Oirbo devlog #57 - Problems and Lasers​


(Posted originally on our blog)

Hi guys,

We've been working so hard that we completely missed last week's devlog, but we will try to get back to the consistent weekly post once again.

In the past few weeks, we've been working mostly on level design, we made 3 huge sections, one for introducing the trap platforms that we talked last time, other to introduce the new moving lasers mechanic and a huge shortcut (that top section), that will require some skill to get through.

We'be been having some creative issues with the direction of the rest of the med area, we know what we want to add, but we decided to scrap the enemy that we initially planned and we don't really have any good ideas to replace it. And since this last enemy will be an inherent mechanic of the area, we can't advance the overall level design too much.

This is a major set back so we are trying to develop the other sections that won't require the enemy until we will come up with a good concept for joining the moving lasers and AnesthesiologistRobo.

To make matters even worse, we are also thinking of dropping one of our planned optional power-ups, the attract orb. This one would enable the player to collect the HP energy balls without having to go after them, but we are struggling to find ways of using it on puzzles besides navigating an orb to a button in order to activate something. We still are thinking if we will drop it or not, but one more thing to consider.

We want to blame the quarantine for these lack of creative juices, but it's just probably project exhaustion, we are on one of those lowest lows, but we know that it is just a matter of time until things start to look bright again and everything starts to fall in place once more.

Now onto cool stuff we did:

We finally made the new lasers for the med area, these will go beautifully with the decorations we have planned for the area and just look stunning. And this:

This section was literally thought off almost 2 years ago when we made the first Oirbo devlog, I imagined a "chase" section full of lasers where you couldn't stop or you would die, this week we were finally able to implement it. This is the first of a few chase sections that we have planned.

Although chase sections are usually a one-off thing in most games, we will try to make them just as valid paths as any others on the areas. The vertical chase that we have planned  (for the mechanical area) was also designed to be used anything the player wishes and on both directions.

Now we will take the whole weekend to rest and get those creative juices flowing again, to have a nice start next week. As usual, we updated the gif that shows up the progress of the area, from now on we will hide the camera icons making it easier to show what we've been working.

Don't forget to join us on  Discord, Twitter and wishlist the game on  Steam.

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