Probably a Game

Rose: For someone who has never heard of your game, how would you describe it without using the usual genre labels?
Dev: Sugar Orbit is about guiding a sticky, wobbly gummy bear through a colorful world of floating planets. You carefully plan each jump, try to climb as high and fast as possible, and hope one mistake doesn’t send you falling all the way back down. It looks playful, but underneath is a challenging experience filled with tension, competition, and plenty of rage.

Rose: Where did the idea for this game come from?
Dev: Sugar Orbit was born during a two-day game jam themed around speedrunning and orbital mechanics. Within that limited timeframe, I created the core playable demo. Everything beyond the original jam version was developed and expanded afterward.

Rose: What makes your game different from other games in the same space?
Dev: That’s a tough question, but I haven’t come across another game quite like it. What makes Sugar Orbit unique is the contrast between its cozy, colorful atmosphere and the psychological horror of endlessly falling. Of course, the gummy bear’s sticky, wobbly physics also give the game its own playful personality.

Rose: Was there anything you had to cut that you still secretly wish you could put back?
Dev: Yes, there was one feature I wasn’t able to add: a global leaderboard where players could compare their completion times. Currently, scores are only saved locally, so each player can track their own best time.

Rose: What is something players probably won't realize took an absurd amount of work?
Dev: I developed the game quite a while ago, so some of the details are a little hazy. However, I believe the most time-consuming part was designing and refining the jump patterns to make them feel both challenging and fair.

Rose: What is the weirdest bug you've encountered that you almost wanted to keep?
Dev: I’m a bug-free developer. What even are bugs? xD
Joking aside, I did encounter one bug that I decided to keep. The ability to jump through planets wasn’t originally planned, but I thought it added an interesting gameplay element, so the bug became a feature.

Rose: Is there a particular emotion you wanted players to walk away with from your game?
Dev: Definitely rage especially when they fall all the way back down after making so much progress! And a tiny bit of cozyness

Rose: What's one piece of advice you wish you'd had before starting?
Dev: That web developed games are better for a game jam because people can access the game easier

Rose: Five years from now, what do you hope people remember about this game?
Dev: I simply hope the game brings players a few hours of fun and a little extra joy in their lives.

Rose: Why should someone watching this go play your game today?
Dev: It’s a game about challenging your friends, beating each other’s times, and seeing how far you can climb while exploring a cozy yet rage-inducing world. I think it will especially appeal to players who enjoy games like Getting Over It.

Rose: Finally, the question we ask every developer: After everything you’ve told us, can you officially confirm that your game is, in fact, probably a game? Why should we believe you?
Dev: Yes, I can officially confirm that Sugar Orbit is probably a game. It has a player, a goal, a timer, wobbly physics, questionable design decisions that became features, and enough falling to make people rage. If that isn’t convincing enough, you can play it yourself but I’m not responsible for what happens to your keyboard.