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Odiumfloreo News

OST & minigames completed

[p]At the moment of writing this, the soundtrack is fully complete. Its Steam page has already been updated to list all of the tracks.[/p][p][/p][p][/p][p]The third and final type of minigame has also been completed. Originally, it was going to be a "spot the differences" type of game, but that idea didn't make use of the physics-based mechanics. After a quick brainstorm panic, I settled on a guessing minigame in which you are given a list of physic properties and have to locate the object that matches them.[/p][p][/p][p][/p][p]And, in case you are thinking that you can just brute-force it, well... the correct object is chosen at random at the start of the minigame. You will need to either think or get incredibly lucky.[/p]

Soundtrack page is up & other news

[p]The Steam page for the soundtrack is up. There will probably be a few additions to the track list soon: [/p][p][dynamiclink][/dynamiclink][/p][p]I have already tested the game by playing it from beginning to end and there doesn't seem to be any major issues. I have also gotten a tester to confirm that the mechanics are properly explained to someone new to the game.[/p][p][/p][p]While testing I noticed that the main mechanic of grabbing physics-based objects still allowed for more uses. Since I still have some time before the release, I got to work on a series of short minigames. The game is split on 3 "worlds", consisting on 5 normal levels, a boss fight and their respective "point-and-click" segments. The new minigames take place right after the normal levels, before their "point-and-click" segments, and are unique to each world. [/p][p][/p][p]For example, the first type of minigame consists on slicing numbered flesh orbs. However, your "knife" is rather big and clunky, so you need to pay attention to its rotation so you don't end up slicing the wrong orb on your way to the correct one.[/p][p][/p][p]These minigames are extremely short (around 1 minute) to prevent them from feeling too dragged out. They also have a bit of narrative, focusing on parts of The Lore™ that were only implied before. The first type of minigame is already fully implemented, the second is beginning development at the moment of posting this and the third is mostly planned out.[/p][p][/p][p]These new elements have made me decide to leave the demo available on Steam. Even if the first 5 levels feel too similar to the demo, there's now 2 different types of gameplay between them.[/p]

Release date forwarded

[p]At the moment of writing this, the game has "gone gold". All of the 15 main levels, the 17 point-and-click segments, the 3 bosses (yes, there are boss fights) and the final minigame are done. Only testing remains.[/p][p][/p][p]So, with all of this in mind, I have decided to just forget about being on the Next Fest. I had already tried being on one before with Pseudo-Haunting, and sadly it didn't help much, so I don't see any point in withholding a complete game's release for a faint hope of getting more attention.[/p][p]There's also another factor in this decision: the game already got some traction on Gamejolt after it was promoted by Team Radiance. In case you don't know, they are the team behind the "Five Nights at Tresure Island" fangame remakes, and noticed Odiumfloreo by accident since it was tagged #fnaf in Gamejolt since the gameplay is heavily inspired by that series' "sit-n-survive" format.[/p][p][/p][p]Huge thanks for that, really. Good to know those past years I spent making failed attempts at screamy bear fangames did not go to waste. Heck, Odiumfloreo actually began with the dumb idea of a crossover between FNaF and Enviro Bear 2000.[/p][p]The new release date is 03/10/2025. The game's price will probably be 5$. The soundtrack is also finished, with its Steam page currently on the works.[/p]

Devlog 2 & possible earlier release date

[p]Progress has been made faster than expected.[/p][p][/p][p]17 of the 18 post-level segments are already complete. Most of these consist on "point-and-click" segments in which you solve a simple physics-based puzzle while exploring the game's settings and learning some vague lore. A few of these segments are entirely narrative, more akin to a visual novel.[/p][p][/p][p]The final segment (currently in the works) is a bit trickier, since it's a minigame that changes the main mechanics in a completely new way. Almost all of the soundtrack is complete, so only the extra segment and testing remain.[/p][p][/p][p]However, with these good news comes a tricky question: should the game's release date be earlier? I'm considering changing it to October 3rd, but that would mean releasing the game before Next Fest 2025 (October 13 - October 20th), which could imply missing a chance to make the game more popular. I have also thought about releasing it in on October 19th to allow it to be on Next Fest, but it feels incredibly wrong to keep a fully complete game unreleased for the sake of its demo being in an event.[/p][p][/p][p]Speaking of the demo, it might be removed once the full game is released. Since Odiumfloreo's first 5 levels are highly similar to the demo's levels, I'm worried it might lead to people who tried the demo dropping the full game.[/p]

Jam version added as a demo + devlog 1

[p]I decided to upload the jam version as a demo so that Odiumfloreo can participate in the Next Fest. Some differences to note with the full game: [/p][p]-The levels are much shorter. The full version has longer levels split up in "waves" (for example, later levels with several mechanics start with waves of 2 mechanics active and eventually end with everything active at the same time). [/p][p]-There isn't much plot beyond the general atmosphere. Full version will expand this in the "point-and-click" levels. [/p][p][/p][p]As of writing this, the main 18 levels are already finished (I'm really happy with the last level in particular, mostly because it involves a hammer). I'm currenty working on the "point-and-click" sections, 8 of which are finished and the rest are planned out.[/p][p][/p]