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Orionhart

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A member registered May 12, 2021 · View creator page →

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The most catchy title.

Oh, hi! So we're actually working on turning this into a full game. This version was the jam game, and will not be updated (the original code no longer exists). Stay tuned-- there will be a public Demo in the next few months. We're entering private demos at the end of this month :)

For sure. This will be the first thing we do if we continue the project.

Windows only unfortunately. Mac is a lot of work since you have to go through a process which involves a Mac, and I don't own one. Sorry about that.

I'm sorry to hear that! The objects aren't supposed to spawn right on top of players but they don't have any logic to prevent them from growing after they've been placed when a player is on top of them. If there's another bugfix patch, I'll see about putting that in.

I'm talkin'!

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We are working on a full-fledged version of this game. Keep an ear and an eye out!

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There are of course some bugs and funky interactions. The main one is that the Colorblind filters only worked in editor, and we couldn't troubleshoot that in time.

Enjoy! Sorry, colorblind folks. I promise the colors aren't so important!


EDIT: We discovered some game-breaking bugs in the build. Have fun in the first level, but unfortunately you can't play any of the other 6 because of some missing tags from a merge. Oops! We had fun either way. I'll upload the fixed version after the jam period.

Really promising project. Already has a good level of polish. Feels very arcadey but also sort of soothing puzzly.

Yeah, that was the ideal situation. With the time crunch, we ended up adding spots to put them just so we had something concrete.

Thanks. Done! Appreciate it.

Yep, unfortunately that bug didn't get fixed and I couldn't upload a version with the platform disabled :( Thanks for playing!

Thanks. The hard-to-control aspect is intentional, as the player is meant to be carrying a large amount of weight which reduces as they place pots. The backpack is meant to make slowing down, turning, and speeding up harder, and make physics interactions more difficult until you unburden yourself. Unfortunately our level design did not reflect that.

No worries- I appreciate the feedback! The core movement system had a full two-days worth of work in it. Unfortunately, didn't leave much time for level design... and I couldn't figure out why the platforms were causing such a weird bug ;-;

Opera GX, Windows

Interesting concept. Perhaps the enemies should have healed you, too! x)

The perspective and gameplay on this one was really unique! I enjoy how it came together.

Ahah! You saw that. I appreciate you playing it, and yes, apologies we didn't get to do a clean tutorial. We were working on making the mechanics smoother up until the final moment, and our level designer had to dip out early on the final night. We have an update cooking to finish it off post-jam. I'm glad you enjoyed the art style (I did a lot of the underlying systems, including the UI, and I was very proud of the level wrap-up screen) and if we had a bit more time we would likely have spent it making a simple starting level along with some pop-up tutorials.

Really clean presentation and UI! Feels like a pretty complete package.

Good job finishing on time! Interesting concept.

I liked the ding effect and sound when the bird crossed the pipe!

I would call this "goal" reversal, not role reversal, but it came together! :D 

Interesting concept. Not entirely sure on how it relates to the theme, but the puzzle platforming was unique.

Core game loop is interesting and presentation was unique!

I couldn't figure out how to get past the adventurer to gather more slimes D:

Completely black, yeah.

My only major gripe is that right-click often opened a browser context menu and popped me out of the game, making me lose.

Unfortunately I couldn't mimic (Opera GX Browser), but nice work nonetheless.

I am unsure fully how the game works but I got a good chuckle!

Well-made. Very unforgiving.

I'm not sure I'm familiar with the trope but the visuals were very unique.

Creative use of controls.

A nice Wario-Ware-like.

Very creative!

The in game visuals weren't very clear on how the game worked, but once I understood a bit more I was able to play for a bit with no hiccups. The movement felt a little too restrictive but other than that, nice job.

I like the potential of the game. Unfortunately the rotation mechanic didn't work for me (I couldn't select or rotate any of the rings) but everything else worked just fine.

Definitely a creative entry! Would have loved to see a background for the level, but other than that, I got the hang of it pretty quick.

Really well presented. I wasn't a big fan of the voice acting- didn't feel the lines were mixed well and fit with the rest of the soundscape- but certainly impressed with the whole project so that's my only nitpick!

Unfortunately couldn't figure out how to put in? take out? the organs. I read the How To Play but everything I clicked on seemed to bounce off the Surgeon's body.

Unfortunately I couldn't do anything after interacting with the fan, and didn't hear any music.