Celestn't (Jam Version)
This is the JAM version of the game! Click to go to the final version
Controls and notes (Recommended to read if stuck)
Action | Recommended Key | Alternate key(s) |
Roll left | Left | A |
Roll right | Right | D |
Hop | C | W, Space |
'Dive' (Fall faster) | X | S, Down |
Restart from checkpoint | R | |
Toggle music | M |
- Momentum is very important for scaling steep inclines!
- Trial and error will be your best friend due to the limited camera + quick reactions needed
- Going for the best time? The timer only resets on game load or resetting from the end!! (Feel free to comment your PBs down below)
Why does this game exist?
This game was made for the 235th Trijam, a game jam in which you only get 3 hours of programming time to make a game! The theme was 'a parody of a popular game or movie'. This game is a parody of Celeste, an incredible 2D platformer, or at least the level in which you carry your friend Theo in a crystal prison. Now imagine that Madeline wasn't there to carry Theo and BOOM this game is exactly that.
Clip of the original (Spoilers OFC!!):
Credits:
Music is "Cruising for Goblins" by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
http://creativecommons.org/licenses/by/4.0/
(Yes, it is the exact same as my last game jam games music and yes I did run out of time lmao)
MarvinPl for speedrunning this game so many times
Rose/rzaew for fixing controls table on this page
Cool development bits:
- Everything but the music was made by me! I used Godot engine as usual
- The dive/fast fall was an accident! In 2D, Godot takes a positive y-axis vector as going downwards, so it was accidentally created whilst trying to implement the hop. It was fun and helped build momentum for crazier jumps so it stuck (Don't ask me for an explanation on how it would work physically)
- The whole map is made up of 9 complex polygons. I simply wrote a script that let me draw a polygon and duplicated that design into the collision
- Half of the time was spent making the map, especially adding lots of details to make big jumps as smooth as possible!
Final thoughts:
I'm very happy with the gameplay! I managed to cut corners in a way that didn't sabotage the gameplay, however the graphics are very uninteresting (apart from Theo himself) and the music is just open source. There is a wind sound and you might hear it once but unfortunately it breaks after the first time it plays.. But overall, I'm happy! :)
Thanks for reading and/or playing!
My PB: 45.7756740000006
Soph :)
Development log
- Final version is out!Jun 28, 2024
- PEOPLE SPEEDRUN THIS GAME? 💀Jun 25, 2024
Comments
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I got I better time than all you, I did this buy getting to the end and then starting the timer
Good idea and, when it's at it's best, super fun. It definitely could do with polishing and general making the game feel better but it's super impressive that this was done in 3 hours! Well done!
Hello again PLAY-MEK!! And yeah definitely, it could use better level design and maybe the low friction was a bit extreme. I doubt I will come back to this one but I am proud I managed to complete a game in 3 hours, thank you!
:L I am. bad at platforming.fun though
dw the game itself is pretty difficult since its so reliant on momentum, and thank you!