- Bachelor-Project Prototype - 

Mysteries of Gomimura


What's going on?

You play as Pleb, a little robot that has to investigate the strange behaviour of the creatures of a nearby forest. 

But let's focus on something more important for now. 
Gonzo, the local fisherman and scrap dealer, lost his robotic cat Clarence. He's afraid, she went into the forest. 

Can you find her?


How to play:

(controls are shown in-game, on the bottom left, as well)

wasd | arrow-keysmove + jump
Lshiftdash (if blue bar not empty)
einteract


Help/To-Do:

  • Talk to Gonzo (big man with "!")
  • Go into the forest by following the Path to the right
  • Find Clarence the cat, dodge enemies/obstacles
  • Press the button to open the door
  • escort Clarence back to the forest entrance
  • go back to happy Gonzo



Will it be a full game someday?

I don't know tbh. I loved to work on it and I'd like to rebuild the prototype in Godot sometime. I have a ton of ideas and plans for the full game, but for now I'll focus on other stuff~



Thanks for playing!


___________________

Beware of Bugs! 🐞 

Since I had a deadline for this prototype, there are a few bugs in there and it's not as polished as I would like it to be. I know most of the bugs and already got really helpful feedback, but new opinions are always welcome~

Download

Download
Mysteries of Gomimura - Bachelor Demo-0_0_4-windows.exe 91 MB
Download
Mysteries of Gomimura - Bachelor Demo-0_0_4-windows.zip 117 MB
Download
Mysteries of Gomimura - Bachelor Demo-0_0_4-macos.zip 113 MB

Comments

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(+1)

Can there please be a downloadable build? I'd love to play this!

(+1)

sure!
I added them~

(+1)

Really beautiful artwork and palette, very impressive stuff!  The mechanics of movement all worked well and were fun to use, and I proceeded to the finish without the need to read your guidance about what to do.  The enemies were creative and their behavior worked well.  The in-game instructions were clear, the UI is very smooth, and the character insets look great!  Very cool all around!

Feedback that I hope might be helpful:  I had a hard time figuring out which surfaces were solid and which were background art, as surfaces weren't set off from the background (as, e.g., by a special surface color or similar prompt).   Within a single tree, some of the flat tree-tops were solid and others weren't; some log-bridges were solid, others weren't, etc.  A visual cue to the player would be helpful for surfaces, and/or a more consistent pattern of which things are solid.  

The dash bar also seemed to be infinite for me; I suspect this was meant to drain somehow when you dash?  Because of the distinct color overlap of the green/blue orbs and the green/blue dash bar, I figured there would be a relationship of those...

I was never able to make it to the highest area of the first world.  I could see it up there, and it seemed like the hanging logs on the left were the way up, but I could never get it -- I'm curious, was there a way up?

Awesome work!!

(+1)

Thank you very much for your comment and your feedback!

you're right, the design of the trees suggests that you can jump on top of all the flat surfaces on it. I designed them with that intention, but being able to land on every treetop was kind of hindering in some narrow spaces of the map or it became too easy to get through the level. Since I didn't have enough time to redesign/change them before the deadline, it had to stay like that.
I'll definitely design more trees and more variations in the future and pay more attention on the placing.

The non-solid bridges were probably those on the left side above the buildings on the first map?
Everything above the spawn area and the path to the forest map doesn't really have a purpose yet and is only accessible for testing (and seeing how curious the players are~).
It's part of the village that I wasn't able to finish in time.
Nice to know that you've been up there~ 
But yeah, the logs on the chain would've been the way up to the top area :)

Ah and yes, the drain of the dash-bar is disabled in the first map to show the movement and let players test it out without having to collect the orbs first (this prototype was a version for presentation).
It should be working on the second map though!

Again, thank you very much for you feedback and for playing my little prototype! ❤