Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Ororo: alpha V0.8View game page

trying out some level design and also some "level design"
Submitted by abnnr (@ABNNRML1) — 1 day, 18 hours before the deadline
Add to collection

Play game

Ororo: alpha V0.8's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

(+1)

Checked out the new scrimblo. The level definitely felt like the weakest of the three so far, I didn’t feel like I fully understood everything I could do by the end. The camera sensitivity setting didn’t seem to make much of a difference (played on controller). Still fun overall.
Developer(+1)

thank you for playing and superthanks for recording gameplay. i recognize who you are by the victory-wiggle.

yeh christmas and newyears ate up more of my time and will than i anticipated so some of the "cool stuff" didn't make it in. oh i see camera sensitivity doesn't do shit lmao.

i see more of it is cheesable than i thought. thanks for demonstrating.

(+1)

i had issues with the underwater controls. in particular, sometimes i would try to dash out of a dive out of a bubble, but it would end up dashing in the opposite direction.
i'm genuinely surprised at how many devs assume that people would use a controller on a pc game, when 99% of people honestly always go with keyboard and mouse by default
the shark is great. i love its design, i love its movement and texturing and animation, it's just great
you must tutorialize things more though, like i had no idea where to go and what to do, ESPECIALLY as far as keyboard controls are concerned. even figuring out that i had to press Q to talk to an npc was a challenge in itself
i love the fire enemies too. nice moveset, they pose a moderate challenge without being unfair

Developer(+1)

thank you very much for playing and +1 thanks for recording gameplay. 

the shark has 2 different dashes based on context. out of water it will go in whatever yaw direction you input (or forward by default), but underwater you will just go in the direction you are currently diving. the idea is that you dash underwater before you leave a water-sphere so you can launch yourself out of water in any angle (mostly upwards).

you are correct that i need to tutorialize better. i lean pretty hard to "let the player figure stuff out" and i saw it working for that section in the rain, but explaining the dive-mechanic needs some more attention it seems.

Submitted(+1)

first time playing, I ended up doing most of the fish level, might come back to do the rest later. 
Played with keyboard and mouse and I struggled a lot with the swimming, as I was pressing W to enter a water bubble my character would end up instantly looking down and also the dive button seems to disable each time you go out of water so you can't hold water while you do small jumps out and in

Also when diving upwards I have to press S, and once my character leaves the water it instantly looks backwards, which is the complete opposite of what I want since I need to jump towards where I was diving to.

it took me quite a while to understand the attacks and how they change depending if you have the water charge

I managed to get myself stuck at one point: I went inside this place and I think I died and instead of respawning at the respawn point I appeared at the start, so I jumped on the balls to get across and I suddenly spawned super high up with no way of moving, unsure if I was falling

Developer

thank you very much for playing and letting me know everything that isn't working. it's impossible for me to find on my own.

the first problem i'm not really sure what you mean, but generally people try to dash after they exit the water-sphere. try dashing before you leave the water sphere. see if it solves it. (yes i know i need to teach my mechanics better, i haven't figured that part out yet)

if you die the level resets and you lose all unsaved progress. checkpoints are only for when you still have health (like falling off platforms).

that last one is something i thought i had fixed. those things don't actually destroy when you dash them; the get placed very high up. so if you stand on top of em they'll take ya for a ride.

Submitted(+1)


Nice level design. Underwater movement felt nice, but it took some getting used to (I probably shouldn't have played with a KB+M).

Developer

thank you for playing. the game is designed with controller in mind. i playtest level segments with kbm to nerf myself to check if they aren't too hard