An explorative platformer. Made with Godot Engine

All character designs & story elements © Oliver Rühl 2017

Please read the CHARACTERS_LICENSE for more info regarding the art used in this game.

Captain Holetooth - the Videogame!

The "Captain Holetooth" explorative platformer lives in a unique, story packed world. A cast of amazing characters helps Captain Holetooth to defend the "magic candy" (working title).

  • Deep backstory, rich world , fun characters
  • Explorative nature is appealing to many audiences
  • Characters are revealed during gameplay
  • Episodic content or chapters are planned (at least 5 short chapters are already written)
  • Open source game engine: Godot Engine
  • The game BETA is already available for Mac, Android, Linux, PC.
  • Controller support

Media

Binary Downloads for Linux, MacOS, Windows, Android

Want to become part of the team?

Feel free to contact me here. I need programmers all of the time.

Talents needed (Reddit page with lots of detail)

Not a programmer?

Discuss the game and find out more on Steam!

http://steamcommunity.com/sharedfiles/filedetails/?id=774722048

Owner
Hirnbix
We create games for small and big children :)
Hirnbix
Comments
  • Create a toggle between Debug build and an Release build

    Create a toggle between Debug build and an Release build

    If we were to compile this game and send to people, they would get access to "features" that should not be included: R for reset and the debug menu. We could create an debug toggler, that is set on the main scene so that we just change it to "Release" when we are compiling for other people to play.

  • Soap bubbles can't be popped in forest level

    Soap bubbles can't be popped in forest level

    • I was a bit naive and just put the bubbles into the forest level.
    • Used the proper groups, but the soaps don't pop when shot

    I guess it's just my bad logic thinking :) Would be nice to use them in other places no?

  • Cannot turn on music after turning it off

    Cannot turn on music after turning it off

    When you are ingame and press "Music Off", the music disappears and does not allow me to enable it. The text does also not change.

    image

    Suggested fix: When you press the button, toggle to "Music On" and make it so when pressing the button again, the music resumes.

  • NPCs pick up candy

    NPCs pick up candy

    I guess we need a function so that only the "player" actor can pick up items. When you enter the forest level for example its chiming and it seems to me that NPCs walk over rewards :D

  • Audio clip for jumping does not feel like the character

    Audio clip for jumping does not feel like the character

    When I look at this character, I do not believe the voice that the jumping voice is his. On first impression, I get the impression he has a bit of a scrawny voice, not a deep "Huff!" :)

  • Animation glitch for red crab thing

    Animation glitch for red crab thing

    The red crab thing suddenly turns into this every x frames of an animation. image

    Most of the animation, it looks like this. image

    Remove the weird one, or make more animation frames for the first (devil-looking) sprite?

  • Text in the intro blends in images

    Text in the intro blends in images

    After starting a new game, the text becomes partially unreadable.

    image

    This can be fixed by adding outlines to the font, changing the font colors or adding soft and semi-opaque background behind the text.

  • Cleanup Errors

    Cleanup Errors

    Play the game for a few secons and you will see many errors.

    What are the plans for these two?

    pin.gd:62 get_node("sfx").play("tin")

    soap_bubble.gd:13 animation.play("soap_pop")

  • Missing scenes for tilesets

    Missing scenes for tilesets

    There is no apparent TileSet scene for Castle or Forest. This means it will be challenging to edit the tilesets later.

    We should recreate the tilesets and save it as a scene so that we can easily make modifications and covert it to an updated tileset.

  • The cutscene after pressing start game does not continue if you dont click anything

    The cutscene after pressing start game does not continue if you dont click anything

    The cutscene , after pressing start game does not continue if you dont press anything. When it reaches the end of the animation, the game should start without having to "click to skip" :)

  • Options - No way to adjust music level

    Options - No way to adjust music level

    Users would benefit from being able to adjust music and/or sound effects volume. At the very least, an option to turn music on/off.

    This could be implemented by creating an extra "Audio" tab and add the missing features. :)

  • Create dictionary in global.gd for all characters you can meet

    Create dictionary in global.gd for all characters you can meet

    After playing around with the cards, I think it would be better to have the characters stored in a dictionary instead of just an array with names.

    Values:

    • Character Name
    • description (also good for the cards)
    • ebook URL (external)

    What do you think?

  • Godot 3.0 Compatibility tests

    Godot 3.0 Compatibility tests

    I'm not sure yet of how big this task will be, but I guess its good to start early and start testing / importin / converting the project so we are ready to Work with Godot 3.0 when its out.

  • Make dialogue system available across the game

    Make dialogue system available across the game

    The dialogue system is currently tied to individual characters. I'd like it this way:

    1. Dialogue script is loaded globally
    2. Actual content of script is tied to NPC

    Makes it easier later to edit text and only one instance of the functionality is needed.

  • Forest critters: Add animation frames for

    Forest critters: Add animation frames for "turning"

    Turning for NPCs look pretty ugly right now, because its just an instant "snap!". What I would like to achieve is this:

    1. Slight pause before NPC is turning
    2. play 2 frame animation for turning
    3. continue walk
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