Super Mini Jumper
Dino is in trouble! His favourite pillow has been stolen by his most hated enemy, the evil red cat. Without the pillow, Dino cannot sleep. Desperate for a good night sleep, Dino sets out to navigate the various caves, find the red cat and reclaim his most precious pillow.
Super Mini Jumper is a short, but considerable Metroidvania-style game filled with enemies, powerups and hazards to keep a player on their toes. It was also made for the Alchemy Jam and conforms to it's requirements of pulling resources from other projects and utilizing a feather within the game.
The game now includes a built-in minimap, but you can download a more detailed map that includes where items are located.
How to Play
Keyboard Set1 |
Keyboard Set2 |
Keyboard Set3 |
Touch Controls | Description |
---|---|---|---|---|
Arrow Keys | WASD | WASD | Directional Pad | * Move Dino around on the map. * Down -> Duck * DOWN + LEFT or RIGHT - Crawl around on the ground if BELLY BEAN has been acquired. * Select options on the menu |
Z | X | J | X | A BUTTON * Jump. * Jump in mid-air if the MAGIC FEATHER has been acquired. * +DOWN will make Dino drop down through platforms. * Confirm option in menu. |
X | C | K | O | B BUTTON * Attack with fireballs. * +UP will use Bomb/Claw, if available. * +DOWN will use SPARKER attack, if available. * Cancel option in menu. |
ENTER | + | START BUTTON * Access menu. * Pause game. |
||
SHIFT | - | SELECT BUTTON * Switch Bomb / Claw for breaking walls. |
- Changes to the keyboard set will not take place until after the player leaves the OPTIONS page.
- The default setup when playing for the first time is Keyboard Set 1. If this is an issue, the touch screen buttons can be controlled with a mouse to allow a player access to the OPTIONS page and change the setup to one of the WASD options.
Save Points
Six save points can be found through the game, allowing the player to save their current progress.
- The game does not feature any point of no returns, making it safe at any point during the game.
- The main menu will list your time, item collection progress and current health, indicating that is a game in progress.
Warp Points
Four warp rooms are situated through the game (One near the game's starting point). This can allow the player to move rapidly between areas.
- Press up while on the platform to warp between rooms. Given there are only four and how quickly this occurs, the player can keep going between them until they find the one they want.
- A destination room will only appear once the player has found it (Aside from the one near the starting point of the game).
- There are markers along the bottom-left corner of the room to signify their identity.
Upgrades
25 pickups are found scattered throughout the game. Each one adds a positive benefit to the player; health, range, new abilities, etc.
Name | Description | Details |
---|---|---|
RED CAPE | Protects the player from heat & damage. | * Defense +1 * "Hot rooms" no longer damage the player. |
PURPLE CAPE | Protects the player from liquid & dmg., | * Defense +1 * Liquids no longer impede movement. * Acid and lava no longer damage the player. |
ACCELERATOR | Increases the range of fireballs. | * 3 of thes upgrades can be found. * Does not affect rate of fire * Range +1 9->14 * Range +2 14->20 * Range +3 20->32 |
SUPER FIREBALL | Increases fireball damage. | * Damage +1 |
TRI-BALL | Adds addtional fire attacks. | * Each small fireball does 1 dmg. * Can be combined with other fireballs at point-blank range to increase overall damage to enemies. |
BELLY BEAN | Enable crawling. Press DOWN & MOVE | * Can be used to crawl through small tunnels. |
BOOM BOMB | Break rocks. Press UP & ATTACK. | * Bomb does 2 damage to enemies. |
JUMP BOOTS | Jump higher. | *Increases jumping potential by over 60% |
POWER CLAWS | Break rocks. Press UP & ATTACK. | * Claws does 2 dmg per attack animation (meaning it can do upwards of 4-6 damage per swipe to a target) |
HEALTH BOX | Adds 1 heart to the life points. | * 12 of thes upgrades can be found. * Each heart represents 2 health; adding 1 heart increases maximum health by 2. * Player receives a full health recovery when picking up a box. |
SPARKER | Breaks rocks. Press DOWN & ATTACK | * A single spark does 2 damage to a target. * Sparks do not appear over Dino's body. |
MAGIC FEATHER | Multi-jumps can happen in the air. | * Jump in mid-air before the falling arc reaches maximum. * Player can jump up to 3 additional times in the air. |
Harzards
In addition to enemies, the map rooms themselves offer serious navigation hazards, some just by even being in the room. All liquid hazards are mitigated after the player collects the PURPLE CAPE.
- Water: Slows down movement and limits jump height.
- Acid: Slows down movement and limits jump height. Dino takes 2 damage per second while in it.
- Lava: Slows down movement and limits jump height. Dino takes 3 damage per second while in it.
- Spikes: Does 2 damage each time the player lands on them.
- Hot Room: The room glows red. Without the protection of the RED CAPE, Dino will take 1 damage per second.
Resource Sources
"Ecaroh’s Alchemy Jam encourages you to explore the art of alchemy, repurposing bits and pieces from your previous games like ingredients in a new magical recipe! This jam revolves around a suggested theme and a unique pixel art asset revealed at the start of the jam." |
To comply with the requirements of this projects, various kuromade resources were used to put this game together:
- Source code: Cited from three separate tech demos, all related to Mini Jumper concept. This helped me put together for player and enemy functions. Previous experience from from other Metroidvania-style games I have worked on helped to make process go much faster. The resource decompiler was based off the one used for Little Muncher (given it was the most recent version of it).
- Graphics: The graphics engine is based off the one used for Cheesecake Hero, modified to work in a 16-color environment and without the restrictions of 2 tile sheets in memory. All the tiles (not counting a few odds and ends that were made for this jam, such as the jam banner, end sequence, etc.) and most of the colours are based off the previous Mini Jump tech demos. Edits were made to accommodate this new game. A feather (not based on the original image sheet) was used for an item upgrade, as per the terms of the jam.
- Music / Sound Effects: All the music was taken from various projects: Cheesecake Hero, Isekai Budget: The Demo, Nadine's Fleet and a (WIP) Isekai: Budget 2. Some new sound effects were created, but many of them were also taken from the previously stated games.
Latest Updates
Version 1.01 -- October 4th, 2024
- When the game is paused a minimap and status of items collected now appears on the screen (As per usual, hitting START will return the player to the game).
- Crouching can now be used to dodge attacks (assuming they are high enough to fly overhead).
- Added the 'Ecaroh' tune to the jam teaser screen.
- Minor touch-ups to a few maps (nothing that alters the regular gameplay).
- Fixed a glitch with the scripts that handles putting graphics on the screen.
- Fixed a glitch where the powerup music will play with the background music if the player cancels the upgrade notice before the music ends.
Version 1.00 -- Build 3, July 3rd, 2024
- Credit to GammaSeven for spotting a problem with the MAGIC FEATHER upgrade.
- Credit to Murrri for spotting a warp point problem near the room with the PURPLE CAPE. Values have been updated. Also helped me track down the second frame glitching issue that was well-hidden... VERY well-hidden...
- Several minor edits were made on maps where it was possible to get trapped by crawling into a narrow ledge and become unable to get out.
- Water splash sound now happens when you enter the water with the PURPLE CAPE upgrade. Red Cat now has a border around the sprites; the cat flashes when it takes a hit.
Version 1.00 -- Build 2, July 2nd, 2024
- Credit to OatCube for catching a serious, unavoidable issue that had the potential to crash a browser.
- Player no longer starts with a POWER CLAW.
Version 1.00 (July 1st, 2024)
- Game has been uploaded to Itch.
Status | Released |
Platforms | HTML5 |
Release date | Jul 01, 2024 |
Author | KuroGamedev |
Genre | Platformer |
Tags | 16-bit, 8-Bit, chiptune, Dinosaurs, Metroidvania, Pixel Art, Retro |
Asset license | Creative Commons Attribution_NonCommercial_ShareAlike v4.0 International |
Download
Click download now to get access to the following files:
Development log
- Dino has a minimap!48 days ago
- The Pillow Chase Begins...Jul 01, 2024
Comments
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Also ingame map would be really appreciated. ;)
Sorry it took a while, but the game now includes a built-in minimap. I did work this around existing save files, but since the game never tried to save your map progress before, you will have a blank slate when you load a game.
Hi, can someone please give me a hint where to find red cape or feather? I am at the hot rooms, but without the red cape cannot seem to find any reachable upgrade. I also see some areas possibly accessible with feather.
Never mind, I found the downloadable map and found the red cape. :)
can you upload a downloadable version? Also does the game have a map (in the game)?
Hi. The game has only been made for web browsers and (right now) does not exist in any other language.
An incredible well crafted Metroidvania. Really nicely polished. Mechanics were very well executed.
The only suggestion would be to bring a little more attention that the map is available for download somewhere prominent in the description, with the game not having a built in map. I missed it the first few reads.
I was very impressed with the diversity of pretty much everything. I did not encounter a single bug.
Besides it missing a map, the bombable area to go down below I missed the first few times, seemed it need to be a little precise, but I got there in the end. Pillow acquired with 88% completion :)
Very nicely done... and good luck in the Alchemy Jam :)
Thanks. I did alright in the jam (though to be fair, just about every entry in that jam deserved 1st place; there was some amazing stuff that was submitted).
I did get around to (finally) updating the game to include a built-in minimap that shows where you have explored. Unfortunately, the game never tried to track map progress beforehand, so loading a game will still leave you with a blank map slate (everything else in the game save is fine).
I wonder if this would be a decent indy for speed running...?
I think it is a great candidate for indy speed running. I also think it could do with a sequel!