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Numae Games First Released Game

This game is a 2-player coop action-adventure 3D sidescroller, currently being developed by a team of 3 people. It was born as a small tribute to the famous spanish streamers Borja Pavón and TheCatacroquer and their GTA V roleplay characters, but the project grew quite large. Now we count with their collaboration and support of their communities.


Project Overview

This is the first game to be released by Numae Games, a co-founded game dev studio based in Spain. It started as a small tribute to two spanish streamers, but over the course of the years the project developed a narrative and now the streamers are giving active feedback and provide the voicelines. The game currently has over 2000 wishlists on Steam. We also released a vertical slice as a proof of concept, which the streamers played live.

→ Click here to see the game on Steam

→ Watch a clip of TheCatacroquer playing the demo here!

The game is being built using Godot Engine, and it features combat and platforming bits, along with puzzles and a strong driving narrative. You can watch the cinematographic and gameplay trailers here (in spanish).

Level Design

The game is still in development and this section is Under Construction. Bear in mind the level design of this game is on it's early stages, so there is not much to say as of March 2026. You can expect updates in the following months...

The process of level design started by acquiring metrics for both playable characters, and assessing their different ways in which they can interact with the space. With this, different paths can be created for both characters, which gives some variety and independence to each player. For note taking purposes, Rodolfo is identified with the purple color, while Ramon's color is orange.

As my first introduction to level design, the original sketches were very crude, but this improved as I got feedback from professional level designer Jesus Machina. Here is a before and after look at a puzzle I designed.

However, the original designs still provided interesting gameplay opportunities, accounting for the range of actions each player had at any point. It featured branching paths, enemy encounters, secret collectables, and situations of tension.

I don't want to share all my design yet, since they are under development. Many design decissions will be acknowledged and explained in the future when more progress is made.

More updates coming soon!

Tools Implementation

My main role in this project is as lead level designer, but at the very beginning I also implemented a couple helper tools. I worked on two of them: the dialogue manager, and the building generator tool.

Dialogue Manager

This tool started with the need to have an easy system to automatize the process of writting lines of dialogue that could be attributed to different characters, in such a way that they would display their character image in their dialogue box. With this, more necessities arrived, which were implemented into the tool:

  • Rich text tags (bold, italics, colors, and wave effects)
  • Possibility to execute game events and call remote methods
  • Playing the voicelines as the text spawns
  • Dialogue choices that lead to alternate lines and consequences
  • Online sync support

Along with these functionalities, an IDE was in development, and it supported syntax highlighting. However, during the end phase of development of this tool we found a working free asset published in Godot's AssetLib, which fullfilled all the necessities. At this stage, our custom tool was still a work in process with the choices functionality and the IDE usability.

For this reason, the custom dialogue manager ended up being discarded to cut development time and focus on problems that weren't already solved by other users.

Building Generator Tool

Our 3D artist prepared all the assets pertinent to buildings in a modular way, so that he could choose a building style and texture and place doors, windows, awning, and more decorative elements. The level art of the first vertical slice was built entierly by hand, which took several dozens of hours.

I built this tool to automatically assemble all the modular elements. The user can simply type the dimensions of the building, and select the style and material with a dropdown menu. The tool generates all the walls, skirtings, columns, and ceiling pieces automatically.

With this base, the user can then select a facade and indicate what elements to place in every wall. Here I display all the building elements that can be placed. These include empty walls, windows, several types of doors and garages, balconies, awnings, and decorations like columns and AC units.

The tool is divided into three tabs, as seen in the following image (in spanish)

  • The first one defines the dimensions, style, and materials of the building.
  • On the second tab the user can select a facade and type the specific layout they desire for every building level. They do so by typing letters each element has assigned, which are explained in the tool through a tooltip.
  • The final tab is used to set the random distribution parameters of the height of the window blinds. These include mean and standard deviation.

Other functionalities and QOL features implemented in this tool include:

  • You can set a facade empty, which will remove all of its skirtings and columns so that several buildings can be put together without wasting resources.
  • The tool serializes all the settings per building, so if a building needs to change in future iterations it just needs to be selected to tweak those parameters.
  • The most useful feature is the pattern repetition. When the input for walls and elements is parsed, if the end of the pattern is reached before finishing the row of walls or all the building stories, the pattern is reset and repeated. This means that if you only define the first layer of a building with a sequence of wall and window, this pattern will spread through the whole building. This behavior is visualized in the next image.