Choboro by DaivyIsHere



CHOBORO is a pinball-like game except it's in your guts :)
--------- TUTORIAL ---------
⦿Drag with MouseLeft to push Chobo (blue boi).
⦿Boro (yellow boi) jumps whenever he wants.
⦿You get a chance to push Boro by touching Boro with Chobo. (Slow Motion)
⦿Press Z/X to flick the doors at the bottom of the guts.
⦿The two doors will slowly move away from each other.
⦿Digest Boro by sending it into the left/right part of the guts. Eveytime Boro is digested, the two doors move closer to each other.
⦿Get score by hitting dots with your bois and try to keep Chobo and Boro in the guts as long as you can!
Don't forget to leave a comment to show us your best score :)
| Link | https://daivy.itch.io/choboro |
| Original URL | https://ldjam.com/events/ludum-dare/50/choboro |
Ratings
| Overall | 465th | 3.696⭐ | 53🧑⚖️ |
| Fun | 517th | 3.549⭐ | 53🧑⚖️ |
| Innovation | 332th | 3.657⭐ | 53🧑⚖️ |
| Theme | 937th | 3.44⭐ | 52🧑⚖️ |
| Graphics | 565th | 3.814⭐ | 53🧑⚖️ |
| Humor | 374th | 3.53⭐ | 52🧑⚖️ |
| Mood | 833th | 3.363⭐ | 53🧑⚖️ |
| Given | 27🗳️ | 15🗨️ |
My only complaint / suggestion is to improve the camera view by zooming out / panning down a bit more. I keep wanting to add a force to the ball that would cause my mouse to go off the screen.

Was great fun to play as well. My only nit-pick is the choice of keys for the "gut flaps". On a German keyboard (y/z have switched position), the z and x combination was a bit awkward to reach with one hand (which is a classic issue in pinball games). Unity's input system has an option to assign keys based on their position on the US layout. That way it would work independent of the users actual keyboard layout.


Great player feedback as well!
Sound effects were really on point, same with the points popping up and the slight increase in size each time you hit something, made it all VERY satisfying.
The doors or Flippers or whatever they're called, at the bottom, reset a little too slow. I felt a lot less incentivized to use those and was mostly just clicking, hardly hit Z or X at all.
Really solid entry all-around, congrats!

Very original mix of genres. I like it!
Also I see everything very polished :open_mouth: Congrats
Nice art and very well-polished gameplay, didn't expect to play some pinball here!
Love the idea and the art. Solid entry!
i think this does fall in the category of satisfying games.

Too difficult to control the white one, especially when the goal is up top
weird texture overlap at the bottom of the screen, could be fixed by just putting the map level over top
not really sure what is inevitable, digestion? could be conveyed better even with a little blurb in the description.
Great entry!
The polish is really good for a jam game. It was really satisfying to play and I did about 20 runs. I love the intensity that's created by the condition for moving Boro.
One thing I'd note is that when you're dragging and the slowmo starts/ends, the line doesn't change colour, and this can make is difficult to understand which character will be thrown.
Cool game, really nice work :D
anyways after clearing that up, i think this is a really cute. chobo and boro are adorable and the slow motion bullet time was so cool and the motions were really smooth overall!
I found the controls (hence the game) a bit difficult, but I guess it'll be better by the time :)



left a bit of feedback in stream here vod: @ 1:24:30
https://www.twitch.tv/videos/1450339064
I played for a bit and I am still very bad xD
It was very fun and I enjoyed it a lot and the art is very nice.
Good Job!!

https://youtu.be/7bpS9mbzmSM?t=6764
The physics is really good, the bumper feedback is pretty satisfying, well done on that !
The only physics part that did not feel great is the flippers themselves, which do not give the player a lot of control on the trajectory of the ball. But I think it is mostly because they are quite small, and that the gap between them is fluctuating, which prevents the player to get confortable with the physics imo.
Another small thing that might help make the game more fun is the bumper placement. Currently it feels a bit like the first bumpers are blocking most of the way, preventing the player to try interesting trick shots. The main thing you can aim to score a lot of points is to take the right path that leads to the top, but it is not as interesting as making a good bounce on a wall to reach a high place where it's possible to make big combos.
Maybe you could also try to increase the size of all the bumpers, as it's easier to foresee bounce trajectories on big colliders, and maybe would prevent very big combos that sometimes randomly happen.
I find the jump-with-mouse mechanic pretty interesting, but maybe it needs kind of nerf, maybe by adding a cooldown, it is possible to do infinite combo by spamming it. Of course it is not totally broken as you still need to handle the white guy, but it is still too effective and not really fun to pull off. And the level design might use it a bit more, for example by putting entrances of paths at places really hard to reach without it. It could become some kind of move that allows you to fix a mistake or reach otherwise impossible places, but need a lot of precision to work.
And the concept of Boro is really good, but the combination with the other mechanics does not work really well currently. The compulsory slowmo effect is really cool but becomes annoying as it forces you to do jumps when you don't really want to do it. It should at least be triggered by the player, maybe if you click at a moment when the two guys are close enough to each other (you would need a feedback on that), a bit like the dash through enemies mechanic in Ori and the Blind Forest.
It makes me think that you could turn the jump mechanic into a system similar to what's in ori, where you can use it only on specific elements, it could allow you to put moving elements in your level, which allow this free dash and change of direction. I think it could add a lot of depth to the game !
I hope that helps, congrats for this cool game and tell me if you release another version in the future !
Soooo...I really like seeing people create experiments. This game, of course, adds an interesting twist to the ye olde pinball genre: adding a ball one can slingshot. Given pinball is originally designed with significant limitations over the control of the ball, adding this extra control could significantly add or break the game. Aaand, well, I'm in the break-camp, but perhaps for reasons you might not expect.
First, I found it difficult to pay attention to sling-shotting and flicking the flippers. Both take quite a significant amount of attention for me, so I couldn't really juggle the two in a cohesive way. Second, in the brief reprieve I'm able to focus on the slingshot mechanic, I find that it breaks the game in a significant way. Points are much easier to gain when aiming is made trivial with the mouse. On the other hand, since the flippers always move at a set velocity, it was difficult for me to control the balls, which ironically made the game more fun.
Taken this together, it makes sense why Boro was added to keep the challenge of the game. And to be fair, juggling two pinballs is certainly more frantic and fun than managing just one! But based on above observation, I can't help but feel the difficult-to-predict nature of Boro is added as a cudgel to reduce the players autonomy, and that sort of makes it less fun for me.
Other observations:
- I actually like the whole mechanic of the flippers slowly moving apart from each other, and would like to see more experimentation on that front. As of right now, I though it was really bizarre that the slopes leading to the flippers aren't, well, slopes leading to the flippers. Instead, they're right now floors that both Chobo and Boro can just lie around, and it's not fun dealing with them when they're stuck in that state. I feel like a lot of pinballs do a good job of keeping the ball moving at a manageable rate, so it might have been a good idea to also lean into that part that works.
- I *do* like the colored pins, which really helps justify the slingshot mechanic.
- I don't like the slow-downs that occur when Chobo and Boro are close to each other. It's something that I don't have control over, and hurts the pace of the experience. I would have liked it if there was a limited resource I can use to trigger the slowdown myself, since the feature is actually useful for slingshot purposes.
- I felt there was a visual discrepency between the flippers and the collision box. It, along with constant flipper flick velocity, made it difficult for me to learn and control the balls trajectory.
I think that's about it.