Finally the new update is uploaded. With new menu tabs system and new awesome level pack - "Rooms". Check it out! Mobile stores may take up to 1-2 weeks to update because they review much slower with all the coronavirus problems.
Recent community posts
In upcoming update there will be new menu. On the left will be tabs. To switch between sections. It's much faster to move between sections that way. This menu works already. I playing the game with it.
Older topic has been archived and I can't post there.
Here is very cool presentation showing new level pack with several new mechanics.
Level pack "Spikes ahead". Very diverse and dense because of so much new mechanics!
The game is here: https://progamix.itch.io/orbox-b-rebirth
You can join Discord chat: https://discord.gg/5ggx3m6
The game can be played on mobile too. And you can create profile. So you can continue progress on other device if you login.
Very cool delay. Maybe a bit too heavy on CPU.
I don't know what is drift but I liked it.
LFO is cool making it possible to use as chorus.
Filter names switched places. Low cut is high cut, high cut is low cut.
I did not like the drive. It produces like clicky peaks. Maybe it's possible to fix drive algorithm that would not produce clicky peaks?
Mockup of new main menu screen. There are tabs on the left instead of different buttons that are leading to separate screens. Each tab leads to the named section. The idea is to reduce number of clicks. For example if player goes inside main game(story mode), first he sees select pack screen. Then click pack and go inside level selector. So if player would wanted to go to visit say level editor, then he should clicked back buttons to go out to previous screens and go to the main menu. And that are few clicks back and forth each time
With tabs he can just click a tab to go to a section immediately. Menu on the left always there. Unless it's gameplay.
My game is here: https://progamix.itch.io/orbox-b-rebirth
I have no idea how to make dev logs correctly.
But anyway. Finished a new level pack - Spikes ahead. Added several new mechanics. Various types of spikes and something like a weapon to destroy spikes. Also the new level pack is all about spikes.
On a picture below the most big spike block. It also can be destroyed but harder than other spikes.
I am very open to suggestions. Especially ideas for stuff that can be bought in the game for coins or crystals.
Right now the game has 5 story level packs. And 2 general packs(without/unrelated to story). The game has level editor, so users can create their own levels and share within the game online.
The game is released but it is not finished. Available on PC/Linux, Android, iOS.
I think the main confusion goes with the open doors. They are on the side and this makes the main confusion(probably hard to tell where the door will be closed).
Maybe I can upload image here with other vars. The door var on left, open door on right. Also the opened door has less bright color. +Different button var with only main color. Without the dark color.
Well, if you not tired of it. I hope that is not bother. Also if you will have ideas of which things we could sell for in-game currency(coins can be obtained in game, crystals are only to buy with in-app) that would be cool. So far we think of skins and few more things. It's hard to tell which one people would really like in a logic game.
You played a random level pack. They are not supposed to have learning curve. The learning curve is in Story level packs. Also the "Classic" pack is from 2006, and it has little number of mechanics. If you started from "Beginner" pack it would be very different experience.
By the way in story level packs, there are dialogues. They works a bit like cutscenes too.
Thank you for checking out and providing feedback!
Hello. I am Arseniy. Creator of Orbox B: Rebirth. I make graphics, design, music and sounds. Actually I came here because I don't understand something. Some games have community, some doesn't. Where is the option to create a community for a game?
A few more things about myself. I am from Russia. I also love cats and dogs. And hope someday I buy my own apartment(or house even better) where I could have few pets. Games are something like my regular job. Usually I work on a game in pair. Me+coder. I might be open for a collab if you are Unity coder. But I will require good quality work.
I would like the jump could react a bit more early than it is now. When I jump, if I press jump again then he should jump(like the key pressed command stayed in bugger and was waiting when he lands). This is very practical in platformer games.
The game is very cool. Thank you!
I would like to know, how to have normal performance in Unity when there are a lot of objects on the screen. Why it makes Unity eat so much resources?
I have a tile based 2d puzzle game. The more bricks/blocks there are on the level the much slower game gets. So I wonder where/what to search to find out how to solve this problem? I saw some HTML5 examples with thousands of objects moving on screen without problem.
I am not a coder. I ask this for the coder I work together on our game.