Volcaninja by Firespike33
A difficult NES-style platformer where you must escape from a volcano in order to deliver an important package! Jump off walls and use your grappling hook to quickly traverse 12 short areas of the volcano while avoiding proximity bombs, flying slimes, and other things.
NOTE: This uses physical key locations, so if you are on a non-QWERTY keyboard just use whatever buttons are in the same place. Also, if using a controller you can use the shoulder buttons instead of triggers. This is more responsive and is required on the web version for some reason.
NOTE 2: Desktop version may have slightly more responsive controls in general.


Made with Godot 4.0.2. Music and sound effects made with Dn-Famitracker and Audacity. Art made with GraphicsGale. Fonts by JapanYoshi. Thanks to Tea Follet for the new cover art.
Download the OST for free here: https://firespike33.bandcamp.com/album/volcaninja-ost-ld53
| Link | https://drive.google.com/file/d/1K-59LODhAITtUSq5p9NC5HgUIFfav9fn/view?usp=sharing |
| Play it online here (HTML5) | https://firespike33.itch.io/volcaninja |
| Original URL | https://ldjam.com/events/ludum-dare/53/volcaninja |
Ratings
| Overall | 53th | 3.989⭐ | 46🧑⚖️ |
| Fun | 43th | 4.023⭐ | 46🧑⚖️ |
| Innovation | 299th | 2.988⭐ | 45🧑⚖️ |
| Theme | 390th | 2.625⭐ | 46🧑⚖️ |
| Graphics | 165th | 3.682⭐ | 46🧑⚖️ |
| Audio | 6th | 4.409⭐ | 46🧑⚖️ |
| Humor | 167th | 3.039⭐ | 40🧑⚖️ |
| Mood | 105th | 3.667⭐ | 44🧑⚖️ |
| Given | 93🗳️ | 69🗨️ |
Amazing job, one of the best entries I've played in years.
Oh man that was intense.
Where do I even start?
1. Huge thanks for the controller support.
2. Game music - absolute best.
3. Speed, precision and reflexes. Astonishing.
4. And here I was, thinking that level 3 is a killer. :smile:
5. Absolutely loved level 10. Very technical.
6. Graphics on point.
7. Level building - wonderful.
8. I loved the ending scene and text.
Although this opinion might be biased (dark souls fan here), but this game is absolute best, and I am sure, I won't find anything better this jam. 

@veralos This is a fair criticism that I more or less agree with. If I expanded it into a full game I'd probably make bigger and more open levels.
My deaths/times:

It was pretty cool that you could hook across the whole level, could lead to some awesome speedruns!
i think i suffered a bit, really enjoyed playing your game "it keept me hooked XD".

What an AMAZING entry!!! The music is a freaking bop, was humming it uncontrollably all throughout my break from work, fits the game perfectly and actually sounds like something an actual NES game would play at the time! Controls felt a bit uncomfortable, my left hand was always cramping, feel like W could have been a better button for jump. Restart could be a biiit quicker too. Also, many important things are off-screen which is kinda cheap and guarantees that your first time around will have some deaths even if you are very skilled. That said this is still an incredible and addictive game!
@esther128 How far did you make it if you remember?
BTW, if anyone had trouble realizing that wall-jumping was a mechanic, let me know. I realized that some people might miss it since it's only a tiny little parenthetical on the controls screen. The first 8 levels can be beaten without it, though they would be massively harder.


Controls feel great, music is top! Love the art too. Feels very complete for 48 hours, awesome job!
Awesome work in 48h, good job! :clap:
A really fun experience, if a little frustratingly difficult at times, but with the permanent checkpoints and short levels it never felt punishing, as I'm certain is exactly what you were going for. Good work!
I really liked the grappling hook, it felt very fun to use! My biggest pain point was the wall jump. It felt very awkward to control compared to other platforms I've played. I also was a bit confused in the beginning by the bomb walls, I thought I had to shoot it with the hook. It didn't register with me that they were proximity bombs until I read the game page.

You really got your dime's worth out of the game elements. It never felt like you were remixing the same ideas to pad out the levels. Little stuff like, "explosive crates, but this time you have to stay in the air while you wait for them to explode" is an excellent new way to use that element.
I like how you always put in an easy level after each tough level as a bit of a pacing break from beating the previous one.
The graphics are decent, but the music is fantastic! What a catchy soundtrack! Top marks there.
The high air friction got me a bit. Given how wall-jumps always seem to work a bit differently in different platformer games, my usual strategy is to stop holding forward a little bit before I hit the wall and let moment up carry me to the wall, then start holding the opposite direction after I jump. That way I won't cancel my momentum by moving against my desired direction after jumping. But with the high air friction, I stop moving before I hit the wall and fall to my death. Maybe it's just muscle memory built by playing too many Ludum Dare platformers with poorly implemented wall-jump mechanics, but I think less air friction would make the wall jump feel a bit better.
An issue often complained about in platformer games is the "blind jump", where the platform you have to land on is off screen, making it impossible to know ahead of time where you will need to land. This game has a lot of "blind grapples", where you are encouraged to grapple onto an off-screen object and may accidentally grapple into some spikes or into an enemy without knowing it was there. I think you should have made the grappling hook limited to only going as far as you can see and adjusted the level design accordingly.
But overall, fantastic game that had me hooked all the way through. Great work!
BTW @fupi congrats on getting such a low death count. Even when I playtested the game I usually had more deaths than that lol (although I can do it in 0 now).