rooms, I'm not sure if maybe there are some physics clipping or something going on in the background that is contributing to that, but there is plenty of time of optimization later.
I think the weapon range is just a little bit small, you can often take damage when trying to get close enough to deal damage. Once you get the hang of it this isn't a problem, but I think a little bit more range would be very free-ing to the player, not having to worry so much about collider overlap.
Something to think about:
Some of the channelization tactics you used to show the player where to go (overhead tiles to create a corridor to the boss level) made me curious to try to find secrets. This was aided by the fact that the bugs in the trophy room aren't in the sequential order they are found, they are separated by "boss" bugs and "level" bugs. So I spent a bit of time in each level trying to find secret passages or extra content.
I don't think that's a bad thing, just maybe a possibility to add some secrets if you're not burnt out post-jam (I know sometimes I get that way). And if I missed something please let me know! I'll go back and find it.
Synopsis:
This was a great entry and you should be super proud coming up with a complete and tight platformer. I hope to see you in future projects and game jams because I am definitely a fan of this entry.
TLDR: Good game, smash bugs with club.
Feel free to hit me up if you wanna chat games sometime!
I'm glad you appreciate the color palette! I told myself that I could change the color palette later if I had more time, but I definitely ran out of time. Limiting myself to these four colors honestly saved me a lot of time, though. It was also a tip of the hat to Game Boy. (I really love making Game Boy games.)
For the boss mechanics (this was done in Game Maker) I made each one a unique state machine. So essentially in the code you will see that I defined the different states that I was thinking could work:
enum BIG_FLY_STATES
{
flying_down_left,
flying_up_left,
flying_down_right,
flying_up_right,
flying_left,
flying_right,
}
Using this coding pattern I was able to code really fast because it's basically speed-coding a laundry list of behavior that I wanted to see. It was easy to transition to different states all using just 1 timer.
Thanks for the comment about the bug collection room! I love the original Kirby game for the Game Boy and the NES. Whenever I ate some character and absorbed their power, it was amazing to see them on a pedestal in a museum later. (You had the added ability that you could eat the museum exhibits and gain their powers as well.) Also, things like hunter's journals I find to be very satisfying. So I kind of combined the concepts where you'll see an empty pedestal and then wonder, "What's supposed to go there?" The ordering of the characters was semi-random as you can tell. I became sort of organized by putting all the boss bugs on the right and all the regular bugs on the left, but their ordering is also kind of indicative of the creation order of the bugs. Some bugs that I created early on were noticeably too hard for early levels, so I moved their battles to later, but I didn't update the location in the museum.
Okay, you are the FIRST person to tell me that I can double jump! I didn't know, lol. I tried it just now. If I walk up to a wall from the right side and mash the jump button, there it is. I guess this will stay in the game as a cool artifact of speed coding for a Ludum Dare.
I noticed there was some slow down too. I know a really easy way to make the game faster... This optimization might have to make it into a later version of the game if this ever gets made into something grander (post-Ludum Dare).
I concur with the weapon range. Believe it or not, you're also the first person to mention this. It's definitely true. Klunk needs him a larger bug smashing club.
On your comments about secrets, I really really want to do that. The enjoyment that one gets from exploring through long windy caves is exponentially increased when they can smash down obstructions, create shortcuts, and find secret stash. It elevates a game from being fun to being great. =)
Thanks again! Let's definitely hang! Maybe we can make a sick Metroidvania some time. My dream is to get into a small group where we achieve this fantastic flow and create large and wonderful worlds to explore.
I also like the "cute but not easy" comment. Klunk is deceptively not easy for sure. =)
The gameplay also works well, although I would prefer to be able to jump higher/lower depending on the amount of time the button is pressed (like in Mario games) - this is just my personal preference, the controls worked very good as they are. I was astonished with how much you squeezed in a LD entry - the game feels very complete and has all the features I would expect from a platformer.
The only (minor) problem I saw is that when I got hit and attacked at the same time, sometimes I didn't notice the feedback of being hit (might have been overwritten by attack animation?). An audio cue on hit would help with that. I also saw some minor slowdowns when entering boss rooms, but nothing that would really bother me.
Either way, I've had lots of fun. Thanks! Great entry, congrats!
As others have stated before, I think the attack range is a bit too short. It was really annoying when I tried to attack the first bug, which was even facing the other direction and taking damage because I got too close. Another problem that I noticed (which was also the reason for me to quit), the game is really laggy sometimes. I assume it is because of the level content/ amount of stuff in the level as the boss fight was super smooth.
When I entered the second level though, the FPS dropped to maybe 10 (I'm on Firefox if that info is of any use to you). So it became unplayable for me.
Another point of improvement: In the beginning of the second level, there was a ledge to jump from with some death traps below. I couldn't see them because of the limited viewport size so the only way to pass this is dying the first time and knowing next time, which is generally not what you want.
Anyway, nice sound and graphics. Also theme is on point ;)
My only real suggestion if you go do more with this is to swap the last two levels. I found the one before last on both boss and platforming way more difficult.
Looking forward to hopefully doing another jame with you at some point (although comp was interesting)!