Embark on an underwater adventure as Kermit the hermit crab! Progress through the world to find shells that will change your abilities, help you  solve puzzles, and reclaim your lost treasure.

Controls:
-WASD/Arrow keys to move
-Space to Jump
-E to pickup or drop a shell
-Left shift to throw a shell
-Escape/R to go back to the last checkpoint

Made by:

Programmers:
-https://fruiteyloops.itch.io/ 
-https://aaylith.itch.io/

Music and Sound Design:
-https://carmy01.itch.io/
-https://forcy.itch.io/

Art:
-https://turtletennis.itch.io/
-https://jyken.itch.io/

Thanks for playing !

Comments

Log in with itch.io to leave a comment.

loved it even at the start

This is a masterpiece, loved every second!!!

Nice game!! I like the animations and the fluidity of the movements
Overall a fun and engaging experience
(1 edit)

Woah nice game! Good aesthetic and great music, fun gameplay and challenging last level that made me feel big brain hah

Oh and you can very often carry on items from the last level if you jump and pick up an item at the same time, so if you added cool rewards for unlocking secrets using items you're not supposed to have that would be very fun

(+1)

Hi!! Here the music composer haha thanks for your words about the game and about the music. Also that's a very good idea actually, it would be fun to have those kind of puzzles as well ;)

Nice work! I played this to the finish, great artwork (love the Metroid vibes on the bubble platforms), great music, and the item mechanics and puzzles worked smoothly and were fun to beat. There was a good amount of gameplay, too.

It's also an unusual game in that the principal challenge of the game (and cause of almost all my deaths) was overcoming the momentum in the character controller.  Small movements can be done under perfect control, but pushing a direction for a bit longer gives you a long continuation of momentum after you let up on the direction key -- longer than what I typically see in platformers.  Jumps have to be hit "flat", so that you're not pushing in any direction on or before landing.  I could see that this could frustrate some of your players, as it's not what platformer players are used to, but perhaps that's just a convention and not a reason to change (after all, over time I adjusted to it and it made the game more challenging, and challenge is good).  In any case, I thought I would mention it in case that's helpful feedback!

Nice work!!

(+1)

Thank you for the kind words. While the momentum system was partially implemented to our game, we are most likely going to hot-fix it as we didn't intend for our game to have the difficulty that it does as being developers we're naturally more used to our game's movement haha!

(+2)

Turns out it was actually a bug all-along and it was creating other unintended problems so we removed it. Game is now patched with more tranditional platformer movement.