Maya is back, and bigger than ever!
...Okay no that's a lie, she's just as big as she was in the last release. But there's still a lot of new things to experience! Play through 4 focused levels, each one centered around one of Maya's four unique powerups/transformations, and linked together portals that seamlessly bring you from one level to the next. Also try the level editor, which gives you the tools to create your own custom levels! These levels can also be linked together with portals, and if you've downloaded the game you can even share level files and play levels downloaded online! More additions are planned for the game soon, so stay tuned for future updates!

Controls:
WASD/Arrow Keys to move
Space to Jump
Escape to pause

Editor Controls:
Left Click to draw, Right Click to erase
Middle Click to move the camera, Scroll wheel to zoom in/out
Space to toggle between slopes/full tiles

Note: The browser version currently does not support downloading level files. They can be saved, but if you intend to make your own levels it is highly recommended that you download the standalone game. This will allow you to download level files to your own computer and share them with others.

1.0.1 Update (11/14/25):
Small patch to fix a major issue with custom levels and some minor control tweaks. Future updates will probably have dedicated changelogs, but this one's small enough that I'll list the changes here
-Fixed a bug that prevented loading custom levels
-Made Maya stick to walls easier
-Made it slightly easier to gain and keep momentum
-Made bouncing while fat less unpredictable
-Made the first inflated jump more responsive
-Adjusted how the momentum meter is displayed

Updated 22 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 4.3 out of 5 stars
(15 total ratings)
AuthorMaxDigital
GenrePlatformer
Made withUnity
TagsLevel Editor

Download

Download
Maya's Big Adventure 1.0.1.zip 30 MB
Download
Maya's Big Adventure 1.0.zip 30 MB

Development log

Comments

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(-1)

Pretend make a moba version for the ones who don't have a pc?

It's not ideal, but I've heard that the web version does work on mobile as long as you can connect a controller to play with. I wish I could do more to make the game more accessible, but I wouldn't even know where to begin porting a game like this to mobile.

(+1)

A very fun and silly game! Had plenty fun with it!

The levels were pretty fun and the abilities were fun to learn and mess with too, both the chonky and balloon form were a bit tricky to control but it doesn't take too long to get a hold and understanding of them. The bounce on the chonky form might need to be adjusted slightly cause it's very easy to bounce away and fast from whatever you were trying to reach, I found it funny but I can see how it'd be annoying. Balloon form is good though walking off a ledge doesn't put you in the floating/jump position/movement which can lead to some issues when trying to do the main stage 4 segment. Overall though, a fun game! Hope to see more to it in the future!


One bug I wish to report about the game actually is the custom levels, I'm unable to play any custom level I make on the downloaded version, neither testing or playing it from the menu works. I'm unsure if I'm doing something wrong or if it's just a bug, just thought I'd let you know about it.

...Shit
Yeah I'm having the same bug too now, that's pretty bad. No idea why it's not working now when it was just fine last I checked, but thank you for letting me know. Will try and have that fixed asap (and since the level seemed to save properly there should be no issue loading it when it is fixed).

Update, the issue has been fixed and you should now be able to play editor levels in the new version

Planning on writing a devlog soon talking about things that I maybe should've had an answer for before posting this game, such as what it's meant to be and my plans for it going forward. Ah well, hindsight is 20/20 lol.

If you have any questions for me, or questions you think others would like to see answered, leave them here and I'll try and have a more thought out response for all of them when I write that devlog.

more updates?

(+1)

Kinda wasn't expecting this to become one of those speedrun-bait precision platformers, NGL. Still a cool game, but I don't understand why it'd go that direction other than maybe influence from Silksong's release.
Makes me wonder how many average joes will play this and not even get to the flying power.

Also bug report: dunno what triggers it exactly, but the WG bounce sometimes likes to fire you off in an unexpected direction. I can't get it to consistently trigger, though.

Oh don't worry, I was a sucker for hard games long before Silksong (one of the inspirations for the original game at least in terms of visuals was Celeste, lol).
I didn't intend for the game to be nearly as difficult as those games, nor do I think it comes close to that currently, but I'll admit I did kinda forget that you're supposed to build up to that level of challenge over the course of an entire game first.

My next goal with the game is to focus on adding more mechanics to play with, and most likely any future levels made using those mechanics will have a more more tame difficulty curve to them. Also I've updated the game to make the bounce mechanic more predictable, so this issue is probably fixed now? Might still need some work but I'm sure it's better at least.

New update? Maya's Big Adventure just got bigger

Neat the momentem of base maya is very fun once she starts shmoving but like old sonic comes to a dead stop at an impass, The wall jumping was hard at first like I was doing it wrong but eventually I just addapted and now it works so I don't know. The bouncie form is both the most fun and moste annoyed I can get like those bouncy rings in mario but you are the bouncy ring. The floating took some getting used to I found myself falling too fast on the glide or masshing the button to stay afloat but it did make Maya feel faster at any time I wanted. The floating took more trial and error then was smooth I had assumed it was a number of flaps and then your back to basic and coulden't get through the top so I tried bringing it to the right with carfel ground hops then I found by holding the button you can pashoo yourself up but that losses the buff it wasn't until accidently landing while medium size did I realize touching the ground resets your flaps. Figuring all this out felt good to me but also I remember a younger me who would not learn anything unless told.

(+1)

So I tried out your game, and I was not having fun with these levels, specifically with stages 1, 2, and 4. 

Felt a lil tight in some areas, hard to progress due to how accurate ya need to be. And was there a dive for level 1 because if not, That's a long gap for a starting level dude. 

This just isn't very....replayable. If that's the right word. I would suggest leaving the tight and difficult stuff to the collectables/faster routes (if there was a focus on completing fast), and focus on making the levels more replayable with the current kit, easy enough to complete but hard to master. 

Tho what kind of game did ya want to make with this? 

For level 1, do you mean that gap right before the section featured in the screenshot? Cause if so, that's intentional: You can cross it with enough speed, but it's meant to be something that players will likely fail the first time around before they learn about Maya's momentum. And that's okay, because failing the gap jump just gives you the opportunity to learn to wall jump instead of punishing the player. I thought that part was actually some of my best level design, cause it's a split route whether you make the jump or not, and either way it can teach something new about how Maya controls.

The main focus of the game as it is right now is to serve as the foundation for everything that follows. The current levels are meant to be somewhat challenging (partially to push the limits of Maya's controls and better improve them, partially just cause I'm personally more fond of challenging games). But I'll be the first to admit, level design is an area where I'm not nearly as competent. That's why I put a lot more focus into the level editor, to give people the opportunity to make levels better than I can. I have a somewhat decent idea of what kind of game I want it to be, but I know I can't explore it's full potential on my own.

(3 edits)

If ya mean that first image, no the pit after making the wall jump directly above (ya run left, wall jump over a spike wall and now you're on a small platform over a huge pit you'll need to run back up if ya fail the jump, I didn't see another way up other than this long jump), that area made me very cautious and NOT WANTING to run since I'll need to run back up and jump back over the wall of spikes behind me, thus it was difficult to make the wide gap since I didn't have room to build up enough speed for the jump. Or that's how it felt to me, I didn't feel comfortable with the space I had to even consider running as a good idea. 


(Sees second paragraph) SOMEWHAT??? Dude did ya not playtest level 4, specifically a spike tower with tight gaps that match your inflated size. I quit at that part because I was not having fun, I could barely get past the 1st part of the tower, always popping or running out of air, I'm sorry but that's not somewhat, that's VERY difficult. Parts like that is why I would suggest leaving difficult areas like that as an optional but risky route, but also make a slower yet safer path around for those who aren't as into it. Who want to enjoy just messing around with the controls. 

(+4)

Good that the project still lives.

But there's still something to be indignant about. The first costume move set is too erratic. Walking is soapy, if you try to correct your position on a single tile platform, you'll just fly off from it.  Bloated form is just frustrating to navigate, especially near corners, it doesn't give  enough control.  (But ladder climbing animation is nice)

Second costume move set is way more controllable. Even the spike maze at the end wasn't as annoying as first two levels. 

Also wall jump is weird: You have to press towards the wall to reach it and to slide down more slowly, but holding towards the wall soils the jump too soon. And not holding towards the wall makes you slide down fast. So practically there's no window to release the button in time, you just have to mash hoping you won't launch yourself into spikes again.

And Maya's momentum is hard too control in general.

Also there's no "exit game" button.

(+1)

Thank you for the feedback!

I had gotten one or two complaints about the momentum recently, but nothing specific enough for me to act on it (I've been testing the game myself for so long that it just feels normal to me). Hearing about these specific points of friction is already giving me ideas for how to fix them, so I appreciate you pointing them out. Hopefully it won't be too long before I can put out an update addressing them

(+1)

Short but fun experience, animations are smooth and I adore the chibi pixel art

(+1)

He has returned!!

(+1)

We are so back!