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blorbdev

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A member registered Jul 07, 2023 · View creator page →

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At last... I have finally... (a)woken...


My main problem is the performance. Maybe it's some quirk of my PC or it's like this for everyone, but it's really bad, sadly. Performance was somewhat better on the earthquake level, but on tutorial and first one it's abysmal. Notably there is often a stutter when starting to fire the gatling gun. I have no idea what it's like making a 3D game with Godot, perhaps this is merely the inevitable result of Juan's trickery, but do you have any idea what might be causing these performance problems? I know Godot is "heavier" than you might expect for a given level of graphics, but there's no way it has to be this bad. Sorry for complaining so much, but it really jumped out at me. 


I  should clarify that the FPS was fine, it was like 60-120 all the way through, but there are massive stutters that make it feel like 20-30 fps at times.

-Art gallery and model viewer? Pure, unadulterated soul. You could make it even more soulful though by unlocking new art through achievements. You know, "Level Complete! You unlocked concept art 11!"

-Mom art is always +100 soul, just the way it is.

-Here's my (very beautiful) mockup for how I think the weapon switching UI could work. Instead of having the name of the weapon, have an icon and the player loops through them. (Imagine a slick animation for the icons like... one of those things, I have no idea what they are called or where I saw it. Kind of like in a cockpit or something? I may have schizophrenia.)



-Very strong choice of Blorblehead, clearly this game is going places.

-I second that there should be more impact when hitting enemies, even just color changes.

Thanks for playing! The "have to close the game to exit the credits" is uh... far from ideal, I agree.

Thanks for blorbin'. Happy to hear you like the blorbian humor. Good point about the dying, definitely need an animation there.

Amazing pixel art and animations, truly. It avoids the pitfalls of many commercially released pixel art games that make me seethe and cry. The arcade area is especially beautiful.

10/10 intro, not sure if that could possibly be real, though.


Even though the art is so good, the gameplay doesn't really work for me. It's a hard thing to give criticism for, because it's so subtle, but the main character's movement feels off. Maybe there's too little weight and momentum? It feels like a flash game, physics wise. She comes to full speed too fast, and the jumps feel disconnected from the movement, if that makes any sense at all--like she just randomly shoots in the air or something.


Enemy designs are fantastic, especially love the moon boss--genuinely eerie. This is the best looking DD game I've ever played, so great job.

Thanks for playing! I forgot about that log, oops.

Thanks for the feedback and for playing! The collision is a MESS.

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I just forgot to add a tile below that log (on the beach, right), oops. You just walked outside the world (spooky)


Also please do give it another shot, there's a lot of deep (B)LORE.

Main point is I agree with GasGod, it needs SOMETHING more to not be Yet Another Survivors Like. Even if you're not an ideaguy, try to think of something to set it apart. Free GimmickTM: what if the different weapons were different items of clothinng you would see on the protagonist: really lean into the anime coomer market.


1. Very nice pixel art, though I some nitpicks. First, I feel the protagonist is too detailed compared to the enemies, almost giving the impression of mixels. Maybe you could make her a bit more simplified? Second, I think the background is a bit too noisy. The screenshots look significantly worse than the actual gameplay IMO, and I think that's part of it. The enemies are the highlight for me.

2. Mouse controls are really weird, seems like it's centered a couple of inches to the right of the protag. IMO just scrap mouse controls, what kind of psychopath wants to control a survivorslike with their mouse?

Cinema. Love the JustinRPG (if I hear correctly) music.

-Can you backwards race? I tried it but couldn't, at least not by entering a negative number. But the guy's dialogue made me wonder if it was possible. It would definitely be fun.

-No reset button at the end, but I assume that's intentional. It makes it feel more... real. This is truly the 14th Nightmare Race.

-Love the dialogue, reminds me of sweet bro and hella jeff.

-Freeze when talking to the guy about nostalgia and the long shadow and shit at the end, but it might be an intentional freeze. Could have to do with alt tabbing for a second.

-Not sure what the emerald does, but I found it.

I will now thoroughly expose myself as a brainlet, and dare I say... a crapslet.


1. Tutorial kind of filtered me. I agree with what diabolodev said. "This thing wins on a 5, 7, or 9, but only on Tuesday. But THIS thing wins on seventeen, negative five, but if you roll frog you lose your bet". It would be way better to just have that information on screen, maybe when you scroll over the place you bet. I don't know how to visually display that, though.


2. Even though I was pretty much clicking random buttons, the feel of everything is really good, especially the sound effects. Neurons activated.

3. Obviously there's a wee bit of Balatro influence here, but aesthetically I feel it could be more distinct.  I don't know why exactly, but something about the sounds make me expect a more skeuomorphic aesthetic--give me that nice velvet table or whatever. I don't know, maybe that's even more generic than Balatro though, but for some reason it feels like it calls for a more grounded and less dreamlike aesthetic. Sorry for schizoposting.


4. In the tutorial, the chip gets stuck to your mouse after you put it down. I understand there is a way to put it down, but it might make sense to just have it automatically dropped during the tutorial for the sake of the beginner.

Thanks for playing. Sounds like we've got a Hoenn enjoyer over here.

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Thanks for playing, and I agree with all of your points. Having the dialogue reveal itself with a small sound effect would go a long way. Sound effects were something I was meaning to get around to before DD, but I settled for the bare minimum.

I will now play your game.

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Thanks for blorbin'. The way I did the mushroom popup text is really dumb, it's just a popup in the world itself.

Thank you for playing! I think I see what happened with the rolling for you.


Basically, the roll makes you move faster, so you can get around faster by spamming it, and gives you i-frames but only during the roll. You can roll immediately after rolling with no cooldown to zip around.


But there are the slug ghosts that have dark trails, and when you touch their trail, blorb gets covered in slime and can't roll for a few seconds. That probably was why it felt like rolling had a cooldown during the fight.

Thanks for playing! Maybe I should add a more clear "this is the point of no return" before the final boss, if I can't figure out a way to make the credits lead back into the game. I agree saving would be very nice, but I dreaded adding it because of the complexity / fucked up way I developed the game (originally, it was a game where you were on a 10x10 grid and would press a button to find a mushroom, and it morphed into this zelda-like thing) Excuses, I know.


Also you did find dark blorb at the right time, the portal unlocks once you have 30 mushrooms--but that goal is probably too easy, huh. I was trying to balance making it easy to get to the goal for demo day with making the player explore most of the world. Frankly, I was worried about people getting filtered by the dark forest and quitting before seeing the ending, but maybe I could raise the goal a little bit.


The shop is very much a vestigial thing--previously, you bought the axe and pickaxe, and you sold mushrooms instead of putting them in the museum. My current VISION is for the shop to have cool items you can buy for gold, like hats and different colors for blorb, but I didn't get around to it.

Getting a lot of blorb vibes from this...

Actually fun, even in its current, textureless state. The protagonist on the splash image is really cute, wonder how he would look in game. Main criticism is the balls that make you mash. I just don't like it, I would prefer if they just stopped your momentum completely and stole your XP instead of forcing you to mash (it happens too often so my hands were getting tired). Alternatively, maybe they could bounce in a different direction like pinball--but that might not be enough of a punishment.

Very impressive. Apologies to the real person I assumed was a bot so I rudely alt tabbed for a minute.


I never got into hearthstone so I'm not the best judge, but it's very impressive how accurately you replicated the mechanics (from my limited knowledge). I assume that this is a practice project for an original cardgame, right? So much of the card game experience is the bells and whistles to trick the monkey brain into activating neurons. If anything, it might even be more important than the quality of the gameplay strictly in terms of making it.


I know that's really obvious and lots of things could still be placeholders, but that's the main thing that comes to mind.  Also I don't think pixel art has enough visual clarity for card games--not unless it's really high resolution.

Thanks for playing and for streaming!

Thanks for playing, and for the very detailed thoughts! The most recent web version has some altered movement mechanics where the focus is more on bouncing repeatedly to build up speed, but I'm not spending much time on it right now because I don't think improving my "platforming physics" skills will really have any benefit.

"Are there too many notes, or do they move too fast, or what?" Both! Also it should start out easier, so you can get the timing down before it goes ham.

Thanks for playing! I'm really happy to hear you found it soulful. I agree with all the things you mentioned, most of them should be complete for Blorb: Definitive EditionTM.

I think I see what happened, you immediately go into level 1 after the cutscene, so after completing level 1, you might think that level 1 is a different level. That could be made clearer somehow.  Also yep, that's the one I thought, it's definitely very bad with the camera towards the end.

Thanks for blorblieving! The moving platforms were a true conundrum because the game is pixel perfect, and it's hard to make them slow enough to feel good without having them be very obviously jittery when they move. Thankfully it seems nobody really commented on the background jittering (phew), but the jitter overall is one of my biggest concerns graphics-wise.

Thanks for the very in-depth feedback! What do you mean by "Level 1 and 2 are the same"? Also by level 2 in the dark lands I'm assuming you mean the level with the clouds and ocean in the background, since the camera at the end there is pretty dicey.

Thanks for playing and giving feedback!

Thanks for playing, and thanks for the great feedback! Notes on each level are great to have.

Thanks for blorblieving, and thanks for the gameplay video, those are always very helpful!  You are probably the person with the most skill at the demo; I'm impressed you completed all the secret levels, especially the snow one.

It seems like pretty much everyone wants more bouncing. The problem I ran into with it was that if bouncing is based off of whether velocity is above an arbitrary threshold (that's how it works right now), it's unclear whether you are going to bounce or not so it feels imprecise. For the next version I think I'm going to add a dedicated bounce button, so blorb can bounce to his little heart's content.

Artstyle is some real schizocore, not sure if that's what you are going for, or if it's just because it's early / you're trying to settle on an art style.


  • Volume bar being a unit is VERY soulful (... too soulful?)
  • Rally points from circles should be clearer, I don't know if there is a special button you have to click, but IMO if you right click from a circle it should give you a super clear flag on the ground or a line going to where the units will rally.
  • I appreciate seeing an RTS on demo day, but I would also caution that even the most normal, "by-the-book" RTS is probably an uphill battle to get people to understand and enjoy, so the weirder you get the higher the filtering potential. We live in a society, RTS gamers.

Thanks for playing, and thank you very much for the detailed feedback (pictures are super helpful!)

Honestly, surprisingly fun considering the presentation. It's hard to give feedback since this is obviously a very early version, but I'll try.




  • Wizard dance is very cute, but way too hard. WAY too hard.
  • Shooting gallery is nice, sfx would go a long way of course. Intro text made me laff.
  • The letter editing... honestly, I really liked it. I think it's an interesting puzzle, and it's not one that I've ever seen before.  Well done, although the timer seems a bit too short
  • I know it's WIP, but the font on the main menu is REALLY bad, I just have to say.

Oh I see, yeah! I feel I might need to add some thinner platforms to make that happen, but it could be an interesting feature, and a way to add some more complexity to the levels.

Very cute, I found the spirits, application-quit, heh.


  • Love the way the spirits look and how they gather around the house, super cute
  • World could be smaller and more dense
  • The idle animation looks like she is stretching and squashing rather than breathing
  • Music reminds me of Chao garden, comfy

Thanks for playing, and it does seem there's a broad consensus that more bouncing would be good, so the dive is definitely something to add.

Thanks for playing! I'm glad you like the arabian riff, it was actually just a kind of gag as a placeholder but I gradually decided to keep it in, and I'm happy I did.

You're right about the blue orbs, on the night ocean level there is one that is TECHNICALLY possible to grab without dying, but which is way, way too hard (I can get it 1/15 times). What do you mean jumping down from a ledge, like make it easier to slip off the corner of a platform?

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I made a quick patch that should HOPEFULLY cap the fps, if you could skip to that level and tell me if it's fixed for you that would be great (no obligation of course, thanks for playing!)

Thanks for playing, and thanks for the great feedback!


  • Checkpoints are supposed to spawn you at the last one you reached (as in furthest along in the level), but they definitely aren't supposed to carry over after restarting the level. What do you mean by restarting, pausing and exiting to map and then reentering
  • A very good point about the saws and enemies, I've thought about that and uhhh I have no idea how to fix it :(
  • Oof, I assume your FPS is higher than 60, I think what happens is that godot caps fps at 60 if that's all your monitor can handle, so I just assumed that it would be capped at 60 for everyone. The speed on bigguy's vod is the intended speed, I'll try to get that fixed.

Thanks for blorbing!

Future plans for blorb, I'm probably going to do a "definitive edition" for next DD with some fixes and hopefully improvements, but overall I'm going to move onto something else to practice Godot some more. Blorb was actually an abject FAILURE... in terms of learning godot, since I got sidetracked by making all the animations and backgrounds. Oops.