Yeah I was initially gonna just have it be fully vague but decided that since I see a lot of stuff for trans girls like me and not much for trans guys that it should be about a trans guy. Still kept it mostly vague but there's a few hints here and there about it.
Orangechrisy
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I did try to make clear in the description that there is an end to the game, on the hope that people who got stuck would keep in the back of their mind "I may be stuck but there is a path forward, somewhere", though that's pretty easy to miss. Also yes my friend is insane it took him like 3 hours to play through it, with a bit of help from me to point in the right direction after a while, mostly because I could not bear for him to voice the same lines so many times.
Yooo, very cool to see! It's always interesting seeing how others experience the game who aren't me, like I had watched one of my friends play it on a stream who fully voice acted it like the insane person he is and it was great. But yeah especially neat seeing you go through the first week or two before you can actually do anything different slowly taking its toll on you, so real glad you pushed through that since I'm always fearing people won't get through that bit with how repetitive it is. And real glad you managed to get all the way to the end! I know it takes a while and is well, a game that both is and is about being trapped in a seemingly endless cycle of attrition to just exist.
Though yeah the audio is real quiet, I didn't really have enough time in the jam to get that to be better, there's definitely a few things to improve on (such as the little blips I added after the jam to indicate options that are required to get to the end, though there's definitely more I could've done for that to make it easier to understand what's needed). Also heh at finding out tab is to skip text at the end, I intentionally hid the default options bar Ren'Py has to make it harder to realize that it's even an option. And for the orange on the main menu, honestly it's cause some of styling options were inspired by In The Grace Of Our Malice (by some of the Va-11 Hall-A people), and they had a funky wave thing taking up space there and I was out of time and needed something to fill up space as well so decided to quickly model an orange slice cause well, it's in the name as you guessed.
>-< I'm so glad it resonated with you so much, I channeled a lot of my own feelings and those of my friends who struggle with hopelessness and dysfunction and the like into it, but I'm more glad that you say "spent" rather than "spends". It will be okay some day and you've already taken that first step it seems.
Also I tried to imply it rather than stating it outright, but the character you play as is meant to be a trans guy as well! I hope that was able to get through.
Glad you enjoyed it, we tried real hard to make it feel polished enough even if its a bit slapdash! Sometimes to be happy in life you need the thrill of risking your organs on meaningless things, maybe its just a common thing in this world, its a bit of an absurd world in general.
There is a how to play page on the bug select screen, but yeah I get that it can be a lot. Though we'd have to rework how we handle the body parts a little bit if we wanted to have the player start off with only a few rather than their whole body at their disposal, hopefully only 5 being shown at once helps makes things easier to make sense though. A fast forward option would be really cool yeah, will have to look into how to do that, and maybe something to do on the side like some buttons that you can press or something maybe, not sure. But at the least we want to keep away from direct involvement, since the purpose is to be risking your parts on something you don't have much control over, and the three of us devs all like watching AIs fight each other. A 5 minute battle though is wew, we never had one go that long in testing, hope your bug won.
(Also according to Hollow Knight lore Hornet is at least part spider and is considered a bug so spiders are bugs :p)
Took me way too long to realize I could just kill the enemies myself with just a tap of the drill, made it really easy after that, especially since I couldn't make walls after the rock's initial layer got broken through, you can definitely completely ignore the building mechanics of this. Also agreed with others, some sound effects would definitely go a long way
The vibes are nice cause of the lo-fi but I think this could definitely use some better clarity about how stocks are doing (after a few days it felt like nothing had really moved, but if there was a graph it'd make it a lot clearer to tell there is movement), the cost things were bought at, the amount of money you have being visible while in the stock buying menu. Hopefully you can keep on improving the game after the jam!
Hell yeah glad it was so fun! We didn't have time to balance so glad it was fun despite that. And really glad the theme came through, we thought the best way to do risk was to make insane stakes and then found doing so for little reward really funny. I did want to make the hand like retract when the fights happen but didn't have time (instead I spent time allowing for the hand to become a left hand or a ghost hand), something to update after the jam!
They're bug enough! Also yeah we had no time to do balancing, but we hope its fun enough despite that (after the jam we definitely will be updating things a bit). And yes, all the different bugs having different abilities and animations is so good, big props to SheerAweso for getting them all in (especially the last minute grasshopper).
Glad you enjoyed! When thinking about the theme we pretty quickly thought the best way to do a game about risk was to just bump up the stakes to absurd levels, kinda like Buckshot Roulette, and then leaned into the absurdity of it by having what you gamble on be utterly meaningless.
If the bug was stuck in place at the start of the round, then it was because you happened to lose a leg or two which causes the bug to be immobile for a bit. If it was at some other time during the round, then uh, yeah that'd be a bug and no idea why.
The surgeon's items being blacked out was not cause of one of the bugs but because you lost your eyes! The leg dash is a short boost in speed every few seconds, it's a bit hard to see though unless you look carefully cause we didn't think we could do a position modifying dash well, def something to look at in terms of making more visually noticeable in the future. And I totally wanted to try and make the hand retract while the round was playing but that was just another thing that we didn't have time for (I did make it so your hand becomes a left hand or ghost hand depending on what you've lost though, proud of that bit!), though shaking the box could be fun but no idea how that'd work.
The idea came by way of: Making a list of potential ideas around risk and biscuits -> one idea was "insane stakes on mundane things" because if the theme is risk you don't want to half-ass the stakes -> what's more insane stakes than betting your own body? -> one of us didn't want to do anything gore-y so instead lean into the absurdity of it and therefore need something absolutely stupid to bet on -> the phrase "funny bug cockfighting" being said -> we like ai battles so let's make a fight where you don't actually control your bug.
Also the reason to force picking an organ is so that there's at least some risk every round.
Oh I see, I'm not sure the risk of that in particular came through. I figured the risk of the game was just the same as normal hangman. It's so much more risky to go for one word at a time than 3+ at once since with less letters to guess its easier to make wrong guesses. If you wanted to guess say all the vowels first, and your words were steam and bounce, then guessing them together you'd only have one wrong guess (no i in either) while guessing them separately you'd have 4 wrong guesses (no i/o/u in steam, no i in bounce or steam). I hope you're able to fix the bugs and maybe be able to turn this into a real good game!
The atmosphere on this game is great but man is it hard. There are so few bits hanging out to grapple to and swinging could be very hard. I barely managed to get any gold in so many runs (though one time I did get saved from falling by some gold somehow). There was also that one graffiti of "it hunts from above" or whatever that was really funny cause dawg I'm dying enough without something hunting me.
This game is fantastic! The art style is of course utterly fantastic, I love cyberpunk settings like this and I can see how you were inspired by VA11-HALLA (one of my favorite games in general). The comedy of all the requests was so good too. The music too??? Knocked it out of the park here. Only wish is that there was a proper end bit when I got the needed keys, and maybe less scroll bars on the recipes. But don't think any of that detracts from how great it is in general.
Huh, cause at the start of a new round after getting the upgrade card I'm pretty sure that meant I had only 1 word, had completed all previous words, and there were zero letters in the letter bank, but I couldn't add a new word to be able to start myself off being able to guess like 3. Not sure there's ever a time when you wouldn't want to go for at least like 3 words at once since there's a much higher chance of you not missing a letter.
Yooo so glad to hear that it was the most fun game for you. I've been thinking about how the game I made for the GMTK jam a month ago was just purely narrative and wasn't really meant to be fun (it was meant to be depressing) while this one has no narrative at all (luckily not being rated here yay) and is purely focused on it being a fun lil game. Also yeah, we did not have time to balance at all, for instance how much player health you lose when losing an organ was entirely just me tossing some numbers in with barely any thought just so I could ensure that bit worked. But at least it seems things aren't unbalanced enough to take away all the fun at least!
The art style was cool and the game was very hard, never got past the second level. How come you can add extra words onto the list for the first round but not after that? Would've been nice to try for multiple words in round 2 as well since you're gonna need at least 2-3 words to get enough points anyways.
Gonna be real, there was a lot of stuff that made it very hard to enjoy the game. The art was really rough at best, the text was annoying to read practically everywhere, I tried to get the multiplier permanent upgrade and it didn't stay nor gave me any multiplier, the magnet permanent upgrade did seem to work but it had such a small range that it was useless, the sound was very loud with no way to turn it down (and the gunshot effect for when you want to leave a level????), and the sound swapping between scenes was very harsh. Think a lot of these things could be fixed at the least though, especially things like the text and sound mixing and upgrade issues. Props for the hand drawn art and custom made music though. I hope you guys are able to keep improving going forward.
This was a very cool game and I really love the art especially, but wew I had to go look into the code to figure out the second counter, I tried so many options for it. Would also be very nice if there was a way to adjust the volume in game, the argument music was incredibly loud compared to everything else.
This was super cool! The audio especially was real freaky and spacey (though one of those audio clips did just always make me think its saying "thirsty cocks", which was quite funny). Also the animations for things with the pixel fading looked so good. Would be cool if there was an end goal though, felt like you weren't really getting a reward for the astronaut's troubles, though I did play it for like an hour and a half to try and get all the upgrades so maybe it doesn't need one...
Glad you enjoyed it! After submitting we already had a list of things we wanted to hopefully add later including both more organs and more bugs (more bugs!). Feels like there are a lot of ways to take this concept if we wanted to go much bigger rather than the week long game that it is right now. But who knows how much we'll be able to do with our busy-ness.
Gotta say, having only like two total sounds makes things feel very empty, and there only being two levels that felt pretty simple made the implementation of the theme feel a bit lacking, it was pretty easy to handle things while largely ignoring the dwindling wax. The art was really cute though, Wax Alice feels like an interesting character to grow.
As an aside, on level 2 if you double jump and dash across the 4 red mushroom things and then go through the black platform as it appears you become stuck in the fall state unable to get out of it until you die. It's a fairly small bug but just thought I'd let it be known.



