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A jam submission

Discover BlorbView game page

Discover mushrooms, and discover what it means to BLORBLIEVE.
Submitted by blorbdev — 2 days, 23 hours before the deadline
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Discover Blorb's itch.io page

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Comments

Submitted

Masterpiece. Demiurge parable.

Defeated the final boss. Video: 

Very charming! I like the humor a lot. I wasn't expecting the game to end after that battle. I couldn't find a way to exit and ended up closing the game and finding out there was no file system, so I would need to start my mushroom collection all over again. There is some jank, but thats expected from a game so early in development.
Submitted

This is my type of humor, I laughed out loud several times while talking to people. Music is super relaxing too.

Other people have already mentioned the collision issues, which is what I was going to say before I read through the comments. I didn't see anyone mention how the dying was a bit jarring - I was confused the first time it happened. Another example is when I ran into a monster as soon as I entered a room (like it must've spawned where I enter the room).

Submitted(+1)

after getting the axe, i went back to cut down the log, went down and.. i think i got softlocked? nothing else happened, i didn't change scene or anything else.
a day night cycle? PEAK. 
i might give it another shot in the future to learn more about the dark blorb...

Developer (1 edit) (+1)

I just forgot to add a tile below that log (on the beach, right), oops. You just walked outside the world (spooky)


Also please do give it another shot, there's a lot of deep (B)LORE.

(2 edits) (+1)

I only played until pickaxe, but enjoyed the sense of exploration and Blorb.

Good:

  • Music is nice
  • The dev graphics are charming and have a decent amount of variation
  • Writing is fun
  • Blorb’s portrait brings me great joy

Not good:

  • Collision detection is a bit janky (can’t go through what looks like 1-til gaps between trees and walls, sometimes empty parts of Blorb’s sprite gets caught on corners of scenery)
  • Enemies can shoot across screens
  • Some walls don’t line up between screens (it looks like there’s a large open edge you can traverse to the next screen, but the next screen only has a 2-unit high gap that the player can’t see)

Other:

  • Being frozen while picking up mushrooms initially felt strange (I expect walk-over pickups to be instant), but I suppose it adds to the tension during a night time run
Developer(+1)

Thanks for the feedback and for playing! The collision is a MESS.

Submitted(+1)

Cool. I discovered Blorb.

Sometimes enemies kept shooting me from off screen, the blue ghost that reads your inputs can end up on a different screen, the log in the southern part of the starting beach cleared the way but Blorb just walks off screen without changing area.

Didn't care much about collecting mushrooms but the Dark Blorb part was fun.

Developer

Thanks for playing! I forgot about that log, oops.

Submitted(+1)

I really like the vibe of this game. reminds me of those old cartoon network flash games and earthbound.

I think the first impression could do with a 2nd pass

  • A little more juice on the player. an interact and no interaction sound, a sound on the dash. MAYBE footstep sounds when walking on certain tiles
  • A little more juice on dialogue. not necessarily unique talk sounds for every character in the game. maybe a quick text crawl with a sound. maybe just a menu sound when switching to the next dialogue page
  • Guarantee the player has money to buy and something to sell when visiting the shop for the first time
  • Guarantee the player has a mushroom to deposit when visiting the museum for the first time

the last 2 i'm more iffy about. It seems like "the right thing to do" but without doing it, the game is more mysterious which may draw your target audience in harder

Developer (1 edit)

Thanks for playing, and I agree with all of your points. Having the dialogue reveal itself with a small sound effect would go a long way. Sound effects were something I was meaning to get around to before DD, but I settled for the bare minimum.

Submitted(+1)

alot of different environments and characters which is fun, its got charm. getting the axe and figuring out which parts of the world just unlocked was good. i think maybe one hit death is a bit too harsh though? for a game like this character interaction is probably the funnest part, to me anyway. wouldnt mind a volume control either. my biggest feedback would be to add more midi trumpet. keep at it

Developer

Thanks for playing. Sounds like we've got a Hoenn enjoyer over here.

Submitted(+1)

WASD doesn't work in the web version. Having enter roll is weird as a secondary option for it. I wish I could click to close things instead of needing to use enter. Shops use space when everything uses E. 

It's a cute game, reminds me of the Goof Troop game Game Grumps did a video on.

(+1)

"I've done nothing but blorb around for three days."

This game is stupidly relaxing. It has tasks just complex enough to stiumlate you from boredom, but it is also light enough that you can just have your fingers doing all the work. You have reason to revisit levels as new mechanics open up, and all the while the music is really relaxing and varied. I enjoyed walking around the museum and enjoying the fruits mushrooms of my labour.

The palm trees in the beginning got a bit weird collision, if I approach them from the bottom, their sprites cover blorb.

Submitted (2 edits) (+1)

Very cute and chill.   Got the axe and pickaxe, didn't interact with the shop at all.  Collected around 24 mushrooms till I died and gave up.

I liked the music, the environments, and the nice unique font.  I do think monsters could be a bit more difficult, and would like to see a bit more changes between day/night other then day is safe, and night is dangerous.  Could do something like paths that only open at night, or special mushrooms that can only be obtained at night.  A few NPC quests would be very cool as well (And they could have unique mushrooms)  


Some more puzzle would be cool.    Seems like it's just begging for some pusher puzzles.

A sound menu, and save/load would be nice obviously.

Bugs:
Sometimes the "new mushroom" text is cutoff by the top of the screen.
If you switch screens after getting a mushroom, the text will still be seen (clipped like above)

Developer (1 edit)

Thanks for blorbin'. The way I did the mushroom popup text is really dumb, it's just a popup in the world itself.

(1 edit) (+1)

I overall enjoyed the soundtrack. Having song variants for the day / night cycle was a really nice touch. Though I thought the forest's day music kind of grating. It looped too quickly which made it sound repetitive. Also nice sound design on smaller things like chopping wood and mining.

 Graphics are soulful but the mixels with the fonts and other ui elements were kinda ugly.

I thought the map design was pretty good. I like how you used upgrades to unlock new / paths. Very natural feeling progression. I personally found navigation fairly simple but an in-game map that reveals itself as you explore would be a nice to have when you have to backtrack.

Shop items should have some sort of description somewhere. I got the zanzibart ring but I don't really know what it ended up doing. Increase the roll time?

The game would benefit from some sort of save system for its length.

Dark blorb "secret" boss and ending was pretty kino but I think I might have discovered it too early? There was still a bit of the map that I hadn't explored yet. Things like finding a book for the witch and the brewing system I never ended up interacting with. When you get the end card after that fight the only way to exit is to close the game so if there's stuff you haven't done yet you're out of luck once you reach that point.

I really enjoyed this one. I like how the gameplay organically changes and becomes more NES zeldalike once you get the sword. Makes the journey more satisfying. Good job.

Developer(+1)

Thanks for playing! Maybe I should add a more clear "this is the point of no return" before the final boss, if I can't figure out a way to make the credits lead back into the game. I agree saving would be very nice, but I dreaded adding it because of the complexity / fucked up way I developed the game (originally, it was a game where you were on a 10x10 grid and would press a button to find a mushroom, and it morphed into this zelda-like thing) Excuses, I know.


Also you did find dark blorb at the right time, the portal unlocks once you have 30 mushrooms--but that goal is probably too easy, huh. I was trying to balance making it easy to get to the goal for demo day with making the player explore most of the world. Frankly, I was worried about people getting filtered by the dark forest and quitting before seeing the ending, but maybe I could raise the goal a little bit.


The shop is very much a vestigial thing--previously, you bought the axe and pickaxe, and you sold mushrooms instead of putting them in the museum. My current VISION is for the shop to have cool items you can buy for gold, like hats and different colors for blorb, but I didn't get around to it.

Submitted(+2)

https://www.twitch.tv/videos/2399508591

Blorbtastic.

>What if moku but blorb?

Don’t have much to say, I enjoyed it. The exploration is nicely paced, the areas look distinct enough and give a nice atmosphere with the music. Even the systems seem quite free of bugs. I thought the spook was fun, this knowingly taking a risk, while you could just wait out the night in town, is a pattern not so often found in games; it made me feel bold staying around picking mushrooms at night.

I understand the shrooms all looking the same on the world map is supposed to add to the excitement of picking them up; but I feel I would develop a deeper connection to them if I started to recognize their appearance on the world map rather. Maybe they could be half-disguised?

The snow felt a little dizzying, I think it should maybe go a little slower. The (slow) walking around became a bit tedious towards the end. Maybe a blorbcycle is in order? I forgot about my dodge roll for a while. In the final fight, I felt it had quite a long cooldown; but walking freely it seems I can spam it?

I’ll be interested in what you next cook up.

Developer

Thank you for playing! I think I see what happened with the rolling for you.


Basically, the roll makes you move faster, so you can get around faster by spamming it, and gives you i-frames but only during the roll. You can roll immediately after rolling with no cooldown to zip around.


But there are the slug ghosts that have dark trails, and when you touch their trail, blorb gets covered in slime and can't roll for a few seconds. That probably was why it felt like rolling had a cooldown during the fight.