Treasure Hunter (working title)
classic 2D platformer inspired by SNES and arcade games, it has no combat, all challenge comes from reading the environment. Explore the level, grab the idol, then escape before time runs out.
This is an early demo, I'd love feedback on how the game feels and the difficulty. Anything you'd like to see added is welcome too.
It has 7 levels and 4 biomes. Level 6 is my favorite

the protagonist! (name pending too)

Movement - Arrow Keys / Dpad, Analog
Jump - Z / A
Run - X / RB
Grab - Up / RL
Back to Menu - B / Start
Full Screen - P
Restart - R / Select
| Updated | 1 day ago |
| Published | 2 days ago |
| Status | In development |
| Platforms | HTML5, Windows |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | bmff |
| Genre | Platformer |
| Tags | 2D, Arcade, Indie, Retro |
| AI Disclosure | AI Assisted, Code |
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Treasure Hunter.exe 16 MB








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Hi! Here are my thoughts on Treasure Hunter.
First off: this game feels GREAT to play. The movement is on-point, precise and rewarding, the level design (for the most part) is really good, the art style is fittingly retro and pretty, the animations are all smooth and nice to look at, and the enemy variety is pretty decent as well.
First off, I tried out all the levels, but I confess I couldn't beat a single one. Most of them, I couldn't even reach the idols! I'm willing to chalk it up to a skill issue, but even so, it feels like an experience that will alienate a lot of players from the sheer difficulty.
I noticed immediately the lack of a soundtrack, is that in the works? It would definitely elevate the game.
Those are my main gripes with the game as it is now, but even so I had a great time with it! I love the main character's look too!
Here's what I'd recommend you look at:
- If it's intended to be a very difficult game, then it's perfect! If not, it NEEDS to be adjusted, or even create an easy mode where every projectile damages you for 1 HP. (Then you can keep the current build as an optional hard mode)
- I think even an optional tutorial level would help a lot of players get their bearings, and understand the mechanics behind how the levels work. (I played the better part of an hour not knowing I could run XD)
- Is there a story to this game? I think that'd be pretty cool to look into (like having an opening cinematic maybe, or dialogue from the main character before starting a level idk)
All in all, this game has POTENTIAL. I really liked it at some points (really satisfying once you learn how to get through a certain part, that kind of thing), and would love to check out the full game. You're clearly very talented and I encourage you to keep going!
wow, this feedback is gold, thank you a lot.
Really happy that the movement feels great, I tried to fine tune it a lot. The levels I would say are a little rough around the edges and not definitive, they need a little more polish. Level 1 is the easiest, but when I designed it, it took me like an hour of non-stop grinding to beat it, so don't feel bad about not beating any level.
I want the game to be hard and challenging, but I think I went a little too far. The levels are pretty short once you get the hang of it, the first level takes like 40 sec to beat, 20 sec exploration and 20 sec the escape, so they will be intense but short levels. Think of the Indiana Jones escape scene.
I have plans about the difficulty. I don't want an easy/normal/hard mode, but more of a modular, in-game difficulty choice like an NPC with special items to help you, an armor that gives you extra hitpoints, or receive only 1 damage + 1 sec of extra invincibility frames. Not very fond of items that modify the main mechanics, but maybe boots that let you jump a little higher, or a cape that lets you float/descend slower like in Mario, a sand clock that gives you extra 30 or 60 seconds, and I have other ideas that are a work in progress about the difficulty.
I want the game to be approachable but challenging. It's not my intention for it to feel like a game only for hardcore players/speedrunners, but I do want the player to grind a little on each level to become good at it. Right now the game probably feels like hard mode, and it should be more like a normal mode.
Thanks about the character, it took me a while to get some kind of tough/pirate look.
I want to put some effort into the story, but nothing too fancy or narrative-heavy.
About the soundtrack, sadly I don't know how to compose, so I'm looking into how to find music. I want the music to cheer you up, not add unnecessary tension, something epic or heroic.
Thanks a lot for the feedback. I'll try to add a playground/garden area with a little tutorial explaining the mechanics like running or grabbing, and maybe 2 or 3 easier levels, no bottomless pits, 3/4 extra HP per level, 20 sec to beat them, and enemies a little more spaced out.
That all sounds great! I'll keep an eye out for the full release. Best of luck!