Sep 122014

Hello everyone!

Today is the day of the first Adventrix update, which is centered on user experience and such. In order to pull this off we carefully analyzed every little piece of feedback we received, to make the game as responsive and immediate as possible.

It’s always possible to improve and we will continue to do so. We want Adventrix to be the best game it can be.

The update should be available as soon as play store servers are updated, which usually takes just a few hours.

Here’s what’s new:
-New and improved control system which will make understanding the game mechanics easier
-Added a points counter in the form of a big coin that fills from the bottom
-Changed text graphics to something more readable
-Made points collecting a little more rewarding
-Various fixes and performance enhancements

For everyone who missed our last facebook post, here’s the fantastic music composed by our Luca for the first bossfight

We’re also working on the second level of the game which, I have to say, is coming along quite nicely 🙂
As a teaser, here’s a concept art for the first enemy of the second level

Schermata 2014-09-05 alle 17.16.19

Have a nice weekend!

 Posted by at 3:39 pm
Sep 012014

I skipped a lot of updates this time, classic me.

But it was all for a good cause. Finally the first release of Adventrix is here!

Adventrix is available in the Play Store for just 0.99$/0.79€
get it here:

Download @
Google Play
Developer: Ornitocopter
Price: $0.99

This release includes the first level composed of five stages and a boss fight!

Level 2 and 3 and endless mode are coming soon, along with the Windows Phone and iOs versions.


Here’s the new trailer!

 Posted by at 5:44 pm
Jul 212014

Oops, I skipped another weekly update. Well, I hope I will make up to you with this gameplay video from Adventrix. Here you can see some of the gameplay mechanics I talked about in the previous posts.

Please keep in mind that this video was taken from an alpha version of the game. Some assets are yet to be finished and most of the graphics effects are missing.

Let us know what you think about it!


And here’s an exploding bomb.



 Posted by at 2:43 pm
Jul 072014


The time has come to get into what Adventrix is all about.

But first, let’s see some new catchy art by Cecilia.

I proudly present you our game logo!


Now, it’s time to talk gameplay.

Adventrix could be described with just two words: “Adventure Tetris”. Yeah, that’s why this game is called Adventrix, who would have guessed?

Continue reading »

 Posted by at 5:20 pm
Jul 032014

Of course I broke my promise. It’s been two weeks since the last update. My bad. I’ll share some good OST with you in order to make amend.

On Tuesday we attended New Game Designer 2014. Thing is, whenever I have to attend an event like this I just become so immersed into coding that the outside world just ceases to exist. You know, I had to make sure that the game was fun to play and as bug free as possible. That’s not an easy task for a game that is still in development. Luca, Cecilia and I worked really hard for this event, and it was worth it!

A lot of people enjoyed the game and we had a blast watching the reaction of the players while testing Adventrix. We collected a lot of constructive criticism and I’m sure that the game will become a lot better thanks to those kind people who took the time to share their opinions and ideas with us. We really appreciate, thanks guys!

Here’s a picture of Ornitocopter’s table, where you can see Cecilia’s paintings from the last update. We were guests of the IndieVault stand, together with other 9 Italian indie game studios.


On the left you can see our buddy RisingPixel‘s table where they were showcasing Inquisitor’s Heartbeat, the roguelike for blind people I worked on in the past few months as a coder. Some visually impaired people came to test the game too, it was a really rewarding experience!

Enough with the NGD2014, now let’s talk about Adventrix’s original soundtrack.

Luca made an excellent job. For every main character we decided a trait that could be expressed through music. For example, for the frog kingdom we went with something Irishy, so the main theme is played by flutes and hornpipes as well as every jingle that marks game progress.

Here you can listen to the theme of the first level. The enemies here are reptilian pirates, trying to stop you with muskets, guns and explosive barrels.

Let’s close this post with a new screenshot from the game. Hopefully you can see how it’s getting better and better as we go on.


Bye guys, see you next week!

 Posted by at 3:34 pm
Jun 172014

Yeah, it’s been just 4 days since the last update. It seems like I’m not breaking my promise to write one post a week, who would have guessed?
Today I’m here to share some exciting news and some cool pictures too, courtesy of our artist Cecilia.

On the 1st of July, Ornitocopter is attending New Game Designer 2014, an event hold in Università Statale of Milan. You don’t get many chances to showcase your work here in Italy, so we’re very excited about this opportunity! During the event we will put up a stand where everyone can try out our game, press and public alike.

As soon as Cecilia heard the news she went off to make some amazing paintings (Acrylic on canvas). Here’s what she created!

AdventrixPaintings  AdventrixPainting1  AdventrixPainting2

Continue reading »

 Posted by at 8:58 am
Jun 132014

Hey guys, guess what, we’re still here.
It’s been a while since the last blog post, I know. This won’t happen again. From now on, I will write a devlog a week. This time for real, I swear. Make me. No, I swear.

So, what’s going on?
Back in the Caves is now on hold: we want to make it as good as we can and for that we need money. Since kickstarter isn’t available here in Italy and we’d also like to stay an Indie developer, the only way we could pay for our project was to make some small-ish games in order to accumulate some money.

As soon as I realized this, I was offered a partnership with Rising Pixel, a fellow Italian indie game studio. In february I started working part-time on Inquisitor’s Heartbeat, a game designed for blind and visual impaired people.
I had half a day free so I decided to start a mobile game project, just because. I opened the wardrobe where I keep all my game concepts (I like to write notes on expensive white shirts. That’s why I’ve got no money left).
The idea was simple, this is what the shirt said: “Squish Tetris and a roguelike togheter.”
What does this mean? The shirt didn’t say that, so I started thinking. My best guess was this game concept: you have to create a path for your character to walk on by moving and connecting falling blocks. A game that mixes puzzle and adventure in a way that wasn’t done before (if we pretend that puzzle quest never existed).

Continue reading »

 Posted by at 2:15 pm
Sep 182013

Second round! this week we present you with the first thing that can(and will) kill you, a plant!

nice plant

I know, I know a plant doesn’t sound so threatening, you don’t see B movies with killer plants but they star in kickass musical and give out some thoughtful life advices too.

Except our plant it’s just here to kill you because how else a plant will survive in a cave?!? So remember, be a good gardener and feed your plants and they might even let you live the next run in Back in the Caves!(not really)

The design and animation are made by our fellow graphic Andrea “Finlith” Sala and it’s just one of his many creations you’ll see in the final release!

Sep 132013

Howdy soon to be cave dwellers ?

So far we showed you a brief teaser trailer of what’s going on in the Ornitocopter mind, Back in the Caves (BitC) will be our first adventure in the game development world, not an easy walk in the park I dare say.

Thankfully we work with some amazing people, you have alredy saw the work of our graphic artist Cammello but here is the first original art ever for the project:

Sure they all look happy...

The request was something like this “make it a caveman, make it rough, think about The Flintstones meeting Shank” and this table was the incredible answer. As you can see we choose style N.5 for Mr. Caveman but that doesn’t mean we discard the rest of them! Variety is the key for a roguelike and we’ll try to implent it in every single aspect of the game.

Check out for more work from Cammello (camel in italian if you were wondering, don’t worry we got you cover)

As you notice form the title we’ll try to post regular update here and on the other social networks (that’s what all the cool kids do nowdays right?) so subscribe to our RSS (RIP Google reader, you’ll be missed)! like on Facebook! Follow on Twitter! Circle on Google+! Do what they do on Tumblr!

Ornitocopter out! Ciao!