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A jam submission

OorigenneView game page

The world cries out for you
Submitted by Shoobius (@shoobius) — 3 minutes, 22 seconds before the deadline
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Oorigenne's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#764.1434.143
Originality#1023.9293.929
Fun#3222.9292.929
Theme#3453.0003.000

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game represent "Slick"?
The controls, visuals, and sound effects are all as polished as I could make them, and the primary power of the game "SOAKING RELIC", is shortened to "S. LIC" by several characters.

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Comments

Viewing comments 21 to 2 of 21 · Next page · Last page
Submitted(+1)

I really love what you’ve been cooking up here.

Usually, I’m not someone who pays much attention to the narrative aspects of games, I often skip dialogue just to get into action, because stories often don’t hook me. Even when making games myself, I mainly focus on mechanics with little to no thought about narrative. This one, however, really stood out to me. Even though you are just watching talking static shapes, they still have a ton of personality, and I could easily tell each one is distinct from another. That’s so amazing!

Gameplay-wise, it’s also really pleasant. The character feels very responsive, and the way it reacts to hitting the surface is so satysfying. The audio, as well as the art, everything felt so nice. I’m genuinely impressed with what you managed to create in such a tight timeframe. Even if it’s not fully finished, you’ve managed to make a very polished experience!

I wish there was more, and if you ever finish it, I will surely play it!

Developer(+1)

Thank you so much for playing!! Funnily enough, I've received a few similar comments about how people that don't typically care for narrative/dialogue found it a bit more enjoyable in my game than they typically do. I think a big factor there is that I try to really focus on making a believable world for the player to explore. It's a bit hard to explain, but I think that if you can immerse a player in the world and convince them that they're talking to "real people" (whatever that may mean for your world), it's a bit easier to stomach than if characters simply act as "gameplay elements". Whatever the case, I'm really glad that you had a good time with it!

The other topics you mentioned (physics, visuals, sound) tie into the point I was making above: all of those elements were designed in order to align with and support the "realism" of the world you find yourself in. That's the primary reason for the short length, actually, as I focused so heavily on the "feel" of the game that I realized very late I wouldn't have time for any actual game (lol). Fortunately, it seems most people seem to get the vibe that I was going for, which has been great to see. I'm definitely planning to continue development, so hopefully there's something to look forward to (relatively) soon!

Anyways, thanks again for playing and for all the positive feedback!! I'm personally very excited about the project, but comments like this give me confidence that other people might be interested in the idea as well!

Submitted(+1)

Very polished concept! You somehow made a minimalist black and white world feel alive. I really liked the dialogues and think the game has good potential. I did fall off the edge of the world while exploring my first attempt, I think would be cool to account for those cases in a way that fits into the game as well.

Developer(+1)

Thank you so much for playing, and for all the positive feedback!! Falling off the edge of the world is a known issue, and the only reason it's present is because I added the climbing ability very late in development. In fact, you'll notice that the leftmost wall of the map is not climbable because I anticipated that players would try to climb it. The issue is that I selected all walls on the map, marked them as climbable, then remembered to remove the climbable status from the left most one...only to realize ten minutes after submitting that the rightmost wall needed the same treatment, haha.

Thanks for the compliments on writing and the liveliness of the world as well!! I believe these two actually support each other: because I didn't have much time for traditional content, I tried to fill space and time with the various characters you could interact with throughout the world. I wish I had a bit more time to polish the writing a bit, but I'm glad that it served its purpose!

By the way, I'm excited to try your game as well!! I can already tell you have good taste, seeing as your protagonist is also a little blob creature :)

Submitted(+1)

Adding this to the list of "Games with Protagonists that Blobbert should date"

Very slick and polished style and feel to the game. Good job on implementing what you have so far! The short length is a shame, but only because what you have here is so compelling. I hope you continue to add to this post-jam!

Developer(+1)

Blobbert: “So…what do you like to do for fun?”

THE OORB, who possesses no mouth with which to reply: *assorted squishing noises*

Needless to say, I am honored to have my game be a part of this list and I believe the judges should factor its placement there heavily as they make their final deliberations.


…With that out of the way, thank you so much for playing my game, and for all of the positive feedback!! I tried my best to create a polished demo rather than a half-baked but more substantial experience as a way to communicate a more expansive vision, and I think it paid off. The primary issue is exactly what you mentioned: it’s pretty much over as soon as it begins. I’m planning to expand it into a moderately sized full release once the jam is over, so hopefully there’ll be something to look forward to in the future!

I’m not sure if you’re planning on continuing your game, but whatever the case, I’ll definitely watch you and your team’s careers with great interest. And perhaps one day, when everyone least expects it…crossover blob-based romance game. With a Steam release of Silksong-ian proportions.

Submitted(+1)

Very cool idea, and I love the soft body player character

The first time I got booted, I replayed the game again to see if that was actually on purpose, but the game crashed as I was spamming z + c to skip the dialogue before the dialogue popped up

I would love to see a full game of this

Developer

Thank you so much for playing!! I’ve seen a few people say that they experienced crashes when skipping through the dialogue; I’ll have to do some stress testing on my end to see if I can get it to happen consistently, but thanks for letting me know because I genuinely had no idea it was more than a one time thing, haha. I will note that you getting booted at the end of the game was a poor attempt at creating an ending with minimal time, so if you’re referring to that, it actually was intentional, though not very well communicated.

Thanks for the compliment on the player physics as well! I owe a lot to the physics engine I used, but I also spent a lot of time configuring it to get things feeling like I wanted them to. I’m really happy to hear that you had a good time with it! I’m definitely planning to expand it in the future; that was the plan from the start, but I’ve had so many people ask to see more of the world that I feel even more excited now than before (which I hadn’t thought possible).

P.S. I have played a bit of your game (not enough to rate just yet) but even my little taste was very, very fun. Expect to see some praise in your comments section soon haha

Submitted(+1)

Unfortunate that you weren’t able to complete your vision but you set up some pretty interesting things that I want to know more about! Like why has everyone only recently been created? Why is Pointe talking like they’ve been around for a while (“I don’t get paid enough for this”) but it seems they’re new too? You’ve managed to create an interesting world with so little. The movement feels nice and I wonder what the other colors would bring to the table.

Developer(+1)

Thank you so much for playing my game!! I'm very happy to hear that you're interested to learn more about the world, and that you're following Winlo's advice to "let someone else know". Given the limited time I had to create the demo, I had to lean hard on the dialogue to imply a much bigger world/universe than what was actually implemented. I wrote a lot more than what was featured in the demo, so rest assured that there *are* answers to all of these questions; you might just have to wait a bit to see what they are ;)

Thanks for the compliments on the movement as well! I spent a lot of time getting that right, and while I'm still not fully happy with it, I'm glad that the work seems to have paid off based on all the feedback thus far. As for the colors: there are several more that I had fully designed that did not make it in, and each would allow you to traverse the world in different ways and access new areas (similar to the current ones). I'm currently re-evaluating how this system will look in the full release, but whatever happens, expect some surprises!

Thanks again for all the feedback!!

(+1)

This game stands out with its unique “avant-garde” vibe thanks to a super creative developer. The look and feel is miles above games that pour loads of effort into their visuals. This minimalist style fits the game perfectly; it’s clean and just works.

By focusing on dialogue, overall story, and the experience, you created something genuinely refreshing in a game jam full of fast-sliding objects or games that are suddenly “slick.” The world breathes a relaxing, immersive ambience and encourages exploration.

The physics are smooth and responsive, and the soft-body controls feel like chewy candy. Together with the fun mechanics, everything gives a polished feeling.

The writing for each character is distinct; humor here, functional there. On my second playthrough I could finish most of the level with almost no interaction and just pressing Z or X to fast-forward where needed.

The potential here is huge. As you can see, loads of people are drawn to it, so keep iterating on the brevity (world, colors, story) and you could easily create the next winner.

Personal note: You’re highly engaging, which I commend, but please stop apologizing. “The commenter is always right, but didn’t do anything wrong.” Keep that in mind, take the lessons learned, and just focus on improving. You clearly prioritized vision over scope. If you had gone the other way, it might have ended up half-baked in both directions. This was the way that worked best.

Everybody understands the limits of a game jam, and you still delivered more quality than most five-person teams in the entire jam. Think of it like this: everyone immediately got the idea you’re going for (“Ah… this is the direction/goal”) and can now give spot-on feedback. That means they want to see more. What more could you wish for?

Developer

Thank you so much for leaving such a kind, thoughtful comment on my game!! I try my best to leave a fair amount of thoughts on each game I play, but WOW, you are much more in-depth and organized than I am. It genuinely makes me want to try harder when I write comments; this level of detail and dedication really means a lot to people because it shows that you genuinely care about their success. First off, I just want you to know how much I appreciate it!

I am very pleased to see that you picked up on the primary motivator for many things about this project (beyond the elements of necessity, which played a part in the minimalistic art style). My mind immediately went to many of the same ideas that I see in the submissions today - slipperiness and cool guys doing cool tricks. Competing head-to-head with all the talented people pursuing these themes would have been a tall task, especially as a solo developer. However, I thought that maybe, if I went "blue ocean" and zigged where everyone else zagged, I might stand a chance. It was definitely a risk, but it's one that I would be glad I took even if the reception had not been so positive, as this sort of game is much more suited to my tastes than the "infinitely replayable" style you often see in jams.

On the topic of positive reception: thanks for all the praise regarding the various aspects of the game! I was partially inspired by development advice I've heard for commercially released games - rather than creating a rough implementation of the whole game to validate the idea, make a really polished 10 to 30-minute "demo" that really sells what you're going for. Mine ended up much shorter due to time constraints, but I believe the same spirit is still there.

Much of the time went into getting the physics to feel both fun and "realistic" in regard to how it fits into the world. Sound design was a major part of this as well; I wanted to make really sure I could sell the idea of an alien creature in an even more alien world. While I think the fun aspects of the game and the mechanics could definitely use some improvement, I'm proud to say that the way everything feels (minus the bugs) is pretty much spot on to what I was imagining when I conceptualized the idea.

I also really appreciate the positive feedback on the writing; creating stories/worlds is my favorite part of making games, and while I didn't have time to make an actual narrative like I would have liked, I hoped that the character writing would provide a splash of color (ironic, considering the setting) and make the world feel more fleshed out than it truly was. I only had time for a single pass, so I'm glad to hear it turned out alright in the end!

I have been so honored and humbled to see all the people asking to see more of the world I'm creating, and I definitely plan to continue iterating on this idea. I haven't been able to stop thinking about this project since I first conceptualized it, and I'm very excited to see where it could go.

On the topic of your personal note: this is something I struggle with in real life as well (shocker, right?). In fact, it's taking everything in my power not to apologize for apologizing right now, haha. I typically have a much better handle on it, but I guess subconsciously I was just so worried I'd chosen the wrong path and somehow "cheated" my players out of a better game that I thought I needed to make up for it in some way. Thank you for your advice; I'm going to take it to heart.

Submitted(+1)

Got booted. Also there was a bug. but the style is amazing

Developer

Thanks for playing my game, and the compliments on the style!! If you got booted at the very end (after talking to Winlo)...that was actually intentional. I didn't have time to implement a traditional win screen (nor did I think it would really fit the vibe of the game/world overall), so I put a character there to act as a stand in for it. In fact, that's why he's called "WIN"-lo in the first place, haha! I definitely think I could have made that clearer, though, given more time.

On the topic of bugs, there are several that I know of right now: being able to climb up the right side of the stage and jump into the void with the green powers, as well as some sorting issues surrounding the one-way platforms' implementation. Please let me know if the bug you experienced was different from these; that would be really helpful as I work to improve it! No worries if you can't remember it, though :)

Submitted(+1)

I went to the left wall at the start (on 2nd playthrough) 1st play i wen right and i fell down. then things just bugged

Submitted(+1)

Such a creative concept, the writing is funny and there is so much atmosphere with the minimal art and ambient music. Unfortunately I tried to escape over the wall to the far right and fell into the void. It seems like there's a lot of potential in your ideas though, you should definitely keep working on this after the jam. I would love to see how it turns out with more time to cook

Developer(+1)

Thank you so much for playing, and for all the positive feedback!! The writing + atmosphere was definitely the main focus, so I'm very glad to hear that you enjoyed that aspect. The right wall being climbable is a known issue, and a great example of why you shouldn't implement core gameplay features 30 minutes before submission (haha). The funny thing is, I *knew* it would be an issue and made the far left wall (at the ending section) non-climbable, but it completely slipped my mind to do it on the right as well.

I love hearing that you think the idea has potential! The consensus thus far seems to be that people (generally) like what's here and are disappointed to find it ends so quickly. I was enthusiastic about the project *before* the feedback, and seeing the reception has only got me all the more motivated. I definitely plan to continue updating it after the jam!

I've also been interested in trying your game ever since I saw "BP Pellington". I'm not even typically a fan of the top-down racing genre, but with names like that, it must be good. I have a few others on my list first, but I plan to try your game out soon. Thanks again for playing!!

Submitted(+1)

I love the minimalist art style and the soft body physics on the main blob, Kinda makes me think of it as like an art house Deblob2! The different movement mechanics are very interesting and have a lot of potential for some very interesting puzzles and I like how the level design encourages exploration whilst also teaching you how each of the abilities work. Very interesting game!

Developer

Thank you so much for playing my game!! I've been very surprised (and happy!) about how many positive comments that I've gotten about the art style. I'm solo with no artist, so the style was chosen 100% as a necessity rather than as just a design decision. I've grown more fond of it over time, though, and I think I'll try to stick with it as I work on this project in the future. And yeah, the physics system carried the aesthetics of the main character a LOT: I wasn't even going to pursue this project due to the complexity of implementing soft bodies like I wanted to, but I found an engine that replicated the effect I wanted exactly.

I'm glad that you enjoyed the movement! That's by far what I spent the most time on. There's a lot of stuff I didn't get to implement, and a lot of stuff that *is* in there but never comes up (ex. you can use the force of impact from landing on the ground to give yourself a little height boost if you time your jumps right). Unfortunately, I didn't get to explore much of this in the time provided. Thanks for the compliment on the level design as well! You touched on the exact balance I was trying to strike; it's currently pretty underdeveloped for my liking, but I'm glad you enjoyed it even in its current state!

I'm very interested to play your game, by the way. It seems like such a cool and inventive concept! I've had my eye on it for a while, I just need to find the time to move my setup somewhere more isolated (no way I'm letting my family hear me embarrass myself trying to come up with things to talk about, haha).

Submitted(+1)

a nice little sample of something that could turn into a nice sort of fable. i would say that it's almost kind of adjacent to Bulbo's Belief System from the 2025 Bigmode jam! i've got a lot of ideas as to where something like this could go, but i'm interested in where you could take it.

Developer

Thanks again for playing!! Sample is definitely the right term here; I think with even just one extra day, I would have been able to make something much more substantial, but alas...anyways, I'm glad you got at least some enjoyment out of it even in such an incomplete state! I loved Bulbo's Belief System, so the comparison here means a lot to me as well.

I'm excited to continue working on it, and it's very nice to see that you see a lot of potential here as well. Also, I think your final sentence touches upon an interesting point: two people given the exact same starting point and resources would go on to make entirely different games from each other solely based on their individual tastes and personalities. I think that's part of what makes jams (and game development in general) so interesting. Each time you play a game, you're getting a little peek into the mind of the person that made it.

Overall, I guess what I'm trying to say is I really appreciate the feedback, and I hope you'll check it out again once there's something a bit more substantial here :)

Submitted(+1)

This very good! You decided to take a path of minimalistic visual style and succeeded imho. Sound design is awesome as well. The controls are very responsive. As for the relic mechanics, I mean it's not rocket science, but I can see how you can build some interesting puzzles with that. I imagine programming main character wobble was exciting, whether it is a shader or script. Level design is neat, except for the part where you couldn't fall into a pit and for some reason after you crossed it - now you can.

The only thing that bothered me was the interaction key, why "Z"?

Otherwise, very polished game. Good luck with your future projects!

Developer(+1)

Thanks so much for playing!! The minimalistic style was more a practical choice than an artistic one, given that I'm solo and have zero artistic ability (haha). I'm glad it worked for you! The sound design was very fun to work with as well; I've touched on it a bit in other comments, so I won't talk about it at length here, but it was a very fun learning experience, and I'm glad it turned out as well as it did. The visual effects for the main character are actually a product of the physics system I used (QuarkPhysics by erayzesen), so I can't take any credit there.

As for some of the issues you mentioned: the level design was one of the last things implemented, and basically just consisted of me cloning the floor platform and placing it at various angles around the game world haha. The pit section was a pretty ham-fisted way of implementing the original idea I had for the world to change as you progressed as a result of your interactions with it; I immediately wished I hadn't included it about 15 minutes after submitting when one of my family members played through it and was confused by the exact same thing. I apologize for any wasted time at that section :)

As for "Z"...the one and only reason for that is that the only dialogue-based game I've played on PC is Undertale, which uses "Z" for all interactions. I use exclusively arrow keys, so I never stopped to consider how inconvenient it would be to use Z if you opted for WASD controls. And it would have been so easy to also include "E" or "Q" in addition...I have no logical/design explanation here, it was just a complete and total brain fart lol

Anyways, thanks again for playing, and for both the critique and encouragement!! It's very helpful to see where other people experience issues, as the way I interact with the game is much, much different than the way other people do (which I think goes for most projects).

Submitted(+1)

Feels like the start of something very intriguing. I'd be very curious to see where you'd take the color-soaking mechanics. The movement felt rather smooth, and I'm a big fan of the sound design. Good stuff! 

Developer(+1)

Thank you so much for playing!! I had originally intended for 7 color effects for all of the main colors of the rainbow (ROY-G-BIV) that were all unlocked in a Metroidvania-esque style, so we are definitely in agreement that that system could use some expansion. In fact, the originally intended paint system extended far beyond (and dare I say, was much more unique and flexible than) the simple “powerup” system present in the current version. I’d definitely love to explore all the things I could do with it given the chance to make a full release. Additionally, your comment about the game seeming like the start of something is the consensus of pretty much everyone whose played it, which is pretty good evidence that there’s a lot of room for expansion here :)

Thanks for the complements on the movement and sound design as well! I had to learn a lot about soft bodies and implement a lot of “character controller” things that are typically handled by the engine due to my use of a custom physics implementation, and I’m very lucky that I was able to settle on a final product that felt relatively good to play. I believe it could still use some refinement, but in my opinion it works well for the purposes of the jam. I’m also particularly proud of the sound design; I have literally zero experience with it, and was fortunate enough to  find/create a group of SFX that worked shockingly well to convey the alien world and the “gooey” properties of the player character. The movie WALL-E (and a documentary in its sound design) was a big help here as they discuss how to use unconventional sounds to “sell” certain effects with no real world equivalent.

…Perhaps that’s too much information, but I like sharing (and oversharing) about my process in the hopes that it will be helpful to other developers who might come by this thread. Thanks again for playing and for the positive feedback!!

Submitted(+1)

I like seeing this type of stuff! It's awesome, what you can learn for a jam. Your paint system is interesting, I was actually wondering if you'd ever try to implement a color-mixing mechanic of some kind, and how that would work. Two power ups at once? A brand new, unique power up heavily or loosely derived from the two separate power ups? There's a lot to do here!

Developer(+1)

The initial system actually had you painting the ground itself, which would add color to the world and allow you to place effects at precise locations for use in the future and allow you to place effects next to each other for a kind of “combined” effect (i.e. speed paint next to bounce paint allows you to keep momentum and launch further). Though I’ve never played it myself, the original intention was for an almost “Animal Well”-like system of discrete “tools” (the paints) that you could use and combine in various situations to come up with your own solutions.

The “mixing paints” idea you had was also a consideration after I realized that the above would not be feasible with the time on hand. I had intended it to straight up combine the effects, as they were designed in such a way that most would combine without issue. But then I realized I wouldn’t even have time for all the base powers, much less the combined ones lol.

Now, this discussion has got me wondering if there’s a way to combine the two systems. Hmmm…definitely lots to think about. Thanks for this! Never would have considered it without your ideas/brainstorming :)

Submitted(+1)

Alas, time constraints come for us all.

Structurally, you have some neat things set up, and it's easy to imagine where more content would take you and what more would be available to do. Personality is probably the second most important thing in a platformer nowadays and I think you have that down; I'm actually reminded of Super Paper Mario in that sense.

Developer(+1)

This is the part where I reveal that “TIME CONSTRAINTS” is actually the literal name of the overarching villain of the game who has absolutely no relation to the concept of having limited time available to perform a task (jk lol. Unless…?)

Thank you so much for playing!! Your complaint is a common one, and a sentiment I share as well: the amount and depth of content on display here is pretty lacking. It’s more like a taste of something larger (perhaps much larger) rather than gameplay that stands very well on its own. As I’ve touched on elsewhere, this was a deliberate and unfortunate decision I was forced to make. I had a very clear vision of where I wanted the game to go and what I wanted it to look like, but not enough time to implement everything. It likely would have been more successful (and arguably smarter) to alter the vision for the purposes of the jam, but I felt so excited by the idea of the original that I decided to focus on atmosphere and personality.

On that note, thank you very much for the compliment on the personality! I’ve mentioned in the Bigmode Discord that SPM was one of my big inspirations, particularly in the writing department. It’s one of my favorite games of all time (my first ever “story game”, as a matter of fact), and I’ve always been a bit bummed that there’s not much in the same vein in terms of platformers with a strong emphasis on dialogue and narrative. I don’t think I have the skills to match it quite yet, but to even be compared to it is a big deal for me haha.

Thanks again for playing, and for the kind words!! I’m excited to try out your game btw, been eyeing it for a while lol

Submitted(+1)

Don't worry about it too much, I get it. I did Bigmode 23 and it was way less complete than I'd like. But I prefer focusing on what was done well so we know our strengths and can play to them better in the future.

This is also the part where I say I'm a Thousand Year Door guy so I can sniff out the writing style.

Submitted(+1)

Is there a way to say "underrated" but like even more underrated? Way way waaaay underrated?

I don't know where to start, this game is such a gem

Okay, let's start with the dialogues: personally, I'm kind of a dialogue-skipper (which isn't nice, especially when I also enjoy writing dialogues and stories from time to time), but your texts captivated me because they were funny and had a very comedic vibe

Then you have this very soothing background music, it really makes you feel like you're a relaxed person

The artstyle is simple, yet fitting to the world, as it still needs to be built, painted and polished

The main character brings a certain twist and new aspect to the universe, as it is round and squishy, unlike the other inhabitants who are angled and firm

I could go on and on because this game isn't simply a game - it's an experience and games like this one are why I became a game dev in the first place - to create experiences for people

I really really hope you'll continue this project and I'm sure you had a lot of fun with it

This is one of my favorite entries, you have done an excellent job! I kinda feel bad I can't rate it higher than 5/5 in each category, because you deserve a lot more!

Gonna spread the word :)

Developer(+1)

Apologies for the late reply! Paradoxically, the nicer/more impactful the reply is to me, the longer it takes me to write because I’m afraid I won’t be able to adequately convey how grateful I am.

And even with that extra time I still don’t think I can do it justice! I guess I’ll try to explain where I’m coming from. I don’t join jams to win or compete in the same way that (I assume) many others do; my goal is always to take the theme, use it to force me to come up with a unique narrative or setting idea that I wouldn’t have considered otherwise, then try to make something as impactful as possible. In my eyes, if I receive even one comment like this, I’ve succeeded at what I set out to do.

I have a similar view on the role of games as experiences; my favorite games and genres extend beyond just being fun to play and lean much more heavily into having a lasting impact on the player (and perhaps even the way that they interact with the world around them). This is not to minimize the role of fun or the people that design games solely for this purpose; that is a very, very important part of the equation, and I realize that my focus is firmly in the minority here.   However, in my eyes, the most successful games are those that reach through the screen and pull the player into a new world/narrative with such force that that person is forever changed. I don’t claim to have done this with Oorigenne, but I hope to at least have gotten a couple steps closer towards this (admittedly lofty) goal.

I also wanted to let you know that you actually caused me to see my own game in a new light. Your interpretation of the player character’s malleability in contrast to the more rigid shapes of the other characters extends beyond my simple  “well duh yeah Oorbi is not from their universe”. Though unintentional, this interpretation actually fits well with the role of the Oorbs’ in the game’s universe as agents of creation and change. And this is yet again why I love comments like this, because people engaging deeply with a work (mine or otherwise) offers so many interesting new perspectives that I’d likely never explore on my own.

I so, so wish that I could respond to each of your points/compliments in turn, but I don’t want to make this post too much longer than it already is, so I’ll try to wrap things up relatively soon. Firstly, I’m incredibly happy that you played my game, and even more happy that you enjoyed it and it had an impact on you. Secondly, if you’d ever like to talk further about any of this stuff, please don’t hesitate to reach out on Discord. Thirdly, thank you so much for posting about this game in the server - it is extremely heartwarming to see that you feel so strongly as to publicly endorse it, and if I can give other people this same experience based on your comment, I would be overjoyed.

And fourthly, about the possibility of a future release, while I don’t have much to share on it at the moment…I don’t think you’ll have much to worry about on that front ;)

Submitted(+1)

It's really heartwarming to read about your approach to game dev and jams. 

I think the same way: if there's just a single person that enjoys my work, I've done the right thing. 

And the fact that your game can be compared to a piece of art, it leaves a lot of room for interpretation and the contrast between the universe and Oorbi is very noticeable in my eyes. This just adds so much more depth, as it can have different meanings. 

I can't wait to see what else you'll implement in this game :)

If you're open for ideas, let me know. I love coming up with suggestions :D

Submitted(+1)

Very slick feeling game, love the vibes and aesthetics. Only thing I'm confused about is whether I beat the game or encountered a bug. This occurred after scaling the leftmost wall and talking to the dude. If it was a bug, I'll give it another try later. Nevertheless, very great feeling game.

Developer

First off, thank you for playing! If you're talking about the abrupt cut back to the title after talking to the final character...yeah, that's unfortunately intentional. I didn't have time to implement a proper ending, and I had intended to fade back to the title screen after talking to that character...but I ended up finished that section with like 8 minutes to go, so I just immediately restarted the game instead. Apologies for the confusion!

Thanks for the compliment on the vibes/feel! I've mentioned it elsewhere, but adequately conveying the vibes of my initial vision was my primary goal once I realized I wasn't going to have enough time to implement everything that I wanted. I'm really glad that (at least based on the comments I've received thus far) I was mostly successful! Getting the player controller feeling right was also a high priority, and I'm glad that shone through as well.  Definitely check out some of the people mentioned in the credits of the game, as much of the vibes/aesthetics can be attributed to them (namely, the base physics system and music).

Anyways, this is getting long (who would have guessed?), so I'll end it here and just say thanks once again, and I hope this game had a positive impact on you! I'll be sure to check out your submission soon :)

Submitted(+1)

Yeah, I completely understand, I also made most of my gameplay elements on the last day and cut it kinda close (spending the other days on physics and fx). Nevertheless you did a really good job and I enjoyed what you did manage to make.

Submitted(+1)

This game really sticks out, in a good way! I love the presentation and the setting, I really just wanted to explore more of the world and get more SLIC powers. Good job!

Developer(+1)

Thanks again for playing! I really appreciate the honest style with which you provide critiques. As I believe you mentioned on stream, I can definitely tell it's coming from a love for the craft and a respect for your fellow developers :)

I'm also very glad that the main complaint thus far seems to be that it is too short and that people wanted to explore more; putting 3/4 of the content on the chopping block was a very tough decision, but given the feedback, it seems like there might be a decent bit of interest in an expanded version. Anyways, thanks again for the feedback! It means a lot coming from another blob-type game developer lol

Submitted(+1)

❤️

Submitted(+1)

i played this game yesterday and had a lot of thoughts and such but itch didnt let me comment. now, i kinda forgor lol. but what i do remember, is that i loved this game, a lot. it was funny, clever, and fun. i love the dialogue quite a bit, this game really feels like its the intro to a 10/10 game. and i gave the game my highest rating yet. i really do wish i remember the deep thoughts i had about the game, oh well.

Developer(+1)

Words can't describe how much I love this comment (however, this will not stop me from writing a novel-length response). I am so, so glad that you enjoyed it, but I'm even more glad that you realized what the intention was here. While I don't think I'm quite capable of a 10/10 game just yet, I was definitely trying to make this seem like a small slice of something much larger. To hear you say you loved it means the world to me, because the main reason I make games is to try against all odds to give people the same type of experiences that made me fall in love with games in the first place.

Also, very glad to hear you liked the dialogue (shoutout to my GOAT Wally). That was definitely a major focus, along with controls and SFX to create the type of atmosphere I was going for. I hope to eventually expand out from this little slice into something much more substantial, so if you still find yourself wanting more, there may be something to look forward to in the future (no timeline yet though).

...okay I did say I was going to write a novel but this is getting ridiculous so I'll just end it and say thank you so much for this comment and for playing my game!!

Submitted(+1)

Love the presentation, and right on theme.

Developer (1 edit)

Thank you so much for playing! I'm not much of an artist, so I'm glad that the minimalist style seems to have hit well enough with most people. And to be honest, I was kind of worried that the connection between my game and slick would be tenuous at best. I just knew that I wanted to do something different from the typical interpretations. I'm glad you liked it!!

P.S. Spring Theory is a killer subtitle lol

Submitted(+1)

Despite the fact that there wasn't too much too play, I really enjoyed what you did have! You did a great job with the dialogue and the vibes were on point.

Developer

Thank you so much for playing, and for the encouragement!! I wish I would have had more time to flesh things out as well. Once I realized that my time was going to be severely limited, I had a choice to make: a small slice of my vision for the full game, or a less polished but more substantial experience that focused on gameplay over atmosphere/story. I’m a writer at heart, so I chose the former, but time will tell whether that was the right decision. Thanks again for the kind words!

Submitted(+1)

I can’t get past the first line of dialogue! I’m super intrigued to play more if there’s something I’m missing … :(

Developer(+1)

I'm so sorry you're experiencing issues!! Are you pressing "Z" in order to advance the text? I intended to add the controls inside the game but it just completely slipped my mind in the chaos leading up to the deadline. If "Z" doesn't work, I believe I also set up a mapping for the topmost button of a gamepad to support interaction if you have one on hand. Again, apologies for the inconvenience, and thanks for your interest even if you're unable to get it to work!

Submitted(+1)

Z worked! Glad I got to play this, Thomas Was Alone vibes :) Was really sweet and loved the attention to dialogue, although faster text skipping would have really helped haha. Lovely game ! :))

Developer(+1)

Yay! I'm very glad it worked :D

Thanks so much for the positive feedback! I'm glad you liked the dialogue; as I've explained in other messages, I tried to make sure that the writing was as polished as I could make it given the lack of content elsewhere. I completely agree on the dialogue skipping (and generally faster dialogue scrolling across the board) would have gone a long way to helping things feel smoother. Unfortunately, that sort of nuanced refinement is the first thing to go during crunch time...

Anyways, thanks again for playing!! I'm working right now, but I'll plan to check your game out when I get a break :)

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