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A jam submission

Project Nortubel (Still WIP)View game page

A 2D "escort mission" based game in Godot
Submitted by EyeBall Tank — 24 days, 19 hours before the deadline
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Project Nortubel (Still WIP)'s itch.io page

Results

CriteriaRankScore*Raw Score
SOVL#54.0004.000
Graphical Presentation#52.7502.750
Gameplay#63.2503.250
Concept#83.0003.000
Audio Design#112.0002.000

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Description Within 1 String
Help your siblings get to safety.

Game Title
Project Nortubel

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Comments

Submitted

I'm not feeling this concept. There's a massive amount of feature bloat which is an indicator that the game design isn't well focused (I've been there too). The escort mechanics would make a lot of sense if it was centered about wholesome family relationship, but then there's 3 pairs of characters introduced at once and swapping between them prevents me from caring about any of them. There's also knife stabbing right next to the kids, what the heck.

Making a game like this is no easy task because you will usually be fighting against AI or in this case juggle with different controls in a clunky way.

I'm giving up at the ball kicking. The one with tumbling down on blue blocks seemed to be nearly pixel perfect for me because of how many attempts it took, and the next level was even worse. It's also bugged because it looks like I have to collide with the ball bag again by jumping before I can kick again.

The oddworld inspiration makes sense now since I never played it. My thoughts about this game are, what if you took some inspiration from Ico?

Developer

This game is a result of me wanting to use characters I thought of in something and getting too ambitious and even confident at times.

I still want to see it somehow finished (Even if still rough) so I could do a simpler game next.

The ball bag always gives a new ball if touched again, I just have yet to make it always giving a new ball if you kick it while touching the bag.

By Oddworld, it's some basic stuff to do with "calling" a character but also the control scheme (Like its PS1 port as a reference) because someone once said the game had too many inputs, hence the Q combos.

I try to have things like books with info and NPC stuff as attempts to "expand" the characters.

With Ico, I guess the one thing I'd love to take but perhaps in a different game from the start is the literal hand holding mechanic.

Deleted post
Developer

Thanks, I might add:

* The "Q+" scheme is from someone saying the controls had too many buttons, so I tried to streamline it and even used the PS1 version of Oddworld Abe's Oddysee as a bit of reference. This also lead to the speech balloons from the Player.

* There are indeed limitations (And also how the game ended up being structured behind-the-scenes) that lead to certain design choises.

* Originally, sprites had a bit more detail and thinner lines but I made them different.

* Part of why visuals are weird is because of something resolution related I stumbled upon and can't seem to fix it, so I sort of gave up.

* Things meant to be solid (Like platforms) or interactable (Like switches and NPC's) have black outlines while decorative stuff either has different colors or a lighter shade of black/gray as outline colors.

* But at some point, I could redo some visuals if I figure out how.

Submitted

A very interesting game with many cool ideas and a lovable cast of characters. The control-scheme is hard to use and will need polishing, specially so getting a child companion to use and clear a ladder, but there is much love and attention that has gone into this project so I recommend giving it a proper try and not giving up once you face the first hurdles mainly created by the controls. 

It is in my estimation a sort of adventure/puzzle hybrid, which may not be apparent at first but will become clear once you have cleared a couple of the levels. I think this one will turn out great, and I recommend trying it and follow the project as it progresses. Dev posts progress often and it is fun to watch as it grows. Once this is polished and the control-scheme perhaps simplified a bit it will be a fucking gem.

Host

Hey thanks for submitting,  looks cool!

Developer

I also had to make sure the thumbnail had a PNG version of the name if you were to right click and see the image in a new tab.