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Adjusted the last result station to indicate that you need to not only finish under par, but you have to save all the Nummels too
Cleaned up a couple pain points with the "Watch that first step!" level. There were too many ways for Nummels to die in annoying ways. I made it so that Nummels can't accidentally fall off the left side of the start point, and you no longer have to worry about Nummels falling into the water near the secret exit. That water is there so the player has a way to respawn themselves if they get stuck down there.
Fixing up some small issues to make the game work better with Steam Deck
Various minor level adjustments
Fixed an issue where replays couldn't be loaded from the leaderboards.
I was lucky enough to have one of my first review keys used by a person that goes by Dwaggienite on Twitch. He was very thorough about completing each level 100% on his first playthrough. It was super helpful to watch his stream as he found many pain points and frustrations. He may have even rang the bell of rage a few times. My game was a bit under cooked, but I've just done some baking and hopefully now it's just right, or at least a lot better.
I was watching a guy play the Nummels demo on Twitch a couple weeks ago when I saw him run into a bug that I had already fixed in the non-demo version of the game.
This would happen if you held the jump button while you respawned after dying. It was something weird where the jump animation would get stuck on the first frame. I fixed it by adding this script to the animator so that it will always reset the playback speed when entering the jump state in the Unity animation state machine thing.
public class AnimatorResetSpeedOnEnter : StateMachineBehaviour
{
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
animator.speed = 1;
}
}
There was one other bug that was way worse than being shorter and fatter than the average Nummel. If you restarted the level just wrong, it would load a second instance of the level at the same time, leading to all sorts of badness.
Here you can see one copy of the player is stuck doing his best impression of a blood fountain. The whole game would be broken at this point and the only way to fix it was to quit the entire game and restart. I fixed this one by just making sure that you're not allowed to restart the level while it's in the middle of restarting the level.
One other feature that sneaked its way into this update was an update to the screen resolution menu. It used to have pages and pages that you would have to click through in order to find the resolution that you wanted. The best resolutions are all the way at the end, so it wasn't a great user experience. I got some columns going in there.
That's better! And now you know why there's an update to the Nummels demo a month after the big Next Fest event.
I was planning to stream later tonight, but I realized this morning that the schedule for the Steam Next Fest ends in a few hours, so I'm sneaking this livestream into the schedule before it's over. I plan to show some clips from a few streamers where they ran into problems and then show updates that I made in response to those problems. Thanks to TheElectricMindset, TheMischievousMoose, Spectropolix, and Aron_dc for giving permission to use their footage on my stream!
Come on over to the Nummels store page on June 22nd at 6PM Pacific! I'll be playing through the full version of the game (probably not every level), and then I'll probably do a dev stream for a bit where you can see what the process looks like while I'm working on the game. I'm also planning to do dev streams for an hour or so each night of the event from the 16th to the 22nd at around 6 or 7PM Pacific on weekdays, 2PM on Saturday and Sunday.
I had always been a bit intimidated about dealing with localization for my game. This has been a do-it-yourself kind of project -- I even took some music lessons to learn the basics of composition. One thing I can't do myself, at least not before finishing Nummels, is learn Chinese. It turned out that it wasn't such a big deal to pay someone to do this part. After getting the game ready to be able to swap out all the text with any other text, I asked for a quote from a bunch of localization companies. I found about a dozen of them that have experience doing game translation. I settled on one that had a good price and nice features -- I liked that I could see the progress of the translation as they were working on it and I could answer questions from the translators directly. I ended up spending about as much on my nice cover art illustration as I did to get the whole game translated into three languages. I'm not sure if it will be worth it, but I feel like it was a good investment to help me reach a wider audience.
I tried making an interesting level as a finale for the demo in the last update, but I think it turned out to have too strong of a difficulty spike. This update just replaces that last level. I'll save the old one for the full version of the game.
The Summer festival is over and here are some changes based on things I saw and learned.
I made this game with these dumb little creatures, and you get to play as one of them to help them get home safely. The demo usually takes 15-30 minutes to complete. This has been my nights and weekend project for the last five years and I'm planning to release in Spring next year. I hope you like it! Nate Platt
Come and hang out with me, the guy who made this dang thing! I'll play through the demo and you can tell me about your day. I hope you've had a nice day. Ask me about whatever. If you want to know how I built a sound (answer: possibly with my mouth), or why this game needs a self destruct button in almost every level (answer: because it's fun, and other reasons).
Come and hang out with me, the guy who made this dang thing! I'll play through the demo and you can tell me about your day. I hope you've had a nice day. Ask me about whatever. If you want to know how I built a sound (answer: possibly with my mouth), or why this game needs a self destruct button in almost every level (answer: because it's fun, and other reasons).
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