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Little Nemo and the Nightmare Fiends

Created by Team Nemo

An indie game based on Winsor McCay's groundbreaking comic strip.

Latest Updates from Our Project:

Nemo Brainstorming Podcast #7: Enemy Types
almost 3 years ago – Wed, May 05, 2021 at 10:35:54 PM

This post is for backers only. Please visit Kickstarter.com and log in to read.

Backer Survey update: "Smoke Test" surveys sent to 5% of Backers
almost 3 years ago – Tue, May 04, 2021 at 05:26:52 PM

Dear backers,

Happy Monday! Just a quick update to be on the lookout for Backer Surveys this week. Today I sent out the "Smoke Test" surveys, which is a feature where a random 5% of you will receive your surveys early. 

If you have not received your survey yet - don't worry! You were likely not chosen to be part of the Smoke Test (this is determined by Backerkit.) If you did and you have any questions, please let us know so we can use this test survey time to iron out any wrinkles before the full survey launch! We will send another update when that full launch happens. 

What are we up to?

Besides working on post-campaign things like this, we're also deep into the process of developing the Vertical Slice of the game and doing some production things. 

Chris is starting the next round of enemy animations. Here's the Mome Rath, which is a basic enemy that walks towards the player. It's based on one of McCay's imaginary mixed-up animals (he frequently drew creatures that were two animals combined.)
Ben and Adrian are ironing out elements of the characters' movements and tweaking the collision in the environment art so that level design can begin in earnest.

That's it from us! 

Cheers,

Team Nemo

Saturday night dev stream
almost 3 years ago – Sun, May 02, 2021 at 12:29:46 AM

This post is for backers only. Please visit Kickstarter.com and log in to read.

Backer Discord invite and Surveys going out soon
almost 3 years ago – Thu, Apr 29, 2021 at 11:09:56 PM

This post is for backers only. Please visit Kickstarter.com and log in to read.

Sunday Funnies: The inspirations behind Nightmare Fiends' Mushroom Forest
almost 3 years ago – Thu, Apr 29, 2021 at 04:58:45 PM

Happy Sunday backers! 


Welcome to the second part of our series on the comic inspirations of some of our levels. In the last episode, we covered the Little Nemo in Slumberland comics that will inspire our Night Sky level. This time, we want to explore some of the inspirations for our Mushroom Forest level, and how we're incorporating elements of the comics into our gameplay (Warning: some of the comics in today's update feature McCay's "Impie" character, so content warning for racial caricature.)

For us right now, this level is super-important, because it is the level that we'll be working with for the next few months as we make our "vertical slice" - the very polished demo of a small portion of a game that developers use to establish the workflow for their whole project. 

Early concepts

The Mushroom Forest was one of the earliest areas that we talked about - the second piece of concept art that we created for the game. The classic "all mushroom" version is one of the earliest and most famous episodes of the Little Nemo comics, where Nemo is tasked with walking through a forest of huge mushrooms to reach Slumberland. 

Image source: Comic Strip Library

The comic is the first one where McCay would use his staircase panel layout, where panels on the second tier grow taller and downward, and the third tier has panels that grow shorter, down to the size of the "wake up!" panel. Since this is early in the strip, it falls within the "can Nemo get to Slumberland?" arc, where every week Nemo tried some new way to reach the Princess. In this one, he's asked to not touch the sensitive mushrooms or they will fall. McCay used the panel size in the second tier to introduce the scale of the forest, then used the collapsing size of the frames on the third tier to make the collapsing mushrooms feel more claustrophobic. 

The Princess is jumping quickly from mushroom to mushroom before they collapse beneath her.

So first of all, this level needed mushrooms! Not just mushrooms though, falling mushrooms that challenged players. Falling mushrooms allows us to utilize a platforming video game classic: falling platforms. 

We've got some of these objects implemented in the game and set up to collapse with the same segmented effect that McCay uses in the comics. We'll keep updating these as we continue to hone these features.

Beyond McCay's Mushroom Forest

Mushroom Forest concept art

That first Mushroom Forest was not the only time that McCay took Nemo to forest-like environments. In the comics, the area immediately surrounding Morpheus's Palace is usually depicted as being heavily forested, so we decided to incorporate elements of several forests throughout Little Nemo. 

One of the first we talked about was the forest that Nemo and friends are sent to in the September 8, 1907 episode of Little Nemo in Slumberland, which introduces the characters we've called the "Forest Giants" (content warning for racial caricature.) 

Image source: Comic Strip Library

In the following comic, the giants are shown to wield trees like clubs as they chase Nemo, Flip, and Impie. We wanted to incorporate these characters as monsters that would slam down their clubs from the background of the stage and into the foreground. This gives us a visually interesting mechanic to base areas of the level around. 

In level design, I think it's fun to create drama by adding elements that give the player "one more thing" to keep track of as they play. With the giants, we can create a straightforward area where the player only has to avoid the giants' clubs (as shown above), but we can also start to pair them with other enemies and obstacles to "juice" the idea and make interesting combinations. 

Peony's proving ground

As we currently have the game laid out, the Mushroom Forest will be the second level that players visit. It will also be where Peony officially joins the player's team. For this reason, the level will feature lots of places where we'll demonstrate Peony's abilities: her wall and ceiling cling as well as her bomb attack. 

One element we're toying around with is the Love Birds from the October 29, 1905 episode of Little Nemo in Slumberland, where Nemo has to walk in stilts over a field of thorny plants to reach Slumberland, and is interrupted by love-stricken birds who walk on stilt-like legs. 

Image source: Comic Strip Library

This feature is early in development, but the idea is to use the birds as friendly creatures who will walk Nemo and friends over fields of brambles on their long legs. It also gives us opportunities to pair this mechanic with Peony's wall and ceiling climb: players can use Peony to reach areas where they will be able to jump or drop onto the Love Bird's heads and progress over brambles. 

Love Bird render - the legs will be animated separately at various heights.

Of course, there will also be our bosses, the Pie Eaters, the clowns who try to eat Nemo and his friend Bon Bon in the Little Nemo strip from February 25, 1906. Grappling with these monsters leads Nemo and Popcorn, a royal attendant, to be locked out of Slumberland until the gates open again the following Sunday. 

Image source: Cartoon Strip Library

These creepy clowns will guard the path to Slumberland during the player's first trip to the Mushroom Forest level and attack by leaping around the stage (subject to change.) Think of them as similar to Goopy Le Grande from Cuphead or the Bobbins Bros. from the SNES game Plok

The current plan is to have them fight Nemo and friends in a duo (one clown with red polka dots and another with blue.) Peony's ability to drop bombs behind her will let her leave traps for the clowns as they leap around the stage. 

These guys are already kind of terrible, so of course when they Nightmare Fiends offer them expanded powers to take on Nemo and friends, they gladly accept! What trouble will their new monstrous forms cause for Nemo? 

That's all for this episode of the Sunday Funnies! Are you looking forward to playing the Mushroom Forest level? We'll keep you updated as this quickly-developing environment goes into development this Summer! 


That's all for today! As always, see you in the funny papers! 

Chris and Team Nemo