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Orionnyx - itch.io
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Orionnyx

113
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4
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16
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A member registered May 23, 2016 · View creator page →

Creator of

Recent community posts

I was confused at the beginning, but once I got the hang of it, it made a lot more sense. Nice work, way to keep to the theme and make something unique! A bit laggy sometimes.

Thanks for trying it out!

Roll for your life!

Love the laundry theme "wink wink"

Powerful start !

"Laundry poker" is a perfect way to put it. Glad it clicked. The rough first minute is on my fix list, thanks for pushing through it.

Enjoyed the mechanic, gets challenging fast.

I feel a bit like I had a fever dream playing Slay the Spire in a casino. Would play again!

10/10 No pineapples

Fun idea! Keep on going! Would love to reach a checkpoint 

I'm really bad a roguelike, I'm bad at this game, therefor this is a great roguelike !

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I can't quite coordinate the controls, but I really like the game anyway! Best SFX

I can't stop, this is my new aim trainer

Love it! it reminds me of the board game RoboRally

One mechanic, perfectly handled.

Really like the concept too, really great idea.

I feel like Kratos with it's axe

Wait you can dash ?! I need to try again

Cool idea !

Great start! I really like the sparks

I'd like to know how the date went ?

Simple and awesome! It could use some feedback, little explosions and such. Also, for the hearts, at first I tried to shoot them. You could make it so that you heal when you gain a level, if you want players to last longer.

Love it! This is the definition of hard though. I think it would work well with a controller.

Enjoyed the mechanic and the art. The sensibility curve is steep

Best graphics I've seen so far loved the tutorial and the dialogs!
The spinning and shooting is really hard and doesn't leave much room for error. I struggled with having to rotate around the player rather than just doing circles around anything, and the charge resets very quickly

Enjoyed the mechanic. The difficulty curve is steep. It seems I lost my hitbox at some point and became invincible but unable to rebound.

Really enjoyed the mechanic, gets challenging fast in a good way

Thanks for playing! Good catch on the selected-vs-floor distinction.

Best possible outcome, thanks for playing!

Thanks for playing! The theme connection is a stretch, I'll admit chasing something/someone felt like a form of connection, but I can see it's not the most obvious read.

Atmospheric horror without a strong anchor moment can feel more eerie than scary, fair point. The low-poly style doesn't help sell the dread either. Both are things I want to push further in the next version.

The out-of-bounds falls are a known bug, collider gaps I didn't catch before the deadline. Post-jam priority.

The tricycle reaction is exactly what I wanted. And yeah, the closing walls screaming for flickering lights and screen shake, noted, that's going in.

As for what's next: you do keep chasing. Whether you catch up is the question the full version will answer.

The ghost visibility is too subtle right now, adding clearer cues is on the post-jam list. Thanks for playing.

Navigation guidance is the main thing to fix post-jam. Glad the hallway did its job though.

The no-jumpscare constraint was intentional, atmosphere over shock. Sounds like the second run gave you the intended experience. Room 1408 has its own ideas about guests.

Liminality is exactly the aesthetic I was chasing, so that resonates. Expansion is planned. Thanks for playing.

Fair on the controls, mouse sensitivity and movement feel need work. The jam deadline hit hard but there's more coming.

Both are known issues, ghost visibility and the roof collision are top of the post-jam fix list. Thanks for pushing through despite them.

Thanks for playing, glad the hallway worked.

That means a lot, exactly what I was going for. The Shining was definitely an influence