Overview
The game has been updated to v4.1. Fixes many bugs and adds a few QoL additions including a few softlock fixes. Check the change log at the bottom for new information!
What's New?!
STORY
Destructive robots are running rampant across the world! Nadine, an incomplete prototype robot of unknown origin, fights to save the world while searching for her creator.
GAMEPLAY
Prototype N is a side scrolling shooting platformer. Nadine, a prototype android, has a limited loadout of weapons. She must use them to get through many stages filled with tricky obstacles such as dangerous robotic foes, hazardous traps and more!
Nadine, equiped with her arm cannon, can shoot her way through the levels found in the game. While she is equipped with a little plasma shooter, there are several other weapons spread throughout the levels. Each have their own unique properities and interact with enemies and the environment in different ways. There are currently five types of special weapons in this demo.
New to the demo are Shields. The current demo only has 3 types of shields, Basic, Fire and Metal. Basic Shield protects you from up to two hits. Fire Shield protects you from fire projectiles from enemies and takes a hit from lava up to 4 times before wearing out. Metal Shield attracts items within a radius, it also protects you from spikes up to 4 times before wearing out. You can only find them from Shops.
Each level has several kind of collectables such as health pick ups, ammo refills, and Gems! Gems are this game's currency which you can use to buy Weapons and Shields in Shops found throughout the World Map. Currently, Shields are only found within Shops.
Another collection are DataChips, which are permnament collectables. Each stage has 3 of them to find while boss levels will reward you with one upon destroying the boss. Most Datachips contains data about enemies, locations, items and even characters. (Database feature not yet included.)
CHARACTERS
(Information coming soon)SNAPSHOTS
CHANGELOG
v4.1.x
(v4.1.1) Hot Fix
-The last boulder puzzle's layout has been revamped a bit again to have less slopes.
-Fixed rare bug where panels don't appear in maps.
-Controls Menu options can now be highlighted with yellow text.
-KEYBOARD/GAMEPAD text changed to "CLICK FOR GAMEPAD/KEYBOARD OPTIONS" better clarification.
-Extra Mode's background has a bluer pallete shift.
(v4.1)
Level Design Changes:
-The deathpit trap in the forest section of Morning Hills is replaced with a spike pit.
-The last boulder puzzle's layout has been revamped a bit to prevent softlock.
Gameplay Changes:
-Remote Missile now travels faster.
-Remote Missile ammo is has been changed 25 -> 16 to re-balance around its power.
-Pushing Boulders recoils the player far less, improving the level's pacing.
Aesthetical Changes:
-Tortoisebot Ex's level icon has been updated.
-Tortoisebot Ex's missile launcher has been updated to point straight instead of diagonally for consistency with the missile barrages.
Menu Changes:
-"Data Select" option has been added, it takes you back to the file select screen.
-"Exit" has been renamed to "Quit Game" for better clarification. It closes the game.
-You can warp around the menu selection on all screens now.
-Options menu has a "Default Settings" button.
-Descriptions added to the options menu.
-All options now previews the changes as you make them.
-Fixed oversight where maximizing the game via game's border and exiting the options menu would window the game again.
-Sounds has been added when you adjust any option settings.
Bug Fixes:
-Dynamite Switches soft lock bug has been fixed. (There was a flag that did not reset when re-entering the stage)
-Pushable Boulders and Metal Crates has gotten their collisions re-programmed.
-Due to the above fix: Messing with Boulders and Metal Crates no longer give them telekinesis to shove most objects in the level with a few pixels forward or back.
-Another side effect fix: Spike Crushers can no longer be clipped through.
-Metal Crates can now hurt the player if it falls on them. (4HP damage)
-You can no longer shove a boulder towards you with a frame-perfect slide turn.
-Fixed where Fire-based enemy projectiles doesn't get you knockback when you take damage without any shield. (Bug caused by an oversight in the fire shield implementation)
-Fixed bug where Nadine flies across the screen while during a ladder climb.
-Holding down near (but not close enough to climb) a ladder while on ground no longer shakes Nadine.
Misc:
-BGM and SFX Volume default level has been reduced. (80 -> 70)
-The last boulder puzzle's layout has been revamped a bit again to have less slopes.
-Fixed rare bug where panels don't appear in maps.
-Controls Menu options can now be highlighted with yellow text.
-KEYBOARD/GAMEPAD text changed to "CLICK FOR GAMEPAD/KEYBOARD OPTIONS" better clarification.
-Extra Mode's background has a bluer pallete shift.
(v4.1)
Level Design Changes:
-The deathpit trap in the forest section of Morning Hills is replaced with a spike pit.
-The last boulder puzzle's layout has been revamped a bit to prevent softlock.
Gameplay Changes:
-Remote Missile now travels faster.
-Remote Missile ammo is has been changed 25 -> 16 to re-balance around its power.
-Pushing Boulders recoils the player far less, improving the level's pacing.
Aesthetical Changes:
-Tortoisebot Ex's level icon has been updated.
-Tortoisebot Ex's missile launcher has been updated to point straight instead of diagonally for consistency with the missile barrages.
Menu Changes:
-"Data Select" option has been added, it takes you back to the file select screen.
-"Exit" has been renamed to "Quit Game" for better clarification. It closes the game.
-You can warp around the menu selection on all screens now.
-Options menu has a "Default Settings" button.
-Descriptions added to the options menu.
-All options now previews the changes as you make them.
-Fixed oversight where maximizing the game via game's border and exiting the options menu would window the game again.
-Sounds has been added when you adjust any option settings.
Bug Fixes:
-Dynamite Switches soft lock bug has been fixed. (There was a flag that did not reset when re-entering the stage)
-Pushable Boulders and Metal Crates has gotten their collisions re-programmed.
-Due to the above fix: Messing with Boulders and Metal Crates no longer give them telekinesis to shove most objects in the level with a few pixels forward or back.
-Another side effect fix: Spike Crushers can no longer be clipped through.
-Metal Crates can now hurt the player if it falls on them. (4HP damage)
-You can no longer shove a boulder towards you with a frame-perfect slide turn.
-Fixed where Fire-based enemy projectiles doesn't get you knockback when you take damage without any shield. (Bug caused by an oversight in the fire shield implementation)
-Fixed bug where Nadine flies across the screen while during a ladder climb.
-Holding down near (but not close enough to climb) a ladder while on ground no longer shakes Nadine.
Misc:
-BGM and SFX Volume default level has been reduced. (80 -> 70)
NOTE: There are a lot of undocumented changes as it was very hard to keep up with. Information will be added as I end up remembering some.
NEW CONTENT
-Hightop Mountain Boss Round is now available.
-Shop System has been introduced along with a new Inventory system. Clara is the new character of the demo and she runs the shop.
-Shields are introduced. There are 4 types available.
-Brand New Main Menu!! Options is now its own screen too along with Data Select.
-Sound Test. You can listen to the game's soundtrack and SFX at your leisure. Featuring a background teaser for a future level.
-Game now supports Z-Axis buttons (such as Left/Right Triggers on Xbox controllers)
-Coyote Jump is made easier now (4 -> 6 frames).
-You can now exit the world map with a pause menu.
-The level panels's icons have changed depending on how you cleared the stage. Blue means you've beaten the stage but didn't get every chip, gold means you got every chip. And a star appears on the little panel if you've completed the challenge score.
-Several enemies has been updated with a matching saturated pallete the rest of the game has since 2020, along with improved animations for some.
-Bolt Strike icon has been updated to reflect the weapon's palette more accurately.
-Button Inputs has been totally revamped with a new style.
-Title Screen has gotten a complete visual revamp with all of the sub menus taking place after.
-You can no longer move after collecting the Level Clear Orb
-Oversight where your hitbox for spikes while sliding isn't syncing with the general hitbox size has been fixed.
-Crystal Block enemies no longer move several pixels horizontally when they start to fall.
-Music loop bugs has been (mostly) corrected.
Several Enemies has been rebalanced to improve the flow of the game for skilled players.
-Tortoisebot's attack mode timing is reduced from 200 frames to 140 frames (a second difference) while its 2nd shot comes quicker after the first.
-Hornet Nest sends out its first hornet the moment it gets shot at.
-Drillmole's HP is reduced from 4 to 3.
-Helpless fish enemy no longer get kicked from a slide. They get destroyed instead.
-The red colored bomber enemy in Abandoned Mines's bomb explodes the instant it hits the floor.
General:
-You keep weapons between levels now as a result of the shop system changing the dynamics of the gameplay. On the flipside, you now only lose weapons upon death.
-The game now tells you how much ammo you have left as a number (located at the right side of the weapon energy bar)
Rebalance:
-Remote Missile, Cluster Bomb and Twin Lasers now allow you to move while shooting.
-Remote Missile has been re-balanced as a weapon where you can shoot 2 at a time and their ammo consumption has been increased while their power is decreased.
-You can no longer recoil or pause in mid-air with any weapons.
-Every level has been adjusted in several ways due to feedback. Most of it is focused on making secrets less missable:
Hightop Mountain
MORNING HILLS
-The first burnable pit is removed to avoid confusing deaths when the 2nd pit is safe.
-The third burnable pit is 3 blocks wider and can only be burned by the Gem Bomber due to its height change. This makes the pit slightly harder to jump over but also more obvious it is also a death pit.
SUNSET VALLEY
-Near the first Datachip, the platform above the spring is removed along with an added normal sized gap in the sliding path to allow backtracking.
MIDNIGHT SUMMIT
-Middle section of the stage shortened slightly to get rid of redundant level design.
-End of the stage gets extended to flow the gimmicks together better.
Abandoned Mines
ONYX QUARRY
-The Dynamite Puzzle for the 2nd Datachip has been prolonged to encourage players to think before hitting the switches carelessly.
-GemBombers and Gem placements in the elevator has been adjusted.
-The narrow sliding path in said elevator section now has gems within the path to let the player to react quicker.
RUBY MINES
-The hanging object's railing towards the 1st Datachip has been changed to prevent confusion of the players accidentally taking the wrong rail.
AMETHYST TUNNEL
-Twin Laser and Cluster Bombs has swapped locations.
-New music composed by DoricDream.
Molten Factory
REDHOT MACHINERY
-Getting everything in the first area's secret path now can be done in one go.
NEW CONTENT
-Hightop Mountain Boss Round is now available.
-Shop System has been introduced along with a new Inventory system. Clara is the new character of the demo and she runs the shop.
-Shields are introduced. There are 4 types available.
-Brand New Main Menu!! Options is now its own screen too along with Data Select.
-Sound Test. You can listen to the game's soundtrack and SFX at your leisure. Featuring a background teaser for a future level.
QUALITY OF LIFE
-Game now supports Z-Axis buttons (such as Left/Right Triggers on Xbox controllers)
-Coyote Jump is made easier now (4 -> 6 frames).
-You can now exit the world map with a pause menu.
-The level panels's icons have changed depending on how you cleared the stage. Blue means you've beaten the stage but didn't get every chip, gold means you got every chip. And a star appears on the little panel if you've completed the challenge score.
AESTHETICS
-Several enemies has been updated with a matching saturated pallete the rest of the game has since 2020, along with improved animations for some.
-Bolt Strike icon has been updated to reflect the weapon's palette more accurately.
-Button Inputs has been totally revamped with a new style.
-Title Screen has gotten a complete visual revamp with all of the sub menus taking place after.
BUG FIXES
-You can no longer move after collecting the Level Clear Orb
-Oversight where your hitbox for spikes while sliding isn't syncing with the general hitbox size has been fixed.
-Crystal Block enemies no longer move several pixels horizontally when they start to fall.
-Music loop bugs has been (mostly) corrected.
ENEMIES
Several Enemies has been rebalanced to improve the flow of the game for skilled players.
-Tortoisebot's attack mode timing is reduced from 200 frames to 140 frames (a second difference) while its 2nd shot comes quicker after the first.
-Hornet Nest sends out its first hornet the moment it gets shot at.
-Drillmole's HP is reduced from 4 to 3.
-Helpless fish enemy no longer get kicked from a slide. They get destroyed instead.
-The red colored bomber enemy in Abandoned Mines's bomb explodes the instant it hits the floor.
WEAPONS
General:
-You keep weapons between levels now as a result of the shop system changing the dynamics of the gameplay. On the flipside, you now only lose weapons upon death.
-The game now tells you how much ammo you have left as a number (located at the right side of the weapon energy bar)
Rebalance:
-Remote Missile, Cluster Bomb and Twin Lasers now allow you to move while shooting.
-Remote Missile has been re-balanced as a weapon where you can shoot 2 at a time and their ammo consumption has been increased while their power is decreased.
-You can no longer recoil or pause in mid-air with any weapons.
LEVELS
-Every level has been adjusted in several ways due to feedback. Most of it is focused on making secrets less missable:
Hightop Mountain
MORNING HILLS
-The first burnable pit is removed to avoid confusing deaths when the 2nd pit is safe.
-The third burnable pit is 3 blocks wider and can only be burned by the Gem Bomber due to its height change. This makes the pit slightly harder to jump over but also more obvious it is also a death pit.
SUNSET VALLEY
-Near the first Datachip, the platform above the spring is removed along with an added normal sized gap in the sliding path to allow backtracking.
MIDNIGHT SUMMIT
-Middle section of the stage shortened slightly to get rid of redundant level design.
-End of the stage gets extended to flow the gimmicks together better.
Abandoned Mines
ONYX QUARRY
-The Dynamite Puzzle for the 2nd Datachip has been prolonged to encourage players to think before hitting the switches carelessly.
-GemBombers and Gem placements in the elevator has been adjusted.
-The narrow sliding path in said elevator section now has gems within the path to let the player to react quicker.
RUBY MINES
-The hanging object's railing towards the 1st Datachip has been changed to prevent confusion of the players accidentally taking the wrong rail.
AMETHYST TUNNEL
-Twin Laser and Cluster Bombs has swapped locations.
-New music composed by DoricDream.
Molten Factory
REDHOT MACHINERY
-Getting everything in the first area's secret path now can be done in one go.
CREDITS
-Creator-
Arrietty
-Programmer & Game Designer-
Arrietty
-Level Designer-
Arrietty
Kapus
-Character Designer-
Arrietty
Kapus
Lina Ciari
-Pixel Artist-
Arrietty
-Enemy Designer-
Arrietty
Kapus
Lina Ciari
-SFX Designer-
Arrietty
Mr. Gurtz
Amy Wright
Sophie "DoricDream" Fay
-BGM Composers-
GreatSpaceAdventure
James Landino
Leilani "Woofle" Wilson
Amy Wright
Sophie "DoricDream" Fay
-Logo Designer-
MugenNimbus
-SAGExpo Booth Promo Artists-
KKM (2020)
TheDuckGod (2021)
Lina Ciari (2022)
-Beta Testers-
Insy Pinsy
Sik
Elly (2020)
-Special Thanks-
Techokami
SFGHQ
ClickTeam
SEGA
Nintendo
Capcom
Arrietty
-Programmer & Game Designer-
Arrietty
-Level Designer-
Arrietty
Kapus
-Character Designer-
Arrietty
Kapus
Lina Ciari
-Pixel Artist-
Arrietty
-Enemy Designer-
Arrietty
Kapus
Lina Ciari
-SFX Designer-
Arrietty
Mr. Gurtz
Amy Wright
Sophie "DoricDream" Fay
-BGM Composers-
GreatSpaceAdventure
James Landino
Leilani "Woofle" Wilson
Amy Wright
Sophie "DoricDream" Fay
-Logo Designer-
MugenNimbus
-SAGExpo Booth Promo Artists-
KKM (2020)
TheDuckGod (2021)
Lina Ciari (2022)
-Beta Testers-
Insy Pinsy
Sik
Elly (2020)
-Special Thanks-
Techokami
SFGHQ
ClickTeam
SEGA
Nintendo
Capcom
Social Media
Game's Cohost: https://cohost.org/PrototypeN
My Cohost: https://cohost.org/arrietty
My Tumblr: https://www.tumblr.com/arriettylunaris
My Discord: Arrietty