An expanded spiritual successor in the same setting as Gorgon's Garden is planned for the future, but I've got a queue of projects to work through first so we'll see!
Feverdream Johnny
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This version of OE is more developed than the steam next fest demo release you might be familiar with. Below is a list of significant changes. There are definitely more (many of which are bug fixes and other refinements), but these are the more observable ones:
- A largely finished bossfight for World 1.
- Early versions of World 2's sub levels (there are 3: Cowboy, Greek and Noir).
- Reworks for much of World 1's content, such as a dedicated questline for repairing the gondola, a rework for Zuppo's soup quest to make it tremendously less annoying and misleading, a simplification of Professor Purple's laser puzzle, easier routes for Wickedly Cruel's trials and more.
- A new system in the pause menu to keep track of which coins and portal worlds you've visited.
- A whole time trial section in World 1, sub 3's lava section.
- A fully mocapped and voiced cutscene with Wickedly Cruel.
TO OPEN THE CONSOLE: Press ~ (tilde) to open and close the Debug Console. From there, you can type commands and press Enter to submit them. The debug console has a limited autocomplete feature you can use by pressing Tab when a command is filled in grey. You can use the up and down arrows to navigate previous commands in your history, that way you won't have to retype everything over and over again.
This post covers some helpful commands for exploring the unfinished version of Orbo's Exodus:
Help() - Lists all commands. Using Help() and passing the name of another command as an argument explains how that command works. This is the main way you'll use the debug console.
GiveHat(Hat_Drill) or GiveHat(Hat_Propeller) - Gives you the game's two hats at any point during gameplay. Good for scenarios where you load into a level without a pickup available or otherwise want to play around.
BossTest() - Loads up the questionably finished Baklava bossfight. Of course, it lacks dialog, cutscenes, etc. etc. and was in desperate need of gameplay rebalancing, but it can be completed from start to finish.
Noclip() - Toggles noclip on/off. Extremely helpful for exploring.
LoadLevel(Scn_World_Prop_Sub_1_Cowboy) - Loads the unfinished cowboy level from world 2.
LoadLevel(Scn_World_Prop_Sub_1_Greek) - Loads the unfinished greek level from world 2.
LoadLevel(Scn_World_Prop_Sub_1_Noir) - Loads the unfinished noir level from world 2.
ListLevels() - As the name suggests. Helpful for figuring out the level load IDs so you can quickly navigate the game's content.
Games like this bring me a lot of hope the sort of "punk" ethos in game development isn't dying out. Very much a readymade in every way I appreciate, and then some! Every part of this game is a highlight, though the boss fight was especially quite funny. Also glad to see that Beginner's Guide reference in the museum chapter lol.
I'm afraid the patreon release is not the full game. There are two different releases on there: a pre-alpha (for the oldest version of peeb back when it was a simple player controller and a route through one level of the castle) and v0.05 (which is like the itch.io release, but it has a ton of better QoL features).
I'd recommend holding off on joining the Patreon if you're solely interested in Peeb, since it's been temporarily shelved while I work on more viable projects in the short term
This was a phenomenal exploration of hostile design! It's amazing how far designers have gone to try and mask their intent by working some sense of "aesthetic" into their benches.
With how uncomfortable they are to even SIT on, it's reached a point where you have to wonder why they'd bother installing them in the first place. Is it just a formality now? Are the benches just there to create the vague sensation of a public space without actually contributing to it? The most mind boggling design has got to be those spherical benches. I can't even believe those are meant to be sat/leaned on.
I appreciate the small details around the museum that mesh in with the theme, like the sealed fire door that doesn't have a proper knob, the museum-wide warnings not to touch the walls, and most notably the game's viewport being set in an aspect ratio that crops the viewer's perspective into a small gap to peer through.
I also admire the work you put in to painstakingly re-create all of those benches. The final presentation is super crisp, and I am genuinely amazed.
Incredible! The flow between spear and unarmed combat is super smooth, and I like the little variations in the movesets that keep the pace up (like how the forward midair for unarmed launches you down at an angle and does enough damage to dislodge the spear from anyone it's stuck in, allowing you to quickly close the distance).
The full version will totally have more enemies to fight (along with other unlockable weapons), and I've been contemplating how to make the inventory screen transition better without diminishing the gravitas of it, I think I might make it so that after you've opened it once, it opens 5x faster or something.






















