Muldulamulom by mase
A straightforward metroidvania with a focus on graphics.
Hint: After getting the sword, you have to use a flying enemy as a platform to get over the spike.
Note: There is a final boss, but I ran out of time for an ending screen, so, brace for anticlimax.
Controls:
Walk: Left/Right Arrows.
Jump : Spacebar
The following abilities must be acquired by finding their corresponding item before they can be used
Sword : X
Bomb : B
Carpet: C
When on carpet, press up or down arrows to rise and fall.
Bombs can ride the carpet.
Potion bottles upgrade your maximum hit-points by 1.
Perish/Respawn: P
Mute: M
Debug controls:
Get all items (non-reversible & you must respawn in order to use the items): O
Zoom in/Zoom Out : Page up/Page down

Change log:
-Anti wall-sticking code became broken in the final hours before release; it is now fixed.
-Some Updates changed to FixedUpdates.
Here is a video walkthrough. Please note, the final boss's death animation was added post-jam. In the jam version, it just cuts directly to the title. https://www.youtube.com/watch?v=2neskOE0NcE
| HTML5 (web) | https://mason-lindroth.itch.io/muldulamulom-ld40-jam-version |
| macOS | |
| Original URL | https://ldjam.com/events/ludum-dare/40/muldulamulom |
Ratings
| Overall | 151th | 3.885⭐ | 41🧑⚖️ |
| Fun | 461th | 3.434⭐ | 40🧑⚖️ |
| Innovation | 315th | 3.474⭐ | 40🧑⚖️ |
| Theme | 1054th | 2.649⭐ | 39🧑⚖️ |
| Graphics | 4th | 4.75⭐ | 42🧑⚖️ |
| Mood | 30th | 4.211⭐ | 40🧑⚖️ |
| Given | 37🗳️ | 45🗨️ |
I started with saying the bugs, because I must insist on the following: The graphics are absolutely gorgeous. A mixture of well detailed character with psychedelic effect. It's very well done. I sense nostalgia from this game.
The game runs very smoothly also which makes it fun to play!
Good job!!
I really liked how you could combine all the power-ups as the game progressed – making the carpet carry my bombs and flying around throwing swords everywhere was a lot of fun. I got stuck between the ceiling and the carpet once but that's what the perish button is for, I guess. I might have missed the end screen because I was spamming the X button so much on the final boss battle, but really, amazing game, I love it so much...! The sound effects are really good and the art style is just mindblowing. I don't think music is really necessary, but I'm really looking forward to the cutscenes!
Anyway, really stylish. I didn't love the physics/collision of the game to be honest. Anyway I'm definitely impressed and inspired by the graphics. I look forward to the updated version of the game.

This might be the post-gamejam hangover speaking, but I was seriously tripping when playing this game. And I mean it in a good sense. This was a mind-expanding experience, with gorgeous and fluid graphics, where I could barely tell what was that, yet I felt that I could comprehend everything.
It's a simple Metroidvania experience at its finest. The theme is not really apparent to me, but regardless, in my book, a game this good can take any liberties it wants.
In behalf of my team, congratulations on making this game! It's one well worth remembering! :whale:
@ahintoflime It's mostly clay... uhh candidly I'm trying not to talk specifically about the technique until I've made some lucre from all the time spent working this stuff out. Sorry!
@dcolgan My graphics are very flattered.
Regarding the physics,
My platformer physics have much room for improvement... though this game is likely doomed to sloppy collisions because the character sprites are not designed for precise movement. At least the wall sticking can be fixed. Wall sticking is my nemesis.
@moski Thanks.
As for the theme... as the player collects more items, additional groups of enemies are added to the level. I admit it's not the most riveting interpretation.
After an unfortunate string of "minimal" themes for Ludum Dare (Minimalism, 10 seconds, You Only Get One) I kind of just started ignoring them, even though LD40's was better than usual.
P.S. I know all about post gamejam hangover.
The two main problems I had were:
1) when jumping, I sometimes get stuck, mostly on the stairs.
2) when I beat it and got to the end, I was spamming the "x" key and "jump", and I skipped right past the "you win" screen.
(Also. Wall sticking always gets me. Actually, it's because of that acceleration technique I was promoting on your entry page! I use a boxcast to check if the player is against the wall so I can disable movement in that direction, but this time there's a gap between the character's wall-detection and ground-detection. It just needs to be tweaked a bit but I didn't find the right configuration in time.)
@eric-lathrop Alas there is no ending screen. I only had ~20 minutes left and decided to do the title screen instead. Thanks for completing the game! I didn't know if anyone would play through.
Very nice work.

I have no idea what most things are on screen. It feels like an alien Egyptian dark world with flying creatures that should be in the dark depths of the ocean. Very weird. I most feel weird. Cool idea. I just would like some reminders of the keys in game since they are only available on the text outside the screen.
I enjoyed the LSD trip, I enjoyed the sounds, I enjoyed the (slightly uncomfortable) controls and I enjoyed the mechanics... I can't believe you worked on this one all by yourself. Great job! :)
I would often get a little stuck on small bits of geometry though, or would slide off the edge of a platform when I was too close to it, which was frustrating at times. I only managed to get the boots and the sword, then I was lost, even with your instruction on the page. I think I was meant to go west at a certain point, but couldn't manage to jump over a spike.
The sound effects, while minimalistic, are pretty good. And yay for save points. :smile: Nice job!
I added a video walkthrough so future players won't get stuck on that spike as much.
Come and check out our game !! https://ldjam.com/events/ludum-dare/40/the-darkest-light
Unfortunately, I don't think theme is very present in the game but, overall, it's impressive considering the jam limitations!
Nice work :)
I enjoyed it, though, for what it was. It's a calming experience.
As for what you said of basically ignoring the theme in an earlier comment, this is one of those cases where it is easily forgiven (especially now that the theme could easily be interpreted to be such a general game-design principle anyways..)
Nice work, and I look forward to seeing more of your work in the future :)