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Project Nortubel Demo (WIP)

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Author Comments

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 such as goals, current issues and credits 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/A.
  • Right movement: Right arrow key/D.
  • Jumping and Climbing/Swimming upwards/Quitting ball kick attack: Up arrow key/W.
  • 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 the Companion character if the command system gets really hard.
  • P: Play as the Player character again.

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.

On itch, you can download the game on Windows only https://eyeballtank.itch.io/project-nortubel

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.

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Credits & Info

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Faves:
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Votes
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Score
3.20 / 5.00

Uploaded
Apr 22, 2023
11:10 AM EDT