Play Below!
Play Below!
Our hero CapyCarp is ready to play his favorite videogame, but wait: His evil fish father, MegaCarp, has stolen his prized cartridge and is hiding in the 'Carporate' tower.
Do what any gamer would do: speed run the tower and find your key item. Oh, and don't touch grass...
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"Speed Save" is a competitive vertical platformer, where you will be playing to win as fast as possible. Your play through time is recorded at the end of this game's 4-level sequence. Share your times in the comments below!
Here are the times achieved by the team behind the game:
IZZY_SOL
Programmer
(1 min, 12 sec)
Egg_in_the_shell
Artist, Animation
()
BaggoNotes
Audio, Level Design
(1 min, 19 sec)
You can click the button below to find video playbacks of the theme songs on my music page!
Intro Theme
Gameplay Theme
Boss Theme
Victory Jingle
All songs were composed on the NES soundchip. You can view playbacks of the project files on my Youtube!
The Lowrez Jam was held from August 1st 2025 at 7:00 AM to August 17th 2025 at 4:00 PM
Me and the programmer, IZZY_SOL, worked on the Godot 4.2 engine with the help of Github for conflict-free project sharing. His setup in the project allowed for an easy work session, where I used his scenes and egg_in_the_shell's art assets to create the three main levels.
Exposure to key elements that define the prime components of gameplay:
A key at the beginning for unlocking locked doors
A button for opening sliding doors
Both enemy types in the beginning provide opportunities to use your jump attack and understand the behaviors of the reticle UI
Split paths that encourage the use of your special ability, Save Scam
When in tricky platforming situations, using save scam allows the player to place down CapyCarp's signature 'Save File'. You first deploy the item, and when you use your ability again, you are teleported to where your save file was dropped.
This level is about pressure and choices. I started with the key at the bottom because I felt it would spark urgency for the player to take out the enemies and obtain a key before being overwhelmed by the rising grass floor!
Since this game is about speed running your play through, I set up split paths in a way where one can be navigated quicker using your jump attack, whereas the other is a safer option. The 'safer' option is the right path, which requires a key to unlock and a low enemy count.
This is meant to accommodate players wanting an easier experience versus a challenging one. I felt this was pretty hard to do since vertical platformers are challenging in general!
Level three assumes you've gotten comfortable with the game's controls and is difficult. Two of the keys pose as a red herring, but ensure your ability to take the safe path, versus a path that requires well-executed, consecutive jump attacks against a zigzag formation of freefly fish enemies.
LEVEL ONE
LEVEL TWO
LEVEL THREE
In addition to the four themes composed in Furnace Tracker, I made a list of SFX. I do not know a good way to share this on websites, but most of the sounds in this list were used and can be experienced in-game.
I recorded a couple of samples for some sound effects in Adobe Audition. Most of my effects were composed in Furnace tracker, and occasionally, I'd throw those samples in with my Foley work to do layering and FX in Ableton (Particularly using the noise crunch effect to help achieve the retro aesthetic).