Thanks for playing, and good point about the berries.
blorbdev
Creator of
Recent community posts
- Art and overall presentation are great, although I do wonder about the elephant in the room in the intro. Isn't it too porny for a non-porn game, but not porny enough for a porn game? Maybe that's what the MARKET loves, I have no idea.
- I know it's supposed to be a hard game, but couldn't there be a breather level before the KISS YOUR ASS GOODBYE difficulty kicks in? Even if you are opposed to doing this for the actual game, for demo day you definitely should IMO, because people (like me) might get filtered too early.
- My biggest problem with the gameplay is the shooting. You can fire multiple times to destroy a barrier, great. Or fire just once after charging. Since you fire infrequently, you might as well stay charged forever, right? But then you are spending 90% of the time holding a button, which feels AWFUL. I'm not sure how to fix this, but it really feels off having to hold a button so much, at least on M+KB.
- I had a Dean Takahashi moment when you are supposed to jump after dashing. It works fine once you get it, but I feel that only being able to dash on the ground is unintuitive. Maybe there's a way to make it more understandable for the brainlets out there.
Very impressive overall!
Metalarmsian Kludgekino.
- I get an actual GMI vibe from this game,and I'm serious about that. (I expect a 1% royalty for recognizing this potential).
- Main menu is amazing. No notes, great job.
- I don't like the central swing mechanic's controls. What I would prefer, and maybe this would actually suck, is if you just hold the button to ready a swing, and then move the mouse in the direction you want to move the bat. I understand it might get weird since you also aim by moving the mouse, but maybe it's worth a try. Intuitively, when I move the mouse to the right, I expect to swing to the right
- When playing in first person, rolling over small objects feels bad (it launches you up way too much). I realize that's because of Kludge's wheel, but still, it feels bad.
- I feel the tutorial is pretty weak, visually at least (might be placeholder, I know). It feels amateurish, especially compared to the fantastic main menu.
Thanks for blorbin'! I worry about making the default turning any slower because it might filter people before they learn about the bounce flip (you are probably one of the only people who have ever done it, tbh), and the awkward movement might turn people off because it feels bad. But I do see your point.
Do you think the sluggishness is visual or has to do with the actual gameplay and physics? I think there could be something about the low resolution or parallax that makes it feel that way.
By bouncing consistently, you mean the vertical bouncing, right? It seems most people struggle with that. The problem is you need to hold jump on the way up to go higher, but not hold it on the way down to go faster and therefore bounce higher.
I feel I need to simplify it, but I don't want it to lose any nuance. Thanks for playing!
Soul alert.
- I really like the artstyle, and the way the 2d and 3d clash (in a good way)
- Zombies ate my neighbors vibes, very nice
- I would prefer if the number keys selected weapons in the "1 is slingshot, 2 is bat, 3 is gun, etc" way
- Dirty footprint mechanic is soulful, but should wear off sooner
- I think smaller levels packed with more FREAKS would be better
- When there is only a couple monsters left, there should be an indicator of where they are. Maybe you want it to be a challenge to find the last one, but there could be SOME hint at least
Very cute and soulful, get ready for some major nitpicks.
- The tutorial level seems way harder than the following level. Why not give a nice peaceful baby level to begin with? The very first seconds has you bombarded with enemies, just give us a breather first to figure out how the movement works. 90% of DD games err on the side of too hard rather than too easy.
- I guarantee you nobody will find the game too easy and quit immediately if you have a more gradual difficulty curve. The core gameplay of rolling around feels good, and it's ok to start out easy. You should introduce the basic rolling, then the jumping, then the enemies, etc. Could be in the same level, but there should be easy breather sections in between.
- Most of the difficulty, for me at least, comes from the enemies, which seems a bit backwards. I wanna roll, you know?
- The animations of the default girl (the one in the capsule art) are bugging me. Her feet are too often planted on the ground when moving slowly, even though I think if you were actually inside a ball rolling (I've never done it) your feet would constantly be moving in small steps, you know? In fact, you wouldn't be able to have your feet static because the ball is rolling.
- The lives UI element didn't read as lives to me until I first got a game over and realized, oh shit, there are lives. The little white balls should either be half pink like the actual player ball, or should be replaced with little pictures of the current character head. I thought the lives were powerups or something.
- Even more nitpicky nitpicks: the sound of breaking the crates sounds more like eating than breaking. On the first level, there is a bit where the floor flickers (3/4 of the way through). On the grassy level, area 1, there's a tree that blocks your view right next to a tiny rock, feels bad.
-Very cute, I love the little sealer
-I miss the way the seal would ragdoll off the edge, it seems like he usually just stays in place when hit (rip)?
-Is there some kind of meta progression? Because if there is, I missed it. It's pretty punishing, which fits the arcadey vibe, but it's a bit too hardcore for me.
-The bottle for the sharks is cute, I assume they are used as a currency? I only caught a shark once or twice and died soon afterwards; it's very hard to catch the shark and not die immediately afterwards. Perhaps the bottle could stay there as a trap until a shark hits it?
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.
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.
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.
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.





