Ooblets is a farming, town life, and creature collection game inspired by Pokémon, Harvest Moon, and Animal Crossing. Manage your farm, grow and train your ooblets, explore strange lands, and have dance-offs!
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Recent updates View all (12)

September 17

New gameplay mechanic reveal...

Apologies for not updating all you fine folks here sooner!



We were traveling across the country for PAX West and XOXO Fest this month and as expected, got sick right at the end which knocked me out for like 5 days after we got back.

Anyway, now that we're up and running again I wanted to share a big new change we made to how the game plays.

You've probably seen the new dance battle changes (the battles are dance-offs now!) which we talked about a couple months ago.



BUT didja know how the dance battles actually worked??

Neither did we... Until we redesigned and reworked all the mechanics! Let's go over everything:

But first, a look back

So originally, our battle system was a sorta traditional RPG affair where each turn you could pick one move between up to 3 ooblets.



Typical damage, heals, buffs, cooldowns. BORING.

Then came the dancing...

When we did the dance battle conversion, it was basically just a really time-consuming reskin of what we already had.



Moves became dance moves, HP became "ego", poison became "lingering doubt", and the goal became to outdance your opponents. Underneath it all was the same basic mechanics as before. And it wasn’t really… fun.

We wanted more randomness, clearer strategy, and prettier images associated with the moves, so what else would we go with than…

CARDS!



Here’s how it works:

Each ooblet has a “deck” of dance moves that are randomly chosen from each turn to create a hand.

Your team's ooblet decks are combined if it’s a 2v2 or 3v3 match so some ooblets may have more/less moves than others each turn (each card border corresponds to its ooblet).



Moves have "beat" costs which are like action points, and you can play as many cards as you have available beats that turn.



The way we have it balanced now is that in a 1v1 dance you get 3 cards each turn, 2v2 you get 4, and 3v3 you get 5. That all might change eventually.

Some cards will give you more beats or more cards or do all sorts of weird stuff.

Deck building

After your ooblets level up, they’ll be able to learn new moves, which is basically just getting a new card for their deck.



We’re also planning a system for upgrading cards by feeding your ooblet different crops you grow on your farm.

What's cool to us about this card-based system is that we'd always wanted to put in an extensive collectable card minigame in Ooblets but figured we'd never actually find them time... Now it's part of the core gameplay!

Other stuff

There are a bunch of other little improvements as well, like changes to status effects to make them last the whole round (unless it's counteracted by another card). An example of this is our power buffs which we call "hype", which you can keep stacking on your team's ooblets to boost their moves.

Before, there were a bunch of confusing numbers all over the place for each buff/debuff to indicate its power and duration, so these changes make everything a bit clearer.

What do you think?



All in all, this new card-based gameplay change has finally made the battles FUN (at least to us, but we think you’ll agree).

It’s way easier to balance the overall game now and everyone who’s played the new demo at PAX seemed to grasp it really quickly and would keep trying to get into battles. That's gotta be a good sign!

But we'd love to hear your thoughts on everything. There are still lots of things we need to iron out with it and your input is always appreciated.

Thanks!!
-Ben & Rebecca

---

EDIT: Just wanted to clarify a few things based off of the comments we've been seeing:

  • The card system will be the core "combat" gameplay as part of the dance-offs.
  • Cards are not like a MAJOR departure from how it worked before... Each move before was basically a card without a picture. The new elements are that the available moves are somewhat randomized and instead of cooldowns it uses action points for what you can play.
  • It's not hard or complicated at all! In many ways it's easier than the previous system. Everyone who played the demo so far (which was a lot) figured it out instantly. It was honestly surprising how quickly folks took to it!
  • For people saying they liked the way it was before better, I really, really don't think you played the old demo-- and it's not like we went into a lot of detail into how things used to work. It really was slow and the cooldown mechanic meant you had to keep checking on stuff or trying to remember what moves were available-- it seriously just never worked and was always going to be replaced regardless of which direction we took it.
  • Thank you so much for all your feedback (good and bad)! Even if we don't necessarily agree with some interpretations, your responses help us figure out how to improve how we communicate the features and introduce changes!
35 comments Read more

August 16

Anyone else going to PAX??

BECAUSE WE ARE!!



We'll be at Booth 106 on the 4th floor near the Playstation area.

There's hopefully gonna be a little playable demo and some merch there, so come stop by and say hi!
19 comments Read more

When will it be released???

We wanted to give you an update on how our timeline is looking now, since it's getting a bit closer to when we'd been hoping to release.

We've tried not to make any promises, but our estimate of launching in late 2018 is looking a bit less likely these days. Our whole lives are devoted to working on the game, so please bear with us as we try to make it what it should be!

We'll try to keep everyone up to date with all the stuff we're working on through Steam news, blog & Patreon posts, and all our social media. Hope you stick around for the journey!

About This Game

Features



  • Start life in a little rundown farm that you'll cultivate, improve, and customize

  • Customize your character's clothing, hair style, and general look

  • Have dance battles with wild ooblets and fellow ooblet trainers

  • Explore a variety of locations across Oob, all with their own biomes, plants, characters, and unique ooblets

  • Grow new friends by planting ooblet seeds that will blossom into baby ooblets

  • Join an Ooblet Club that matches your personality

  • Upgrade your house with new decor, furniture, and, uh, upgrades

  • Level up your ooblets and unlock new dance moves

  • Collect seeds, items, furniture, machinery, badges, and friends along the way

System Requirements

    Minimum:
    • Storage: 2 GB available space

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