Go on a byte-sized adventure with Lemonhunter. Find items and gold inside the procedurally generated caves. It's up to you to decide if you want to fight the monsters, or avoid them. If you're lucky you might find the golden lemon of your dreams at the end. Only have a couple minutes left in your break? Don't worry, speedrunners will be rewarded with extra points!
z/c - jump
x/v - attack
down+x/v - throw a bomb
New in version 0.42: 60fps mode, improved layouts and more juice. This is probably the final version, unless I manage to add some music.
Please play the game in the exe version of Pico-8 if it runs slow in your browser, or try version 0.3 below.
Version 0.3 (30fps)
Lemonhunter is my first try at programming a game. It's (very) loosely based on the life of one of my internet friends. Your goal is to make it through 4 procedurally generated platforming levels, collect gold and pick up powerups. If you're successful you might hunt down a lemon. Maybe you'll even find the alternative ending.
-changes to rooms, new rooms, prettier rooms
-less item flowers, but much higher chance of getting a good item
-only bombs can open crates in this version
-you can jump into the info bar in normal levels
-particle effects and screen shake (screen shake can be disabled easily)
-even more box/bomb interaction fixes
-guaranteed heart at the boss fight
-fixed very rare chance of crash during level creation when rnd() returns exactly 1.0000
-removing the floor also removes any flowers or mushrooms on top of it
-pushing an enemy into a wall with a crate can make the blood glitch through the wall
-pushing a bird into a wall while it's jumping can cause it to glitch through the wall
-fixed various box and bomb glitches (bombs no longer go through walls, monsters will be pushed in front of boxes)
-added smaller jump (tap instead of hold)
-added 40% more rooms
-jumping birds now have a different sprite
-bonus points for speedruns
-added basic sound effects
-various smaller fixes
Fully playable release
Released under CC4-BY-NC-SA license. I'm sorry for the source code. It's a mess since I ran out of tokens and had to remove comments because of the size limit.
Some sprites are shrunken down versions of art by Sebastiaan van Hijfte
http://i.imgur.com/RFKVq.png (CC BY-NC 3.0)
Thanks. My goal for this project was to figure out how platformers work. How do I add monsters? How do I define their movement patterns? How can I have gravity work on all objects? Stuff like that. A Spelunky-like game seemed like the perfect way to do this, since the random elements give it a bit of replay value, so it's also enjoyable for me to play.
It also helped me understand momentum better. I always hated platformers with heavy momentum, so at first I started completely without momentum. But that also didn't feel right, so I played around with different levels of momentum until it felt 'right' to me. But because of the momentum it became very hard to jump into 1 block high passages. To fix that I added a smaller jump. Problems like this are things you only think about when you program things yourself.
Btw, if anyone wants another goal to beat. The current speedrun record for a no% run (don't pick up any gold or other items) is 1:37. Any% could also be interesting, since you can skip the boss in that category or go down floors a lot faster if you find the cat's paws item.
I'm enjoying my time with this, too. Captures a lot of what makes Spelunky fun in a more simplistic sense.
Is it just me, though? Or would it be better if the bombs just "placed" rather than dribbled out... and then could be "kicked" by hitting it with the spear afterwards? A couple of places makes me wish I could up-X to use a rope, too.
Glad to hear that you're enjoying the game.
I've played around with letting the player simply drop the bombs with down+x and throw them with up+x, however it felt less fun. With the small throw you have to pay attention when you want to use a bomb and then hope that it works out. It also allows you to throw bombs to high platforms or further away.
Ropes are something that I initially wanted to add to the game, but I decided to design it in a way that forces you to go down and not come back up again (unless you got the double jump powerup). There are a couple places that will lure you with items, but turn out to be a trap if you don't have bombs. However it should always be visible beforehand, if you can't get back up in a room after you jump down. There are also a bunch of pushable boxes that you can use as stepping stones to higher platforms. And there's always a safe way through the level if you use the ladders.
Later this week I'll upload version 0.42 which comes with a bunch of improvements, the biggest one being 60fps support. There are also a couple new and improved rooms and item flowers are now more rare, but offer a way higher chance of good items instead of only giving you a bit of gold. If you want to play the game with laying bombs down instead of throwing them, you can simply uncomment 2 lines in that version.
I uploaded version 0.42, which is most likely the final version. It now runs at 60fps and has some changes to the layouts. Item flowers now only have a 15% chance of giving you gold, down from 53% in the previous version. There are now less item flowers in the levels, but it's more rewarding to get to them. I also changed it so that only bombs can open crates. You could get stuck by accidentally destroying a crate with the flame sword before and it also meant that getting the flame sword would give you and almost unlimited amount of bombs and life through opening crates.
I added some particle effects, inspired by playing Sne's Eyedventure. There's also a bit of screen shake, that can be disabled with a boolean switch at the top of the source code. The game will drop particle effects and popup text if the CPU load would go over 1.00 to keep the framerate stable.
You can also enter the minus realm now, to reach more places.
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