Project Nortubel (Still WIP)
NOTE: Downloadable version works on Windows 10 so far, not sure when i'll make versions for Mac or Linux.
I now tried an HTML version to see if it works.
This is a game about 6 friends lost in strange places and you play as the older ones, who must help guide their younger siblings.
Note that this is my first game and i still got stuff to learn about Godot, so expect some isses and i need a lot of feedback and analysis.
A reason why this game exists is because of a project of mine where i just ended up with too many character and setting ideas, so i felt like they had to be used.
Github page, which has much more info https://github.com/EyeBallTank/PROJECT-NORTUBEL-main-ish
And a rentry link with all the plans I have for the game: https://rentry.co/nortubel-story-plans
Controls for now (Could change):
- ESC for the Pause Menu.
- Left movement: Left arrow key.
- Right movement: Right arrow key.
- Jumping and Climbing/Swimming upwards/Quitting ball kick attack: Up arrow key.
- Climbing/Swimming downwards/Ball kick attack: Down arrow key.
- "Follow me": Q + Right arrow key.
- "Stand still": Q + Down arrow key.
- "Run away" which is almost opposite to FOLLOWME: Q + Left arrow key.
- Companion jumping and "interactions" like attaching to the Ladder: Z.
- Melee attack: E.
- O: Play as Companion in case command system gets hard.
- P: Return playability to the main player character.
I also had to rush out a demo due to IRL stuff, so again give me lots of feedback and report as much problems as possible.
Current issues that may need fixing (And i may need help on):
- I tried implementing a Save/Load system but it doesn't work; If you're interested in helping me, you may want to know more about my game's structure and the way i did things since Save/Load stuff is still alien to me.
- The new method of commands (Pressing Q + left/down/right) isn't perfect but it's the alternative to having more buttons to press (One issue it has is if you press Q + left/right when on ice, it stops the sliding like the ball kick attack).
- The current Pause Menu scene isn't AutoLoad/"universal" because it's set as a node under a CanvasLayer scene in each level, so i may have to make this as an actual recurring game scene.
- The Pause Menu doesn't pause the SceneManager's scene changing animation: Therefore the scene changing animation still plays and changes the scene (And i only didn't make the Pause Menu AutoLoad because i don't know how to make it unavailable in certain scenes like the Main Menu).
- If the Player is on a different state type (Like swimming) from the Companion (Like walking normally on floor), then you'll get weird movement from the Companion.
- CHANGED (But maybe could be done better): Current health bars are attached to the main characters but i used CanvasLayer nodes to put them on the screen like a HUD/UI system.
- Small things like how when a Falling Platform disappears or when pushing a Pushable object the Player and Companion have small/subtle physics differences that just look weird.
- I guess the Companion's swimming could be slightly better though right now it doesn't bother me that much. It's okay at least.
- Maybe the Water scene in general is a bit messy.
- There may be a subtle bug on Companion during "Pushing" animation where it returns to "Running" while on PUSHRUN state i guess.
- Level design in general since even if i get enough working/functional mechanics, i need to use them well, make the game fun and be creative.
- Art in general because even if some art here is placeholder/test based, my art skills are still a mess and i try to get creative with weird methods like tracing over 3D models.
- Visuals in general are weird because of the resolution, so the game looks like it has pixels moving/changing on their own; I'm not sure if it has to do with the camera, window or the art (And this issue may get even more complicated to fix because of small details and overlooked things to consider).
- Controls/Inputs need to be better and not feel annoying.
- The soccer ball's bouncing sound may still feel weird, at least based on how many times it should play its sound.
- The sound for the Pushable vase doesn't loop in the way i'd like to, even if it technically works.
- The off-screen pointer for the Companion is placed weirdly but i did all i could do based on my knowledge.
Updated | 9 days ago |
Status | In development |
Platforms | HTML5, Windows, Linux |
Rating | Rated 4.0 out of 5 stars (5 total ratings) |
Author | EyeBall Tank |
Genre | Platformer, Adventure, Puzzle |
Made with | Godot |
Tags | 2D, Godot, Singleplayer |
Install instructions
It's an exe file so far and it's the first time i export a Godot game.
Edit: Now you can play it on browser.
Development log
- 7/Nov/24 update9 days ago
- 30/10/24 update17 days ago
- 20/10/24 Nortubel part 8/Untotern28 days ago
- 9/9/24 Nortubel part 7/Herrko69 days ago
- 10/Aug/2024 Part 6/Lahiurn99 days ago
- 1/Jul/2024 Nortubel part 5/BrinkaedeaJul 01, 2024
- 01/May/24. Nort part 4/GreklovickMay 01, 2024
- 07/Apr/2024 Some tweaks and 2 guestsApr 07, 2024
Comments
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Finally playing the new update, as usual, will be writing down my thoughts as I play.
I am playing it from the beginning, only using the switch between character commands to see how it feels. I will say this: ladders are easily defeatable with the player changing, the toughest enemy in the game has been severely nerfed.
Couple of levels in I have to say the game feels very different this way, it feels more like the characters are cooperating rather than the elders siblings leading and helping the younger ones. It's definitely not bad, just different.
The game is a whole lot easier now, which I think will work to your benefit.
Found a bug: if you try to walk backwards in the section where you are riding in a van, the van keeps spawning.
Sun/moon mechanic is more visually interesting with the additional pixel spritework.
As I am playing through these earlier levels I am always sort of stricken by the sheer amount of ideas put into this, it really is a wonderful world.
I won the running competition this time 8).
Money pickups in Krimb-stone one does not seem to work. Seems none of them work.
Rhew-phi clubname, I missed the pun last time.
Transition from water to ladder is a bit rough for the child characters, did not seem as wonky for the elder sibling.
I ship Booker and Stella, lovely cutscene overall.
Durable cheeselore.
Barney Mackenstein figured out the deeplore before anyone else, the monkeyman knew!
Unlocked the treasure chamber, could not pick up the chips. Maybe I have triggered some sort of consistent bug with the coin pickups.
Messag-Coav is a cozy world, lots of nice character designs, good change of pace after Krimb-stone.
Did not expect some relationship intrigue going on in the background of this part.
Quite enjoyed the train-section. Fotboll challenge section was nice too!
Love this game, hope your health gets better!
I am curious how the coin messed up because I've played the Krimb levels and they seemed fine.
Are you sure you didn't reach the limit of lives? I think I should've clarified that in a text, even if tutorials already feel bloated to some people.
In this update, I thought of increasing the count of lifes and coins.
The switch between water/ladder states is weird.
I do need to remember which levels does that situation where you go from swimming to climbing happen, so maybe I could figure out something (So far, I recall the first tutorial level and Krimb level 2).
In Atlantis, I added a moving platform that sort of makes it easier to leave water.
The van part at least I fixed it some time ago because of a stream.
Booker is more of a father figure to Stella, I once thought of a part in the game where characters discuss family stuff and even mention why Stella loves Booker that much.
Treasure chamber, you mean the slot machine at the very start of Massag-Coav?
Speaking of health: I got an appointment later this month, so there's that. But still, thanks.
I might have reached max lives, kept picking things up and did not die. Coins is just fun to collect, even if you never get to use them, just raise the bar a ridiculous amount.
Might have missed that particular conversation about Booker and Stella, which reminds me, some of the map conversations that continue should maybe be possible to be forwarded by pressing interact, you have to wait for them now if I have understood things correctly.
Yes, treasure chamber was the slot machine room.
Forgot to mention that the photobooth was really cute btw.
Hope your appointment goes well!
Conversations between NPC's are an animation that restarts whenever the player chooses to listen to it.
(And the lines/names/sprites are customizable in specific instances of the scene).
Since cutscenes have speed buttons, "skipping" lines in convo NPC stuff would be similar.
I also made them slow because sometimes, some convos have lots of text, so there could also be an issue where the player doesn't read some text in time.