Going back to Nortubel(?) and then a new setting: Krimb-Stone.
The inspirations for this setting should be obvious and it also highlights the “fake crossover” goal of my projects.
Added 6 levels and 4 cutscenes for this: Therefore 18 levels and 6 cutscenes in total.
You’ll also see relatives to the main cast.
Anyway, the passwords are "p4m3l4", "sh3lly", "b3rn4d", "b00k3r", "r1c0t0" and "phn34s".
* Added a cameo/guest appearance of Sarah from Dreams of Joy Departed, due to that game including a Nortubel reference.
* Added a Credits section/button in the game.
* Fixed a potential softlock in level 9, by allowing the Companion to return to the spawn area.
* Fixed a weird thing where the Crusher Bell clipped a few tiles before actually colliding with the floor by increasing its raycast (Not even sure how this happened, but before the fix it’d only work on the third level).
* (Hopefully) Fixed another weird thing where the Bell’s sound would be heard even with the volume settings being the lowest.
* New NPC type: “Trade” characters; Look for an item, give it to them and something happens in the levels.
* “Race” NPC where I tried to make the Player compete with fake AI in my limited skills.
(Don’t expect an actual system detecting the winner… maybe I could update the game just to add it later?).
* A potential system of using traps to combat enemies.
* A new Companion type made for the level used: Stella, Katrin and Pete’s cousin. She functions similarly to the Companions but instead uses “A” for the commands and “X” for jumping.
Stella is only used as a companion once, but she could inspire characters that act similar but with some differences, who knows.
* Enemy type: A guy that moves/left right and shoots a projectile based on the direction. Took a while to get this made how I wanted, because he could be a useful template for future enemies.
* Spitter Fish now can properly flip its projectile, so the “left” variation isn’t needed anymore.
* Nortubel’s horizontal moving plat has a new animation that is just a “flipped” version of the main loop; Nothing special but eh.
* Version of green endlevel door that only needs the Player.
Also updated the plans “doc” in both Google and Rentry form.
A hint for the next world in the next update is one with anthro characters, but I wanna make sure they look okay enough and in the way I want them to.
Again, if the game gets too big for some people, I’ll stop updating the HTML version and try to figure how to make the downloadable version not just being Windows only.
I got a lot of plans for this game, so somebody tell someone big and powerful to do something about whatever solar storm can happen next year and I also hope health/medical stuff doesn't get in the way either.
Development will definitely slow down in December.