I like the look and animations. It reminds of this old computer game where you played as a raptor with a jetpack or something.
This swim tutorial doesn’t really work, the water isn’t visible and you can't stop swimming once you start.
The tutorial area for skateboarding was pretty fun. I did have a lot of difficulty on the second rail grinding part, I think the rail should be more magnetic and harder to fall off of . I also had a tendency to start grinding just a hair too early, I think it’s not my fault, there should be some leniency
Frogman seems a lot easier on paper, but I have no idea what I’m doing. One bounce is good, but I can spam for more, smaller, bounces. Not sure if that’s a bad or good thing to spam. I’m not sure what dictates the height of a subsequent bounce.
Grappling hook was the funnest, but also pretty frustrating, the lava walls were anti-fun, and you really needed to angle your grapple carefully. Lava walls kinda sucked because they would 1 tap you instantly (with the default starting health), and the grappling points needed to be sweet spotted pretty hard. Finally made it to the boss, and the walls are level, excuse me? I didn’t finish any levels.
Afterthoughts:
Honestly, all the movement options look good, but I didn’t really enjoy them. I feel like I spent a lot of time fighting the controls instead of enjoying the movement. A lot of the puzzles of the difficulty of the puzzles were just that. There were too many parts that were dependent on sweet spot perfect control, and I was using M+KB. On top of that you die pretty easily.
What I liked:
Animations look good, and the gameplay movement options could be fun with a bit more fine-tuning. There was one part of the grappling hook level, between the lava walls, where you have to jump from one latch point to another quickly, that part worked and was fun
Things that didn’t work the way I thought they would:
I wish the cactus thing level had more half-pipes and slopped terrain to surf. The platforming sections are challenging, but they’re not fun, in the sense that I don’t get to really go wild with the movement as much as I would have liked. I would have liked it if there were parts that were there to navigate for the sheer pleasure of it, no specific challenge, just sick nasty movement fun. I guess you’re going more for the spyro design, but I would have preferred linear levels of pure platforming and movement fun.
damn that's some great feedback, thanks for taking the time. you actually can stop swimming by pressing right-mouse button. how did you get to the skater level? i thought i removed access. same goes for the frogman, but i appreciate you telling me the bounce-strength isn't very intuitive; i haven't thought of that. everything one-shotting you in the grapple level is definitely not supposed to happen and i don't know why it suddenly does i'll look into it asap.
i guess every traversal mechanic needs another round of finetuning. i don't want mechanics to be too convenient because that makes them 1-dimensional, but it seems i'm still too far in jank-territory. finally the cactus needs a complete overhaul and if he even makes it into the final game it will be as a post-launch update.
> don't know why it suddenly does i'll look into it asap. I think you just (re)spawn into the level with low health so you're one shot.
> how did you get to the skater level? I just.. walked through the portal, did the tutorial level and walked into the next portal lol
> i don't want mechanics to be too convenient because that makes them 1-dimensional Maybe not the right word, but I wouldn't say convenience is bad necessarily. Yeah you don't want them to be spammed constantly and brain dead, but they should at least work as expected and be fun. The grappling hook has versatility and you need to know if you want to reel yourself in or swing and make that decisions. I don't like having to stand at a very specific spot and reel myself at a specific angle, otherwise I die.
yeh i fixed the insta-death. for some reason i had it so the checkpoints set your health to 0.
>I just.. walked through the portal but i had it set so you start at the shark's tutorial and it linearly goes to the next. oh well thanks for testing that out as well i suppose.
>but they should at least work as expected i don't know what you expected
I played the fish level btw, that one's really nice, much better in polish than the others. I didn't mean to say the controls don't work as expected, they do most of the time, it's just a few instances. I cherry picked a specific example. This jump works for me half the time, I get better results if I approach from somewhere else. Even if it fails 1 out of ten times, it can be frustrating. https://files.catbox.moe/08vkfm.webm (itch claims I can upload a mp4, that is a lie) I need to fine tune the angle that I start from through trial and error, which kinda sucks since I die so easily. I had the same issue with grinding on the skateboard tutorial, I need to get on the skateboard from a specific distance looking right at the bar, otherwise I might dash off the floating island
ah i see. thanks for going through the trouble of recording a video. y'know what? you're right that one is unintuitive and i'll change it. thanks for letting me know (and convincing me)
the controls broke after a short while. the character just stopped rotating with the mouse, making the game essentially unplayable. did you test playing with keyboard and mouse?
Sorry, I am very bad at these kinda game. Grew up without a 3D console…
I’m also not really an enjoyer of the genre, so take it with a grain of salt when I say your game seems pretty appealing to me. The intro was already quite original, and I was surprised then to find that wasn’t even the end of special movement player characters. There’s quite a bit to master here and the graphics are charming and, of course, quite retro.
Good visual style, drum n bass music complements the abstractness of the game. Getting hit and then respawning still lets you do the bite move as pictured below. Latching onto the very first NPC of this area lets you go down the water path and the tongue is especially long. The section with yellow and red cubes sends you back to the start of the level when you get hit and it ignores the symbols behind the character.
Comments
This game has too many mechanics and is too hard for me on the keyboard. I'll try it out at a later date.
Game: Ororo
First Impressions:
I like the look and animations. It reminds of this old computer game where you played as a raptor with a jetpack or something.
This swim tutorial doesn’t really work, the water isn’t visible and you can't stop swimming once you start.
The tutorial area for skateboarding was pretty fun. I did have a lot of difficulty on the second rail grinding part, I think the rail should be more magnetic and harder to fall off of . I also had a tendency to start grinding just a hair too early, I think it’s not my fault, there should be some leniency
Frogman seems a lot easier on paper, but I have no idea what I’m doing. One bounce is good, but I can spam for more, smaller, bounces. Not sure if that’s a bad or good thing to spam. I’m not sure what dictates the height of a subsequent bounce.
Grappling hook was the funnest, but also pretty frustrating, the lava walls were anti-fun, and you really needed to angle your grapple carefully. Lava walls kinda sucked because they would 1 tap you instantly (with the default starting health), and the grappling points needed to be sweet spotted pretty hard. Finally made it to the boss, and the walls are level, excuse me? I didn’t finish any levels.
Afterthoughts:
Honestly, all the movement options look good, but I didn’t really enjoy them. I feel like I spent a lot of time fighting the controls instead of enjoying the movement. A lot of the puzzles of the difficulty of the puzzles were just that. There were too many parts that were dependent on sweet spot perfect control, and I was using M+KB. On top of that you die pretty easily.
What I liked:
Animations look good, and the gameplay movement options could be fun with a bit more fine-tuning. There was one part of the grappling hook level, between the lava walls, where you have to jump from one latch point to another quickly, that part worked and was fun
Things that didn’t work the way I thought they would:
I wish the cactus thing level had more half-pipes and slopped terrain to surf. The platforming sections are challenging, but they’re not fun, in the sense that I don’t get to really go wild with the movement as much as I would have liked. I would have liked it if there were parts that were there to navigate for the sheer pleasure of it, no specific challenge, just sick nasty movement fun. I guess you’re going more for the spyro design, but I would have preferred linear levels of pure platforming and movement fun.
damn that's some great feedback, thanks for taking the time. you actually can stop swimming by pressing right-mouse button.
how did you get to the skater level? i thought i removed access. same goes for the frogman, but i appreciate you telling me the bounce-strength isn't very intuitive; i haven't thought of that.
everything one-shotting you in the grapple level is definitely not supposed to happen and i don't know why it suddenly does i'll look into it asap.
i guess every traversal mechanic needs another round of finetuning. i don't want mechanics to be too convenient because that makes them 1-dimensional, but it seems i'm still too far in jank-territory. finally the cactus needs a complete overhaul and if he even makes it into the final game it will be as a post-launch update.
> don't know why it suddenly does i'll look into it asap.
I think you just (re)spawn into the level with low health so you're one shot.
> how did you get to the skater level?
I just.. walked through the portal, did the tutorial level and walked into the next portal lol
> i don't want mechanics to be too convenient because that makes them 1-dimensional
Maybe not the right word, but I wouldn't say convenience is bad necessarily. Yeah you don't want them to be spammed constantly and brain dead, but they should at least work as expected and be fun. The grappling hook has versatility and you need to know if you want to reel yourself in or swing and make that decisions. I don't like having to stand at a very specific spot and reel myself at a specific angle, otherwise I die.
yeh i fixed the insta-death. for some reason i had it so the checkpoints set your health to 0.
>I just.. walked through the portal
but i had it set so you start at the shark's tutorial and it linearly goes to the next. oh well thanks for testing that out as well i suppose.
>but they should at least work as expected
i don't know what you expected
I just went to the hub from the options menu lol.
I played the fish level btw, that one's really nice, much better in polish than the others.
I didn't mean to say the controls don't work as expected, they do most of the time, it's just a few instances. I cherry picked a specific example. This jump works for me half the time, I get better results if I approach from somewhere else. Even if it fails 1 out of ten times, it can be frustrating.
https://files.catbox.moe/08vkfm.webm (itch claims I can upload a mp4, that is a lie)
I need to fine tune the angle that I start from through trial and error, which kinda sucks since I die so easily. I had the same issue with grinding on the skateboard tutorial, I need to get on the skateboard from a specific distance looking right at the bar, otherwise I might dash off the floating island
ah i see. thanks for going through the trouble of recording a video. y'know what? you're right that one is unintuitive and i'll change it. thanks for letting me know (and convincing me)
Very good, happy to help, I'm a lil nitpicky cause the game's got some good bones :)
the controls broke after a short while. the character just stopped rotating with the mouse, making the game essentially unplayable. did you test playing with keyboard and mouse?
was this at the start of a level?
shortly after, after two or three "rooms"
https://www.twitch.tv/videos/2865707443
Sorry, I am very bad at these kinda game. Grew up without a 3D console…
I’m also not really an enjoyer of the genre, so take it with a grain of salt when I say your game seems pretty appealing to me. The intro was already quite original, and I was surprised then to find that wasn’t even the end of special movement player characters. There’s quite a bit to master here and the graphics are charming and, of course, quite retro.
Good luck with this!
thank you very much
Good visual style, drum n bass music complements the abstractness of the game.

Getting hit and then respawning still lets you do the bite move as pictured below. Latching onto the very first NPC of this area lets you go down the water path and the tongue is especially long. The section with yellow and red cubes sends you back to the start of the level when you get hit and it ignores the symbols behind the character.
thanks for letting me know and of course thanks for playin