At long last, blorb has arrived. Guide the blue blorbino through over 5 (that is to say, 6) exciting levels, each with their own unique theme and charm. 

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blorbDD5.zip 94 MB
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blorblinux3.zip 91 MB

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ok, so I officially found the secretest secret.

Decent variety, nice backgrounds, level design is close to a death traps in Meatboy style, but plenty of checkpoints ease  dangerous situations. Blorb being just a defenseless ball offers no real variety. Health pickups or powerups would be a nice addition, if only blorb decided to fight back.

The real mechanic here are trampolines. There's so much of it I felt overwhelmed by the last level. For me that's showing you need additional ideas to make your adventure fresh.

Interactions with signs and finding secret coins was nice.

Overall not bad for a first attempt. Blorb 2 needs new ideas though to make it worthwhile.

now listen up here's the story
about a little guy that lives in a blue orb

and all day and all night and everything he sees is just blue, like him

inside and outside

blue his house

with a blue little window
and a blue corvette

and everything is blue for him

and himself and everybody around

'cause he ain't got nobody to listen to

I'M BLORB

DA BA DEE DA BA DI

I like that blorb lives in a big blorb house, it should have some blorb little windows too.

BGM music on dialog box scenes should be looping, it stops after 1 play through

The camera shift when you change direction, to keep blorbino roughly 40% to the back side, it is quite swift, at first it felt like a glitch but then on playing with it and you see how it worked it not too bad but if it can be refined somehow that would be better, maybe when moving in a direction and his screen position is in front of where it "should" be then move the camera 1.5 or 2px for every 1px blorb moves until caught up or something idk, there is probably a way to make it feel less abrupt, as it is now it is too noticeable and draws attention to the camera rather than the game through the camera

Nice Music/SFX

It would be nice to split the background MSPaint art into two layers, front one colour keyed or png transparent, and at a different scroll rate for parallax effect between light green hill and dark green mountain

It sometimes looked like he should have landed but I think maybe his red shoes misses, sometimes there is trouble rejumping on a 1block platform getting ignored I think it might be browser input lag or something, maybe when let go and repress space while game thinks it is still jumping, flag that and queue and immediate rejump on land?

The overworld needs arrow keys but was playing with AD so it looked like couldnt choose anything and only the first level was available so played the first level again then realized it is arrow keys only on overworld

cool that he flies down from the sky to enter the level


the flying red potatoes were too OP for me

nice game :)

My favorite part is when blorb said "It's blorbin' time!" and blorbed all over the bad guys. Truly one of the games of all time.