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FourOrbStudios

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A member registered Dec 12, 2022 · View creator page →

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Really good visual style and vibes. 

I would recommend adding a summary of how the mouse is used to your list of controls to be a bit more explicit.

Some delightful mushroom character art. Showing the full path to the boss from the first fight gave a really good idea of the progression.

Overall, really well done.

What a delightful little experience. I have made a little guy.

PS the default image size is a little too big for Itch.

Great game, some well thought out upgrades. Could definitely see it growing into a full release.

Nice work on this, especially the boss fight. The dynamic audio and the various boss phases were delightful. That final fight is tough.

If you're making changes post jam, having double tapping space queue a second spin would have been really handy for that final fight.

Absolutely fire game. Both in style and game play. The roulette part is such a funny idea, and the way it balances out your build is so clever.

Top notch work.

Really good stuff! Especially the strong visual style.

I often felt like I had tricky decisions to make, which is exactly what I'm striving for in this genre. Also giving each opponent a specialty was a really good way to give the game a sense of inertia as you go.


A few thoughts & pieces of feedback, since you mentioned you're looking at expanding it after the jam:

  • Opponents overly healing can have negative game feel. It might be worth exploring if there's a way to temper that, but its a very hard problem to solve.
  • The wheel being forced on the player every X turns brought some depth, but also restricted strategy on the turn you're forced to spin it. Adding player choice on those turns could help with player agency. As an easy example, if spinning the wheel also discarded a card of your choice, then your 'random' action would still be beneficial to your overall strategy, although harder to convey.
  • A scripted initial fight would be a really good way to communicate the foundational game play, as players often skim/skip tutorial text.

Looking forward to seeing where you go with it.

This game has a really strong visual style, both the geometric walls and the color palette are really strong. Similarly the parallax background is great. 

Also I really like the use of both left-right movement and rotation, as it gives a lot of opportunities for more efficient path traversal. This could definitely be a strong time-trial style racer.


A few pieces of feedback that could be helpful:

  • I didn't realise the title was also the button to start the game, it might be worth making that more explicit on the Itch page.
  • Similarly, I didn't realise the green shape was the goal, so I veered away from it and crashed on my first run. I think I didn't trust the blue path line leading me to it because it had previously gone through a yellow wall, so it wasn't as clearly communicated as the goal.

This has a great visual style to it, and I really enjoyed trying to find the optimal hand to score both sides. Quite a tricky puzzle.

I think there's currently a bug, all the upgrades were returning this instead of the upgrades shown in the screenshots. If you end up fixing the bug let me know. I'd be very keen to try the version with upgrades.

Nice work on this! Some nice little puzzles and good atmosphere.

If you plan to extend this game further, or do more games in this artstyle, I'd recommend making a button to disable the chromatic aberration for accessibility.

Really nice puzzles and atmosphere.

I did get soft-locked under a lever. Luckily, its a pretty easy game to get back to where it soft locked me.

Not sure if its an easy fix on your end, but may be worth considering seeing if you can disable that collider.

PICO 8 has such a specific charm, and both your art and audio is really aligned with that aesthetic, this is really pleasant. Great work.

This game absolutely oozes with style. Everything is really cohesive, the sound effects are especially pleasant.

If you are looking for a few minor improvements that could really take this game to a 10, I'd consider the following:

  • Longer invulnerability frames on everything.
  • A way to ensure you're safe after you re spawn after falling down a cliff. E.g. slowing down mobs, or a little invulnerability window.
  • A few sprites looked like may not be Y-Sorted, but they all happened fast enough I couldn't say for sure.

Awesome work!

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Nice work on this.

The skull gets some pretty good inertia, you could really lean into that and make beating the level fast a focus.

I struggled to find the fourth bone, it may be worth using the level layouts or maybe some color to guide the player to a simple path that will find all four bones.

Great sound and visuals. And some good vignettes. In my opinion the single best element is the "events discovered" label. That was a really good way to communicate how many moments there was left to see during the game.

Lots of little bits of juice and polish that really improved the overall experience. Great work!

Really good sound/design and UX, it has good bones, that could definitely turn into a something with a bit more thinking, if it included some more meaningful decisions.

The randomness of a wheel does make it tricky to balance, I think a greater focus on the ability to modify the elements on the wheels may help the player feel less of a sting when the randomness doesn't go their way. Even if its a simple as the player choosing where the negative spots are placed on the wheels, they might feel more in control when it lands on it.

Great work!

Nice work on this. 

Since you mentioned your goals were to work on your art and UI, I thought I'd send through some feedback relating to that:

  • Firstly, the cats are great, and I think the mixed media of fully digital and real images is a great way to accentuate the cats.
  • The way the spinners grow when they finish really draws your eyes to them, this is really well done. Its a little tricky with 3 spinners at once, but having a way to prioritize whatever animations are playing such that the player can focus on one element at a time can really help the player to appreciate your nice animations, and really sell the impact of one action into another. A good example of this would be a game like Balatro, where the animations go left to right one after another.
  • Little ambient animations like the way the cat names wobble also goes a long way.
  • Whilst not specifically UI, some feedback (maybe cat noises?) upon purchasing upgrades would help the game feel more responsive.

Good luck with the rest of the Jam!

Love the style, I got this little guy and he was devious.

Thanks for giving it a play!

This is so incredibly well put together. Immaculate vibes, each character has their own gimmick.

Surprisingly crunchy mechanics, had a blast.

Fantastic work!

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This is quite a nice spin on a Buckshot roulette style game. The dealer character is delightful, and the audio suits them well.

I don't think the money is being doubled correctly, as I think it went from 20,000 to 30,000 after my most recent win.

Nice work on this, could easily be expanded into a larger idea post Jam.

This is a very charming little Foddian game. There's a few spots that you can get stuck, some way to slightly rotate the cart would be helpful to getting unstuck.

Not sure if you tried keeping the inertia wheel value after each launch, but that would make some sections a bit easier.

The L(A)UNCH button is a really great touch.

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Love the character design, and the way stirring the pot works flavor wise.

If you wanted to make sure the player knows what they're doing before you start spamming them with mobs, you could start with only spawning a single mob, and having them move extremely slowly or be fully stationary as a secret tutorial step, such that the player can't lose whilst they're learning the controls. Then once the player has stirred the pot and beaten the first mob the game really starts.

Nice work on it!

This is delightful. The way you weave back and forth feels a lot like the action of rabbit and steel. This could definitely be turned into a full game. 

The addition of a projectiles that need to be destroyed by a clockwise/counter clockwise sword could add some really crunchy challenge for harder levels.

If you're looking for last minute improvements, some way of communicating your progress per screen could give the player a stronger sense of how far through the game they've progressed.

Nice work!

Really well put together. I would be interested in seeing how it could come together with an upgrade system and a more bosses

What a delightful little game loop.
Nice Job on it!

Not sure how the UI would fare on a phone but I think it would port really well to mobile.

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The character design and the HUD border art are phenomenal. Really nice work on this!

What a delightful game, I really enjoyed the shaders on the loss screens.
This goes real hard

I ended up getting 5/8. Great job! Its really well stylized, and shows off the depth of the mechanic quite well.

Orestorm Factory is a BulletHell Roguelike where you build a factory of drills and processors to loot a cave, while dodging your way past enemies and your own deadly machinery along the way.

Its a base building game where a lot of the challenge comes from having to dodge the ores your own factory is producing.

Play it in browser at https://fourorbstudios.itch.io/orestormfactory

Watch the trailer here:

Build a factory while mobs hunt you down.

Don't let things get out of control:

Build upgrades between games:

Build a factory that can withstand a boss