A downloadable prototype for Windows

Play as Clops, a simple spirit, and help your shapeshifting sword collect his lost eyeballs so together you can escape The Labyrinth.

This is a prototype of what will hopefully become a full game in the future. In this prototype, you can:

  • Utilize free flowing movement with a wide range of platforming moves
  • Explore "The Ruins"- an open, sandbox level inside The Labyrinth
  • Fight enemies and bosses with a fast-paced combat system
  • Meet and help out eccentric NPCs

This prototype has about 30 minutes of content, collectibles, cutscenes, and originally composed music.

Almost everything in this prototype is a work in progress, so please keep that in mind while you play. 

Thank you so much for playing!


*Please note- The camera, combat, and climbing are very buggy, and will be fixed in the full game. I'm sorry for any issues or frustrations you may run into!


*Controller/ gamepad is recommended

*As of now, mouse and keyboard does not work well. We are currently working on it, sorry!

For Mouse and Keyboard Users, use WASD to navigate the UI and press "ENTER" or "E" to click buttons and continue through dialogue. Once in the game:

  1. Click "esc" to open the pause menu
  2. Navigate to "Settings" to open the settings menu
  3. Click on "Mouse and Keyboard" to switch your controller type to Mouse and Keyboard. This should update the UI in the game to match.

There is currently not a way to remap buttons, but this is something I'll definitely work on in future releases! I apologize for any inconveniences!


About the project:

Clops is a game in early development by a small team of three friends. With this prototype, we are hoping to gain some feedback about what people think of the game and if they would be interested in a finished game. We have not had many playtesters, so we would love to know what you think!

We are open to working with publishers, and if enough people are interested, we are also open to doing a Kickstarter in the future.

Follow the project here!

Press Kit- https://drive.google.com/drive/folders/1TvG4Czx0zEMqOrUbayZMEj1XuO3I5igy?usp=drive_link

To contact, please email at BrainFrogGamesOfficial@gmail.com

StatusPrototype
PlatformsWindows
Rating
Rated 4.5 out of 5 stars
(2 total ratings)
AuthorBrain Frog Games
GenrePlatformer, Adventure
Tags3D, 3D Platformer, Action-Adventure, Exploration, Fantasy, Low-poly

Download

Download
clops-prototype.zip 223 MB

Install instructions

  1. Click Download
  2. Find the zip file in your downloads folder titled "Clops Prototype.zip
  3. Right click on the zip file, and click "Extract All"
  4. Choose a destination where you would like the game to be, and click "Extract"
  5. Open the folder where you extracted the files.
  6. Double click on the file "Clops Prototype.exe" to play the game. Please note- you may get the notification "Windows protected your PC." To run the game, click on "More info", and then click "Run Anyway".

Please note- there is currently not a mac version of this game.

Development log

Comments

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(+1)

Hey, saw your video on youtube, and tried out the prototype.
I went through the main story line, plus the optional boss and 4 coins.

It was fun, I like the movement and the wall jump + spin are pretty permissive when you have issues during platforming sections, so the game was not too hard. 

I like the child like wonder of it, and the cartoonish behavior in the cutscenes, like the post Giant Boss cutscene (shakedown, run back, put eye in, silly dances/running in circle). 


I was able to use Itch.exe with Wine, by using Lutris, so that I could directly play the Windows demo, and it ran fine.

Here are some issues I spotted (that might have been already reported, but just in case):

 - The first stairs and a few others, are not slopes so you can't climb them up by walking, you need to jump.

 - The music does get kind of loud compared to the normal volume of the game, so maybe you should normalize the volume of it in some way.

 - During the Giant Bossfight, the last pile of rubble that the Giant does before the catapult, I was run and jumping and for some reasons, I was still grabbing no ledge in mid-air, but moving as if I was. It stopped as soon as I pressed the jump button, like a normal ledge.

 - The combat seems the weakest point of the game, especially the optional Creep bossfight. I'm not sure how to make that better or adjust with more acrobatic plateformy combat, but the easiest strategy seemed to be jumping and downward attacking the head of the boss, killing him way quicker than 2 slashes, than retreat. But I might not have dodged much, so maybe using the dodge invincibility frames would make it trivial too?


In any case, is there some place we can subscribe to an email list, or is the Youtube channel the place to follow the game's development?

Thanks again for that fun 50~ish minute prototype, I was missing some simple fun games. 

Have a great day and happy game development.

(+1)

Oh, and I was using a third-party Xbox One controller. So I had no input issues, other than the selection in the settings menu being not quite easy to see.

(+1)

Also, just saw the twitter account, so following that now :D

(+1)

Oh, and the Giant boss fight, with the changing or even rotating level was really cool, even though the first section (out of 3  I think) was mostly un-eventful, maybe you should be attackable even when not gripping his vines?

Thank you so much, I'm so glad you had fun!! :)

I agree that the combat is the weakest point, it's super bare-bones, and I'm planning to work on it a lot to make it more cohesive, exciting, and challenging. And I also agree that the giant is still a bit uneventful in parts, I learned a lot creating that boss and will hopefully improve future bosses!

(+1)

The main issue with the first section of the Giant boss (so the climbing section until you hit his eye for the first time), is that you are only in "danger" when gripping on the vines. It seemed like the rest of the climb was as "safe" as a normal platforming section.

So maybe the Giant should move more to try to make you miss your jumps or something. At least something more than only waiting for you to hang on before trying to shake you off.

The rest of the boss was pretty cool though, with the rotating section when you are trying to save the golden knight, and with the falling debris as you are making your way to the catapult.

Have a great day :D

Thank you so much! You too!! :)

(+1)

Hello! I played the entire prototype, even getting the shovel and the mushroom hat. Overall great prototype. It has a lot of promisse. The art style is very charming, and I enjoyed the level desing structure, of an open area, but with "sub" areas with challenges.


My major two concerns righ now are:

  • The camera freaks out in tight spaces, and it gets easely obstructed by trees and the grass. To this second problem, perhaps you can figure out a shader solution, that renders the character outline over everything, when the camera is obstructed.
  • The move set of the character is way too powerfull. I could easely get out of bound by just wall jump/dash into the wall/wall jump/ dash into the wall... and also avoid most of the challenges, if I so desired. Perhaps you should limit the amount of times the character can wall jump, to avoid this infinite climbing.

Overall, looks very promissing! Looking forward for more!

(+1)

Thank you so much for playing! :) 

Yes, I agree the moveset is too powerful, especially the wall jump. Im planning to do a bunch of tweaking and experimenting so it's fixed in the full game, because I definitley want some amount of challenge! 

And I also need to work on the camera for sure!

(+1)

You are welcome!! Looking forward to the next updates!

Ah! Another minor thing: Make the colision of the stairs a ramp, instead of an actual stair, so that the character doesn't get stuck on the steps ;)

(+1)

Also, I think you might be the first person to unlock the shovel! :O

I still need to work on making it more obvious where to get it!

(+1)

Hahaha. Maybe put a clue related to the klin in the key description :D

(+1)

Tried to download but my pc detected a virus :/

If you are getting the "Windows protected your PC" message, you could click "More Info" and then click "Run Anyway". But no worries if you'd rather not go through that, future releases of the game shouldn't have that warning!

(+1)

for sure! Thank you !

(+1)

Pretty great game overall, though there are some bugs here and there, nothing major just mainly zfighting and placement. I enjoy the n64 aesthetic really reminds me of majora's mask. Some suggestions I would have would be the following

Soundtrack for the first area (Rain sound effect gets repetitive)

Make the climb tree mechanic

Make game more keyboard friendly

Cant wait to see the end result!

Thank you so much for playing!!! :) I will be sure to work on those!

Just wanted to update you that I made the game a bit more keyboard friendly, I tweaked the controls a bit and added some UI. It isn't perfect but should be better!


Also I wanted to ask, what do you mean by "placement" in your original post?


I'm planning to work on the lock on system / zfighting soon!

(+1)

Sorry I couldn't find a better word to describe it. Sometimes the parts aren't align which creates a gap

I understand what you mean, thank you! Ill work on that for sure

(1 edit) (+1)

Really impressive and longer-than-expected prototype! I'm a fellow 3D platformer developer and so I've got a lot of feedback for you, but broadly just know this is really impressive and I had a lot of fun!

In no particular order...

- I never felt that the roll was necessary in any circumstance - it just felt like a more restrictive version of the attack dash, and it never felt like it'd be better to have iframes than to just put out a hitbox.

- The slide dash on RT killed me more often than it helped me

- The camera, unfortunately, is pretty rough. This is a combination of the actual way the camera is configured, combined with the level design. The level design expects you to go through a tiny hole that the camera cannot fit through, right onto a precarious ledge. What happens is that the camera aggressively pans forward, magnifying even the tiniest horizontal discrepancy, and ultimately makes me walk off the ledge if I'm not *extremely* careful. Additionally, many small or thin objects have camera collision when it'd be better to simply let the camera phase through them. Cameras are a super tough problem for this sort of game, so best of luck!

- It was so easy to break out of bounds with the character's movement that it was sometimes hard to understand the intended path. I had to pretend I was playing as a character with far more limited movement to be able to stay in the normal play area, or I'd end up out of bounds or criss-crossing different areas without even intending to. While degrees of freedom while moving are good, I think the world just needs to be better scaled to the movement of the protagonist, with a better distinction between play-area and boundary.

- I had no idea what to do after the boss fight. The environment had changed so drastically I found myself all turned around and didn't understand if I had hit the end of the demo, or had simply gotten stuck.

There's a lot to like here - wishing you all the best in the future!

Thank you for all the feedback, that's super helpful!! :)

(+1)

nice idea

Thank you! Were you struggling with the controls at all? Anything I could fix there?

(+1)(-1)

This was a fantastic game! I even made an outro half way through, but could NOT drop the game...Keep up the amazing work and left  a follow!

(+1)

Thank you so much for playing!!