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Nutsimilian

Started by alexman25, November 19, 2024, 01:32:57 AM

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alexman25

So, anyone who knows me here knows that I make Metroid hacks. But, I work on a lot of my own indie games, as well! I basically never share much about them, so I figured I'd make a thread for one for a change. This game is called Nutsimilian. A download for the current demo is featured here: https://github.com/alexman25/Nutsimilian/blob/main/Nutsimilian%200.5(1).html
Currently, there are roughly 180 unique tiles in the game.



The simplest way I can describe it is as a 2D Minecraft clone, but that's not exactly completely accurate.

It started out as a concept for a Minecraft-like game that can be played on Paper inside of a notebook, which dictated a lot of the core mechanics and art direction. The game is depicted on a white sheet of lined textbook paper, and the world is divided into "pages" instead of scrolling smoothly. All of the blocks or tiles in the game were inspired by those old Minecraft block magnets that one could play with on their fridge, though obviously my textures are original and at a lower resolution. The world does not update in real-time; similar to old Rogue-Likes and such, the world only moves when you do.

It was after the basics were implemented that I started really diverging from the vision of Minecraft. Instead of having rigorous procedurally generated worlds, the worlds in Nustimilian are far more random and chaotic, featuring a set of randomly scattered blocks above and below the ground level of pages. The ground level pages used to be just a flat line of grass with air above it, but at some point I did add some minor terrain generation to it. I might remove that, because I like the flat vibes, though we'll have to see.

There is no UI in the game. You add blocks to your inventory in a linear order. Inventory management is a very important part of the game.

There are no completely farmable resources. You can find things in the world, but once it is gone it is gone. Matter is neither created or destroyed, with one exception. You can, for example, grow a tree, but that still requires the sacrifice of water to achieve. Your world's resources will deplete, and you will have to venture further and further to find more. Garbage will build up and you have to deal with it intelligently. Resource management is extremely important. Due to the infinite nature of the world, you will never truly enter a lose-state where your game is unsalvagable, but if you are inconsiderate of the environment you will find yourself having to move away from your home.

As a result of there being no UI, crafting is done differently. Tiles can be transformed into other tile types by being placed next to other certain tiles. For example: Water next to dirt transforms the water into air and transforms the dirt into mud. A hammer placed on top of a stone will turn into gravel when the player walks on top of the hammer. Two different kinds of tiles could even be hammered into each other in some circumstances.

The controls are as follows. You can click on a tile to pick it up. You can left click to place the least recent tile you picked up, or right click to place the most recent. You can press space to dump your entire inventory into every available air tile on your current page. Use the arrow keys to move around, and Z to jump. Pressing down does nothing except for tick the world without you moving. Press the "1" key to load a player skin (Very buggy!). Press "2" to save the player skin currently being used. Press "3" to save your world. Press "4" to load a world. Press "[" to export the game's tile behavior data. Press "]" to import tile behavior data (Mod support, woohoo! (enter "y" when prompted)).

As for how to beat the game? I dunno, I think trying to beat it isn't really the point. But, if you want a goal to work toward, try to obtain a green crystal, or climb 100 pages into the air!


Tower

is this real game? I cant find any video of gameplay on youtube?