Otobi

Odin and the rest of his crew, the infamous "PR13," were attacked by Melku, the teknoking and his criminal network just before finishing the development of their greatest creation — a weapon capable of dismantling the technocratic structure of Otobi City! Odin managed to escape, but the rest of his crew was left in Melku's hands.
Otobi
Otobi is currently a prototype in development, and this is our first playable demo.
We wanted to experiment with a few ideas and mechanics: the fantasy of being a bounty hunter, skate-inspired movement, and a departure from the traditional bullet-heaven formula seen in games like Vampire Survivors or Archero. Our goal was to create a faster, more fluid experience where movement itself becomes a core part of the gameplay.
During development, we ran into a number of design challenges. The biggest one came from the fact that traditional bullet-heaven games are built around enemies constantly approaching the player. The player's objective is simply to survive, so most abilities are designed around clearing increasingly large and dangerous hordes.
In our case, however, we wanted players to move at high speed, taking inspiration from games like Sonic. This created a strong conflict between the two concepts.
On one hand, traditional bullet-heaven design encourages players to remain relatively stationary while dealing damage, since enemies naturally come to them. On the other hand, we wanted to reward players for moving quickly and constantly exploring the map.
To solve this, we introduced mobility-focused incentives. The game's objectives often require players to chase targets or collect items across the map, encouraging constant movement. We also designed weapons that become more effective when used at high speed.
Another key feature is the Static system. As players move, they generate energy that powers up their weapons, increases their movement speed, and can eventually be unleashed through a powerful Ultimate ability.
All of these ideas are risky experiments in a market where many games follow the same proven formulas and focus primarily on what consumers are already asking for. We wanted to take a different approach and explore mechanics that we genuinely enjoy developing and playing ourselves.
That said, we're releasing this demo specifically to gather feedback and learn what works, what doesn't, and what can be improved.
Over the coming months, we'll continue releasing small experimental demos built around original gameplay ideas. Based on player feedback, we'll decide which concepts deserve further development and a deeper investment of time and content.
| Published | 4 days ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 5.0 out of 5 stars (2 total ratings) |
| Author | lambdaforge |
| Genre | Action |
| Made with | Unity |
| Tags | 2D, Bullet Hell, Cyberpunk, Indie, Roguelite, Skating |
| Content | No generative AI was used |




Comments
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Wow! That was really fun!
I really liked the sense of acceleration and speed you end up feeling blasting through the towers. I loved everytime a boss appeared and felt the rush to "GET THEM" before they escaped! The art is full of love too, I like that it's cyberpunk but also trashy and punk.
My main criticism would be that chasing the bosses was always fun during a brief initial moment, but everytime that rush passed when remembering that they don't attack you, and they just run away from you in a predictable trayectory. I wish they reacted to you, at least in some minor way. Plus the fact that they go slower than you makes it kind of annoying with the contrls. Most times i beated them using the poisonous smoke and just running a bit further from them until they died. ¡It was still fun though! there's so many different powers, and they're pretty varied, that was a really nice surprise.
I like the structure the game is going with. It just needs some tweaking on how the movement and powers are introduced to you.
Awesome job guys! waiting to see what you do next :)