Lonk's Greedy Adventure by javicepa
The princess Zulda has been kidnapped again and is being kept at the top of the highest tower of the Dark Castle. Travel to Stuffia Island and help Lonk in his quest to rescue the princess. Also, you can gather a lot of gear on your way. Doesn't hurt anyone (or does it?...).
Find the 6 different endings!
PLAY POST-COMPO (some bugfixes, better sound balancing, 2 new endings)

| HTML5 (web) | https://itch.io/embed-upload/682406?color=333333 |
| HTML5 (web) | https://itch.io/embed-upload/682599?color=333333 |
| Source code | https://bitbucket.org/javicepa/ld40/overview |
| Original URL | https://ldjam.com/events/ludum-dare/40/lonks-greedy-adventure |
Ratings
| Overall | 3th | 4.288⭐ | 28🧑⚖️ |
| Fun | 12th | 4.192⭐ | 28🧑⚖️ |
| Innovation | 60th | 3.86⭐ | 27🧑⚖️ |
| Theme | 84th | 4.063⭐ | 26🧑⚖️ |
| Graphics | 136th | 3.852⭐ | 29🧑⚖️ |
| Audio | 65th | 3.76⭐ | 27🧑⚖️ |
| Humor | 17th | 4.125⭐ | 26🧑⚖️ |
| Mood | 9th | 4.26⭐ | 27🧑⚖️ |
| Given | 26🗳️ | 19🗨️ |
The music really gave me a zelda feeling.
Great use of theme (both making it worse for the character to move and harder for the player to remember the controls).
I'm bad at "jump and run games" but with these tools, I can beat every dungon! I will play until I saw every ending. =)

I will make the player move twice as fast BUT have equipment reduce the speed slightly as already happens with the jump in the next post-post-compo version. Stay tuned for an update soon ;)
I got all 6 endings in the compo version and after all the only thing, I would like to criticize is, that nothing happend, when i brought 5 rubys to the buy with the sack.. why is this and will it be changed? Also tried this afterwards in the post compo version with the same result.
Thanks for playing all the way through! I think you are one of the first to unlock all endings so... congrats!
What I remember exactly:
I slept 8 hours each of the days.
I spent the first 5 hours or so coding custom platforming physics and the character sprites. They were not, perfect, but just good enough to keep going.
From there, I started level designing all the way, coding stuff as I was needing it and playtesting every section as often as possible.
I built the levels with blocks and added the tile art later (I wasn't sure if I was going to have time).
Making the different ends was an idea that came along the way. They were easy because they were just reused gameplay graphics and a line of story.
I used the last 5 hours of the second day for sfx & music (approximately 1 hour for making+adding all the sfx and
1 hour per each music theme).
I'd say overall my time balance was something like:
25% coding
15% graphics and animation
50% level design & testing
10% music and sound FX
I'm very happy with the amount of content I managed to pull out in this one. I'd say the key was to shift coding time into level design and to go for a very time-effective art style.
I should probably write a postmortem after this comment lol