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A jam submission

BlorbView game page

It's blorbin' time.
Submitted by blorbdev — 2 days, 19 hours before the deadline
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Play blorb ludokino

Blorb's itch.io page

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Comments

(+1)

Adorable but I find it difficult to look at, not because of the graphics but mostly the camera moving really fast while also scrolling trough repeated sprites, Ideally this game would have limits on how the camera would scroll up or down, or even make the camera follow the player slower while moving vertically.

The night level is too much on low visibility I don't think is needed to dark shade also player and the level.

The space level is also difficult to look at because the background moves too fast, I would also make it darker so it doesn't seem to confuse the player what is foreground what is background.

Nice ideas about movement, is not exactly easy to pull off cause I feel is too much timing dependant but I can see fun in speed running the game once mastered.

Developer

Thanks for playing! The camera still needs a lot of work, I know. I think it needs some kind of system where I can manually set the camera to go up or down at certain points in a level, so that a platform will be on screen, for example.


Points taken about the night level visibility, seems like everyone agrees on that!

Submitted(+1)

I fell off the platform when trying to enter a level and I couldn't get back up. Needs more tutorialization. The levels after that were fun, but I felt blob was slow and the movement tech takes a bit more of key pressed than I thought it would need, a quick binding would be nice. I had fun.

Developer(+1)

Thanks for playing, happy to hear you had fun. I think I know the platform you're talking about, the problem is unless you already did the previous tutorial (the game doesn't force you to do that level first) you won't know how to get back up.

Submitted(+1)

picked up the movement tech very quickly, although I’d suggest adding a fastfall binding like Z or something, it gets awkward having to switch my middle finger up and down like that.

I wish there was more traction on the ground, but I respect it if you want to keep it like that too, it’s definitely doable. the roll especially out of a fastfall bounce felt WAY too fast and hard to control though. still, very charming artstyle

Developer

Thanks for playing, and interesting suggestion about the fastfall binding--it actually used to be there, but I felt it was too confusing. Wouldn't help having it as an option, though. I just need to make controls rebindable.

Submitted(+1)

Had fun, I feel like I didn’t fully understand the controls, but the difficulty didn’t force me to, so if you want I think you should keep it that way so most people can clear the game playing it like a normal platformer and the real blorbers can show off. On controller I kept accidentally bouncing when I was just trying to roll, though it might just be my shitty dpad. The only thing I didn’t like was the forced camera on the moving platforms because it made jumping off them much harder than it would be otherwise. Also, you can make the keys despawn if you roll into them, and there should probably be a way to look down (maybe holding down while still)
Developer(+1)

Thanks for playing! "most people can clear the game playing it like a normal platformer and the real blorbers can show off" that's my goal, but I still think the controls could be a lot more easy to understand.


I think I MIGHT know what happens when you bounce instead of rolling, it's not just your d-pad, definitely happens to me.


Camera is the bane of my existence, I need to make the camera smoothly transition between the platform camera and the regular camera. If people still dislike the platform camera, guess it's gotta go

Submitted(+1)

I enjoyed blorbing around, the normal movement feels pretty smooth but the bouncing part feels a bit harder to do accurately. Maybe I'm just bad at platformers though. The visuals are pretty simple but somewhat charming, looks good so far!

Developer

Thanks for playing! My goal is for the regular platforming to be precise, yet the bouncing to be a little bit more chaotic and fast, but hard to control. Need to strike a balance, of course.

Submitted (1 edit) (+1)

I was never able to do a diagonal bounce.  went through all the levels with just vertical bouncing.

I wish it just locked you into a bounce if you hit down anytime during the falling, and  no direction made you bounce straight up.

Developer

Thanks for playing! Oof, looks like you're not the only one who struggled with the diagonal bounce. Were you playing with controller? If so, maybe the problem is you were pressing jump, instead of just moving the stick diagonally (that's what I saw tripped up the streamer). I need to take a good look at the controller gameplay.

Submitted(+1)

I played keyboard

Developer

I watched your video... you actually did get the diagonal bounce, as far as I can tell, at 4:45. I think the thing that trips people up is that it's momentum based, so you need more horizontal or vertical momentum to move in that direction.

Submitted(+1)

The controls have improved a lot Blorb! Or so I have felt. It felt wuite good playing on the Keyboard. Somehow the bounce mechanic felt more intuitive this time arround. With the controller however, because the jump button is not down, it felt more clunky somehow. Why is it not consistent with keyboard? 

I played all the 5 level. The last one, where you need to find the secret exit was particulary difficult. Took me at least 50 tries! (yes, I am that bad) But finally I managed to clear it.

Also played the snow level. 

I tried to get to the other side of the Hill of no secrets, by trying to get momentum and jump over it, using that elevated terrain you access with the moving plataform, but was not able to do it. Since there are 7 level, I assume the last one must be there?

Your game is very charming. I like the animations and sounds. Keep up the good work

Developer(+1)

Thanks for blorbing! I assume you mean that the jump should also work if you press up on the joystick? I'll make it an option, at the very least.


Good job sticking it out on that level, the platforming is pretty nasty, especially because the moving platform camera is still WIP. I spent most of the time making the background and not the actual level, oops. The hill of no secrets actually has no secrets, I'm sorry to say. The other level is to the right, up the moving platform.

Submitted

I can't believe that the Hill of no secret had NO SECRETS! hahaha

I'll look for the other level, and keep blorbing. Thanks for letting me know :D

Submitted(+1)

I think I skipped the easy levels and went to the cloud ones. At one point I collided with a falling key and it disappeared. I could not finish the "blorb is the key" level.

Blorb has caused my efforts to be in vain, I am disapblorbed.

Developer(+1)

Oof, seems like that bug is more common than I thought. So sad to witness somebody get disaplorbed; you hate to see it.


Thanks for playing!

(+1)

Played through till level 5. I stopped in the spacey blorb dimension area.

Like: blorb, bounce jump, rolling, space dimension music 

Criticism: I think too much precision is needed to progress through the levels with how finicky it can be to control blorb. I also think the night level is too dark, the foreground platforms and blorb should be more visible.  Respawn animation takes too long which is noticeable with frequent deaths.

Developer

Top gob, my arch nemesis...


Thanks for playing! Point taken on the precision required, I'm trying to strike a balance between being challenging and being a "rage game". The night level is definitely too dark, I'll brighten it up. "It looks good on my monitor" TM