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A jam submission

Ellie and Osh: Early Alpha DemoView game page

A 3D Platformer Collectathon about a cartoon couple beating up an old man in his home.
Submitted by OshMakesGames — 2 days, 13 hours before the deadline
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Comments

Submitted (1 edit)

This game is like if Super Mario 64 and Sonic Adventure had a baby.

In its current state Ellie and Osh isn't really a game. It's a test level with all sorts of assets strewn about. Moving around as Osh feels satisfying and I liked just how many ways he can move around the level when the various obstacles are involved. I really liked going up slopes like it was Sonic. I liked how Osh slowed down and sped up. Though when going in the loop de loops I had to awkwardly move Osh around to keep him on the loop. The camera also obscures the player. But I'm sure this is an artifact of this game being so early in development. 

I didn't like him main bat attack. The small hitbox of the bat makes me end up  getting hit instead of hitting the enemies (not that the enemies are much a threat anyways). Luckily the homing attack is effective (does the homing attack home in on springs and other obstacles? If not it should). Also when swimming Osh feels like he's going too slow or too fast.

I enjoyed this little playground and plan on collecting more goals. I'm excited to see an adventure form from this. This is a solid start.

Submitted (2 edits)

I didn't tried the online features, but gave it a go on single player. The character art style is great! I really like how you did the 2D head, and the 3D body mixing well with each other. The animations and expressions are very good.

On the movement side, it felt like a mixture of Mario 64 with 3D Sonic. Quite an interesting choice. I really like the momentum mechanics that you added, like running on the walls, and having acceleration on the character when you try to stop. Also running on the loops. Although, when I touch the sonic speed boosts to get into a loop, If I tried to steer the character, I would often fall. I had to let go of the stick and let it auto pilot me, which is not as fun imo.

I noticed that when walking arround, I felt some kind of jitter. I don't know if this is due to the online code, but it can be due to Godot Physics. I had a similar problem, that was fixed by instaling Godot Jolt physics engine.

The camera would some times get stuck on walls or on the floor.

Speaking of the camera, there were some parts, like ascending bob-omb mountain, where the camera would try to reposition in a specific angle. I get what you are doing with it, but I felt it was quite disorienting. Perhaps it would be better to always let the player have the control, except on some sections like the 2D section. And when you take the control away, take it fully. Don't let the player control the camera at all.

The "jump poles" seems like a great idea, but right now they work in a very wierd way. I could not make them work, as I would often miss the direction I want to jump, and repositioning in the air was very dificult. One thing you could do, is make the air control more lenient.

On Emerald Coast I would fall onto the water, but clip under the level, and had to go down and respawn.

I was able to catch 13 of the 17 goals.

Overall, fantastic demo. It show's a lot of promise!! I'll be following the progress.

Also, you did a bunch of things that I need to add on my own game, like climbing poles, sliding down slopes, and having that "break effect", when suddently holding the oposite direction you are running. Can I persuade you to teach me how you did some off that stuff?

Developer(+1)

-I don't think anyone tried the online, and that's okay. It has a "Tag" mode, but other than that, it's the same as the single player, but there are other people in the world, assuming other people connected.

-Yeah, I need to alter the loops a LOT, but I don't know I'll have a ton of loops in the final version. We'll see.

-It's the Godot Jitter. You're saying Jolt Physics can fix this? I'll look into it.

-The camera is absolute ass. I'm going to completely gut it and replace it.

-As for the "Always let the player have control" my plan is to have two modes like Mario 64 that you can swap between. One being complete free cam, and the other being "drift toward points of interest". Both are good for different players.

-The jump poles... You might be right. I might need to limit them to 8 directions. Or, perhaps I'll set it up to have an aiming retical thing like the swinging pole? I don't know. I'll look into it.

-Emerald Coast is just glitchy as heck, generally. I cannot seem to fix the water in it, and I cannot figure out what is causing it. I don't know how much effort I want to put into it, because, I mean, Emerald Coast won't be in the final, you know?

-That makes me really happy, that someone had a good enough time to get 13 of the goals. Thanks for playing!

Also, I would love to teach you how to do a bunch of the things I did, as long as you teach me how you made your level. Is there any way I can get a hold of you?

Submitted

For sure! Add me on discord. I can show you how I made my camera aswell, for inspiration. Maybe it will be usefull. My discord name is lucardo. You can also find me on the AGDG discord.

Submitted

Mid air dash is pretty OP right now. If you spam jump + dash you can traverse the world much faster than just regular running.

The double jump needs more height to be worthwhile.

The poles that launch you are really hard to control. I actually think it would be better if these sent you in scripted directions instead of having the player angle it.

Body slam feels weak. Not much anticipation in the animation at the start and you don't fall nearly hard enough imo. Also seems like a missed opportunity to not be able to directly go from body slam -> crouch jump to mimic the bounce mechanic from sonic adventure. If I try to do this I will always do a regular jump even if I hold ctrl to try to get into the crouch animation.

I noticed while jumping off slopes the player is always launched vertically. I'm not sure about Mario, but in Sonic the player is always launched perpendicular to the slope. Can't say for sure if one or the other is necessarily better but I think it would make more sense at least on steep slopes if the player jumped off at angle.

The baseball bat spin attack has very tight hit boxes currently. It's harder than it should be to hit the skeleton dudes without getting hit yourself. I did see ITT that you'll be reworking that though.

The newer model is definitely an improvement but I actually think a 100% 3D lowpoly model could look even better. It's very obvious that the head is a billboard 2d sprite and the stiffness from the limited rotation frames of the head clash with the smoother rotations of the rest of the body. Alternatively, you could try limiting the number of rotations of the rest of the body instead.

I think I'd have to play a proper level first to comment more on the player controller. I'm not exactly sure what you're going for in terms of playstyle but I do like the general movement you have so far. You should check out Spark the Electric Jester 3 gameplay as a reference if you haven't already. That dev implemented similar platforming physics pretty well.

I don't really know how to play these kinds of games but I gave it a go: https://drive.google.com/file/d/1cL_t573f-ykP3sqGXZIvxmbgIE5soV32/view?usp=shari...

(I'll have to delete the video after a week to save space)

What if mario had a kid but gave it up for adoption and sonic raised it? You'd get this kid.

Pretty good, I don't have much more feedback to give than the stuff others said. Though, to me, the swimming particularly stood out. It's really shallow and boring, there's literally no energy to it. I expected swimming like in the original Majora's Mask but it currently works like in the Majora's Mask remake (which ruined the swimming).

Developer(+1)

See, I never played Majora's Mask and went off of videos of it. You're not the only person to complain about how lackluster the swimming is. I'll look into it and make it better. Thank you for playing my game!

So, it's a Mario64-like Essentially?

Seems like general Movement Systems are there and work, but need improvement. Swimming didn't feel Fun, When entering a Looping, you should steer into it when running Straight forward, You lack the Triple Jump Option from Mario, or anything similar, but have a Doublejump which seems to not gain any real additional Height, you slide when stopping swimming on the Ground, The Bouncy Wall Things are unintuitive at Best currently I think, with having to press Down to go up, you have basically no Feedback on Attacking anything, getting Hit or otherwise. Sprint seems useless, considering it's all about moving anyway, same with Crouching. Maybe just have a ramp up in Speed the longer you move, so you can tap it slowly or move the Controller only a bit to walk slowly, since this seems to be designed around Controller anyway.

Personally I don't like the Artstyle, but that's a mix of Placeholder Assets and just personal Taste obviously. 

Not much else to give Feedback on, this is a movement Game, so Movement is basically the one Thing you need to get absolutely right and have it feel Good. And there's barely anything else in the current State anyway, and especially nothing that didn't seem to work as intended, it's all just very early and barebones.

Submitted

Some notes about the character controller I want your authority on:
>I wish the butt slam had some more umph to it?
>The stationary sonic sprint dash feels redundant compared to just holding sprint?
>Thoughts on just having sprint default? I hate holding sprint buttons in games where you're moving like that 90% of the time.
Controls like a dream otherwise, great job!

Developer(+1)

-Butt Slam: I'm working on it. Making it faster as well as, when landing, making it slightly shake the screen or have an effect or something.

-Stationary Sprint Charge: It's in the game purely for VERY specific situations. When you're on a very small slope, I want one to be able to Slope Jump. No problem with having an extra movement option that most people won't use, right? 

-Sprint Default: I plan on having an option for the current control scheme, but also having one where the run button is a toggle. Like, you hit it once, you run, or you hit it again, and you walk, etc.

Thanks for playing, GasGod!

Played for a short duration - character's head is impressively done. Has a lot of charm and it was nice to interact with all the devices. Seems like it's got a bunch of conventional 3d platformer movement designs, maybe trying to figure out what works? Feels like the dev understands what makes games like these good. Doesn't feel quite as fluid and in control yet. Unexpected movements happen. Excited to see where it goes.

Developer

-Head: Thanks for the compliment! I like it as well. Trying to make the game looks like a cartoon.

-"trying to figure out what works": Yeah, I'm still trying to figure out the level design. The current level is just a playground to eff around in, so to speak. It's not representative of what a real level will look like.

Thanks for playing!

Incredibly solid effort if a bit janky. The character design is a massive step up from what was seen in the earlier webms. The character doesn't move as fast as I'd like but it makes more than enough sense for him to move at the speed he does given this is also inspired by Mario 64. Level design and gimmicks are very fun, finding the collectibles is super rewarding. +1 for the game supporting 4:3, -0.5 for the HUD stretching vertically when playing in 4:3. For how difficult these games are to program this is a miracle, in a bubble its very fun but needs improvement (most noticeably the camera needs lots of tweaking).

Developer

-Thanks for the compliment on the Character Design. I looked at the previous placeholder art, and was unsure that I could really do much better, so I drew over and over, and I think I did a lot better this time around. I tried to take design style impressions from both Sonic and Mario, including the proportions of the limbs/body and the design of the head.

-Well, the character can move up to a little over about twice as fast as his dash speed if you find a really big hill and run down it. I provided a massive hill for this purpose right near the farm. When running, Osh controls like "Sonic Adventure" Sonic, but closer to "What if he was in his spindash ball all the time". Due to this, he can gain a massive amount of momentum quickly.

-Yeah, my game changes its internal resolution based on whatever the window is, so it can technically support any resolution.

-That is an incredibly nice complement. Thank you!

I'm glad you had fun playing my game! It's very early alpha, so, I'll eventually have more updates. Thanks for playing!

-Air dash is crazy fast, idk why you would charge to run when air dash is instant. Also, if you spam jump/airdash in midair you can do a second one midair to go even faster.

-Artstyle for main character is neat, haven't seen it before.

-I played for a bit and got one star in bobomb battle field, but I'll leave it there since the main crux of the gameplay is superfast sanic stuff, which I'm not familiar with.

Good luck with it.

Developer

-The "airdash into double jump into airdash" thing is on purpose. I wand things to chain into other things to have a really high skill ceiling.

-Thank you! I think it's neat as well. I'm trying to make it look like you're playing an early Genndy Tartakovsky or Craig McCracken cartoon (think Dexter's Lab, or Power Puff Girls)

Even though it's not your cup of tea, thanks for trying it! Have a good one!

Submitted (1 edit)

I'm surprised at the movement and abilities.

Not sure about making "interact" in the same button as "dash" because there's always that case of the player intending to do one or the other, depending on the situation.

Found an area with a "2D gameplay" thing, though the camera seemed a bit too above the level.

I've had situations where, after respawn, the camera got stuck in some places.

Even when I left bob-omb field and returned to the main HUB, the camera got stuck in some place.

In Emerald Coast,  when I went to the water, the character kept falling until they respawned.

In an area where I used a red pole to go to, I went to a road with the red sides and the camera got placed below the road.

I got like 4 diamonds.

But as the game said, there were indeed bugs.

There's a lot of potential in this.

Developer

To address your concerns 
-"Interact" is also "Grab". Due to this, it has to be over Dash, because that's the one button you won't need when grabbing things (you can't run/dash while holding an object. This is done on purpose for level design, as I plan on having no-run challenges where you have to carry something somewhere along a platforming challenge). It sucks, but I don't think there is much else I can do to keep this design in mind.

-The up/down rotation of your camera in the 2D section is, for some reason, identical to how it was when you entered the 2D section, and it refuses to change when in the 2D. I have been unable to find the bug that makes this happen. I will though! The "Solution" for now is to adjust the Y value of the camera prior to going in.

-The camera sucks and needs a rework, I know. Sorry.

-I cannot figure out, for the life of me, why the Emerald Coast water does that. I ran out of time, and I figured that glitch would just... act like a death system in the game? I don't know. None of the other water does that. No clue. Emerald Coast isn't going to be in my final game (I don't feel like Sega suing me lol) so that won't be an issue later on.

-Cameras are hard lol

Thank you for playing, Nortubel dev!

Submitted

very solid player controller. i was surprised of how many movement options are available.
notable issues i found were clipping under the floor in the beginning of the emerald coast, and the camera in general had a tendency of getting stuck in various places, especially after respawning.

Developer (2 edits) (+1)

Yeah, it's buggy, I agree. The camera is basically going to get thrown out and reprogrammed, because it's not great, right now. The camera needs to have collision (if you don't, it messes up when you're wall running) but it's so what extent, you know? Thanks for playing!

Submitted

Very cool controller!

About the character: I like his face and animations, but the clothes make him too generic without any appeal, so you may add cool clothes and hair customization options, it will be easy for your lowpoly style

Developer

My plan is to add the ability to change his shirt and pants color to whatever you, the player, want, as well as to add a scarf. The scarf will be cool because it will replace the bat (you'll spin and hurt people with your scarf as opposed to the bat) but it'll ALSO be an indicator for your trajectory when you're going fast (it'll replace the blue beam of light thing that I currently have for that same job). Thanks for playing!

Submitted

This game has really great player movement. Even just mindlessly running and jumping around the level is fun. I love how you can start running while midair, because it gives you more control over your speed even after you leave the ground.

My only complaints are with how slow the ground pound is, how weak the feedback is on defeating enemies, and how backflip and sideflip don't have noticeably higher jump height than the regular jump or other unique properties, because right now they feel kinda useless.

The camera also has a small flaw in how it doesn't rotate with the player when you are running through a loop. It makes going through loops slightly awkward, because you can't see the player character.

Developer(+1)

I played your demo and I have to say you understand my struggles, so I thank you for taking time to give feedback. I have plans to implement/fix everything you suggested, I just sadly didn't get there in time. The note you said about the player movement being fun to just mess around with is really great, because that's all I wanted. Thanks for having fun with my game!

Submitted

Hello good sir, glad to see your creative submission. Have you ever considered making a GNU/Linux build? Many engines allow you to easily do this. But if you went custom this might be a huge pain.

Regardless, it seems to be running well with wine on my Arch Linux sysem.

Developer

I'm glad it works in WINE! I'll look into making a Linux version later tonight. 

Developer

Posting here for people to easily see.

----------CONTROLS----------

CONTROLLER: 

L2: Crouch

R2: Run

Left Face Button: Dash/Interact

Bottom Face Button: Jump

Right Face Button: Attack

R3: Camera Zoom

Left Stick: Move

Right Stick: Camera move

Start Button: Open/Close Menu

D-Pad Up: Reset Character position to origin

KEYBOARD: 

CTRL: Crouch

SHIFT: Run

Left Mouse Click: Dash/Interact

SPACE: Jump

Right Mouse Click: Attack

Center Mouse Click: Camera Zoom

WASD: Move

Mouse: Camera Move

ESC: Open/Close Menu

O: Reset Character position to origin 

----------ONLINE MODE----------

If you want to host a server, you need to have port 36293 forwarded on your router.

***When connecting to a server, leaving the server blank will just connect to the default server, which may or may not be up.***

When connecting online, inputting nothing into the Room Code will just use the Default Room for the given server.

If you and another person connect to the same server, and you have the same room code (or both use the default one), you will play together.

If two or more people connect together, a game of Hide and Seek will begin. The Seeker will have a yellow circle around them, and they'll need to touch the other players.

----------OFFLINE MODE----------

Pressing "Start" on a second controller when playing Offline will add a second player in split screen mode.

There are 17 Goals in all.