Oirbo devlog #58 - Creative block surpassed, a new enemy has arrived


(Posted originally on our blog)

Hi guys

Since the last devlog we recovered from our little hiccup and continued developing the game. We still didn't decide if we will change the attract orb power-up or not since we came to the conclusion that we should at least play with it before deciding if we should drop it or not.

We did finally decided on the last enemy for the medical area, presenting the Split Enemy:

The main goal behind it is to test player resistance. It has 3 stages overall (and a secret one xDDDD), when you kill it one time, it will split into 2 enemies, these in turn when killed will also split into 2 enemies. The first stage (shown in the gif above) will have a projectile weapon, the second phase will jump at the player, and finally, the last phase will just be a regular patrolling enemy. For us, this enemy is super versatile since we can place it on any of its forms around the entire area, so internally it's more like 3 enemies into one.

The other neat aspect of it is that if one of the later stages collides with an enemy of the same stage, they will merge into the next evolution stage, so if you don't kill them quickly they will "evolve" causing a bit of havoc, especially when they get to the stage where they can fire projectiles.

We are really excited about this one, hopefully, this week we will be able to show it off on our regular daily updates.

Another new feature that we added into oirbo on the last few weeks, was the ability to turn on and off some aspect of Oirbo underlying mechanics. In the gif above you can see just that, oirbo activating trap platforms and starting and stopping the laser movement. With this as an inspiration, we automatically started a puzzle section and right now it's about 90% complete:

It's funny how our simple button system can offer us so much to do, you can expect a few more puzzle sections from now on XD.

Regarding the golden path (quickest path to the boss) we also have already decided how we will approach it, besides the puzzle section, we will have 2 other paths to it, a platform focused path and a combat-focused path, as usual, we have a big shortcut to the boss, using our AnesthesiologistRobo mechanic, but we will leave that for the player to find out. 

The last thing we completed was the dark vision unlock section:

This one is a usual introduction section, you unlock the skill on the bottom left pod, and you can only go up from there. Then the player will find a series of increasing difficulty challenges happen, culminating in an Astral Oirbo section.

With the dark vision unlock section complete, we can finally say that in Oirbo you will be able to visit all game areas after defeating the first boss! You won't be able to explore all details of them, but you will be able to at least visit them, which was a major design goal for us.

To end, an announcement, we will be part of an upcoming Steam event, and for it, we will release a demo (feature the nature area), so be prepared to get your taste of Oirbo in the coming months!!! As we get close to the event date we will release further details. This also means that starting Friday we will suspend the work on the med area until we finish polishing the demo, which hopefully will take only a few weeks, but until then we will continue working on adding new content to the game, so don't worry too much xDDD.

Finally, a big thanks to all patrons and members of the community that support us with feedback and suggestions, and, its time for the usual gif reporting the medical area progress:

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

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