Modding > Spelunky 2 > The Gugubo Trials
- By:
- Gugubo
- Downloads:
- 639
- Mod Type:
- Mod Pack
- Install Code:
-
tgt
- Added:
- 2 years, 7 months ago
- Last Update:
- 1 month ago
- Average Rating:
Details
This mod features 28 custom kaizo levels with occasional puzzle elements. See these videos for more info:
- Trailer
- Guide (all levels)
It might be difficult, but everything is consistently doable. No stupid jumps*. If you have suggestions for changes or if you find highly RNG-dependent elements, don't hesitate to ping me.
How to Play
Enter the main door to start a new run. If there's already a run started, this will reset your progress!
Progress should be saved automatically when you return to camp. Closing the game in a level transition will not save that last level!
To continue a run, enter the Continue Door to the right of the main door.To play individual levels, select the level number in the main menu and use the shortcut door to the left of the main door. *If there's already a run started, this will reset your progress!
If you complete all levels, please send me your save file so that I can compile some statistics! You can find it in your Mods folder: Mods/Packs/fyi.tgt/save.dat
Reviews
"I'm experiencing feelings." - Kymiro
"You can put whatever quote you want from me on the mod's page." - Also Kymiro
"This hack is jumbling my brain." - Kymiro again
"these levels are so cool but scary hard" - Cloiss, Top 25 Speedrunner
"people should try this mod" - qPat
Credits
Big thanks to @JawnGC and @JayTheBusinessGoose ! This mod is based on Jawn's Spelunker Trials which uses Jay's Level Sequence.
I could not have made this mod without them! More thanks to everyone in the modding channels and everyone whose stream I had open while making this.
Q&A
Q: How long did it take to make this mod?
A: About a month (2022-01-08 to 2022-02-10), but it would have taken much much longer had I not had the work of others as a base frameQ: I'm stuck. What do I do?
A: Try watching the guide. If you consider yourself stuck despite that, Spencer's Position Codes might be helpful. You can also try doing levels out of order using the shortcut door - the difficulty varies and some later levels are easier than earlier ones.Q: Why would I send you my save file?
A: If I get a few different ones from people's first clear, I can compile them to assign a difficulty rating to each level, see which levels are the most or least difficult, and maybe make some graphs out of it.Q: How do I send you my save file?
A: The mod's save file should be in your Spelunky directory in Mods/Packs/fyi.tgt/save.dat. You can (for example) send it on Discord: Gugubo#6966Q: What do I do if there are olmites missing in 6-3?
A: Try clearing cache and updating to the nightly. You can do this in Modlunky, in the Playlunky tab, on the right side: Make sure your Playlunky Version is "nightly".Q: There's some other gamebreaking bug
A: That's not a question but if you find anything like that, please ping me!
Changelog
v1.10 (2024-09-02)
- Update LevelSequence to 2.4 (thanks Jay)
- Update code
- Fix bug where clear time was subtracted from total time
v1.09 (2022-02-22)
- Dwelling-4: Add secret idol, make section between Quillback and Turkey more open
- Volcana-4: Make spikeball-lava-jump easier (and symmetrical)
- Jungle-2: Make torch throw more lenient, change start to be slightly faster, make a vine one tile longer, remove one ceiling-tile from vine jump over thorns
- Jungle-3: Redesigned upper section
- Tide-Pool-1: Add secret
- Temple-1: Make companion cube more fast-paced, make some changes to terrain, make last jump easier
- Temple-4: Change lava jump and TNT push
- Neo-Babylon-1: Add one spark with same timing as lava pit spark trap (to help with timing)
- Sunken-City-1: Extend clone gun shot range for easier cloning, make clone gun delivery corridor more open
- Sunken-City-2: Remove clones from previous level, lower one switch, prevent cheese of long throw and put it one tile to the left
v1.08 (2022-02-19)
- Dwelling-1: Remove control jump, add bear trap, add some wood, make arrow dodge jump easier
- Dwelling-2: Add one ladder to make most difficult ladder jump easier
- Dwelling-3: Make timing in second section more lenient, change torch indicator
- Jungle-4: Remove push block and add torch indicator pointing to the non-idol-way
- Tide-Pool-4: Change torch indicators to be consistent (where you stand instead of where blocks fall), change timing block to timing tower
- Neo-Babylon-2: Make lava pit one shorter
- Neo-Babylon-4: Add one laser trap (below TNT) as indicator not to go that way
- Sunken-City-3: Make landing at the base of bubble wrap tower easier, add custom timed force fields to help with timing
- Sunken-City-4: Make jumping up from long crush trap corridor easier, remove second thorn jump
- Add more stats to win-page (also putting the levels of an area on one double page each)
v1.07 (2022-02-17)
- Jungle-1: Freeze mosquito
- Jungle-4: Prevent idol cheese
- Temple-1: Make section faster
- Temple-2: Remove one mummy, make first lava pit shorter, add torch indicators for crush trap ledges
- Temple-3: Remove tiles to prevent fall damage, make corridor smaller to prevent unwanted trigger of small crush trap, move switch one tile to make it easier, add tile for optional line up for ledge grab, fix big cheese
- Temple-4: Remove one block to make jump from first small crush trap easier, allow ledge grab on small crush trap over lava, allow walking off elevator
- Neo-Babylon-1: Make last lava pit shorter, make spark traps deterministic, change elevator phase
- Neo-Babylon-3: Make tall olmite stacks static, add torch indicators, make throw to trigger first TNT easier, add one laser trap and remove one, make jump from force field consistent (and doable two ways)
- Neo-Babylon-4: Change timed force field phase, put first bubble one tile to the left, add some spark traps (mostly harmless), add decoration (zoo and Qilin)
v1.06 (2022-02-15)
- Dwelling-1: Remove misleading platforms, add torch indicators
- Volcana-2: Make first lava jump easier
- Volcana-3: Add one tile to make cauldron throw easier
- Volcana-4: Make start easier, add torch indicators, remove blind jump, prevent first push block from being pushed down
- Jungle-1: Rename, make last part easier
- Jungle-3: Lower avalanche by one block, add torch indicator (to avoid arrow not being on fire), less thorns in top section
- Jungle-4: Change ledge grab at the bottom to be easier, add torch indicators, add optional idol
- Tide-Pool-2: Make second octopi jump necessary, make first octopi jump easier
- Tide-Pool-3: Make pole at third-fish-section one higher
- Tide-Pool-4: Add a lot more torch indicators, add push block as timing indicator, make some timing more lenient, make arrow trap easier
- Temple-1: Prevent slight cheese, make one section faster, make overhang jump easier, change last torch to be lineup for whip
v1.05 (2022-02-11)
- Volcana-3: Lower platform to make jump easier, add more indicators
- Volcana-4: Add a torch indicator
v1.04 (2022-02-11)
- Dwelling-4: Prevent code from preventing caveman from spawning
- Volcana-2: Add indicator torch for blind jump, fix some cheese
v1.03 (2022-02-11)
- Dwelling-3: Removed an arrow trap, added one block to catch an arrow, added push block so you can get on top spike floor to look down, made exit look nicer
- Add version to save file
v1.02 (2022-02-11)
- Dwelling-2: Made one ladder jump easier and added a viewing window to see what the arrow traps do
v1.01 (2022-02-10)
- Replace thin ice texture with info how to fix missing olmite stacks
v1.0 (2022-02-10)
- First release
Smallprint:
*Some jumps might be stupid but there's no stupid jump.
Downloads
Latest Download
Downloads | Name | Uploaded | |
---|---|---|---|
8 | TGT_v1.10.zip | 1 month ago |
Past Downloads (10)
Downloads | Name | Uploaded | |
---|---|---|---|
459 | TGT_v1.09.zip | 2 years, 7 months ago | |
24 | TGT_v1.08.zip | 2 years, 7 months ago | |
34 | TGT_v1.07.zip | 2 years, 7 months ago | |
21 | TGT_v1.06.zip | 2 years, 7 months ago | |
40 | TGT_v1.05.zip | 2 years, 7 months ago | |
4 | TGT_v1.04.zip | 2 years, 7 months ago | |
2 | TGT_v1.03.zip | 2 years, 7 months ago | |
2 | TGT_v1.02.zip | 2 years, 7 months ago | |
21 | TGT_v1.01.zip | 2 years, 7 months ago | |
8 | TGT_v1.0.zip | 2 years, 7 months ago |
Preview Images
Comments (4)
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I take back everything I said earlier. /The jump/ is a lot harder than /the volcana 2/. I think my opinion of /the volcana 2/'s difficulty was inflated by the (time it took to get there + time of pre-jump deaths).
That said, over a course of 16 successes, it took an average of 4.25 jumps to make /the volcana 2/. I stopped recording trials of /the jump/ because the average was like 18 by trial 4/16.
"*Some jumps might be stupid but there's no /stupid jump/."
I'mma tell you I make the /stupid jump/ more often in normal runs than I will ever make that one jump in Volcana 2 (right after push block). I am actually inclined to make a plot of "average jumps to make /the jump/" vs "average jumps to make /the volcana jump/". Expect an edit to this comment.
Other than that, so far I'm having tons of fun, Dwelling 4 is my favorite level so far, then Volcana 1, then Dwelling 3 (even though it took me 5 whole hours).
Very well done.
Congrats on releasing this btw :)
Will go through after finishing Spelunker trials Vol.2. Expecting it being as difficult as spelunker trials 2. The screenshots makes it appealing.