LEO by Bracula
L.E.O. (Low Earth Orbit) is a game about putting as many satellites in orbit as you can without causing a collision. You have 100 years on this planet to make as much money as you can with your fleet of satellites.
There is no real goal at the moment, but to make as much money as you can, or simply just to enjoy your 100 years. If we develop it further, you will be able to spend your money on more things, and there won't be a time limit. This is just what the first level might look like
Controls:
-Click and drag to launch a satellite.
-Right click to rotate your view.
-Scroll wheel to zoom.
-Click on debris to destroy it.
Thanks for playing!
Please note that you do not have to purchase this game. Simply click "No thanks, just take me to the downloads" after clicking one of the download links.
| HTML5 (web) | https://bracula.itch.io/leo |
| Windows | https://bracula.itch.io/leo/purchase |
| macOS | https://bracula.itch.io/leo/purchase |
| Linux | https://bracula.itch.io/leo/purchase |
| Original URL | https://ldjam.com/events/ludum-dare/42/leo |
Ratings
| Overall | 190th | 3.798⭐ | 44🧑⚖️ |
| Fun | 176th | 3.698⭐ | 45🧑⚖️ |
| Innovation | 72th | 3.919⭐ | 45🧑⚖️ |
| Theme | 79th | 4.14⭐ | 45🧑⚖️ |
| Graphics | 139th | 4.198⭐ | 45🧑⚖️ |
| Audio | 294th | 3.419⭐ | 45🧑⚖️ |
| Humor | 734th | 2.324⭐ | 39🧑⚖️ |
| Mood | 241th | 3.538⭐ | 42🧑⚖️ |
| Given | 27🗳️ | 29🗨️ |
The only issue i faced was that the visual representation does not provide the support I needed sometimes. The satellites are hard to see sometimes, especially on the night side of the planet.
But otherwise a really great and innovative game!
its a really cool game to relax nice job
create while still nothing chrases, tough maybe a cheat could be launching them in a saturn belt like I for example did and I had around 10 satelites that would never chrash because they move at the same speed! One thing that anoyed me was the removing off satelites junk because they were so small and hard to click on!
It took me a while to understand that I could rotate the camera and zoom =)
Others have said the debris was a bit small to try and click on and I think I agree but that's a very minor problem.
I think making the debris more accessible is something we'll definitely work on in the future.
The dark side of earth is perhaps too dark, or if the satellites were easier to see it would be better. Half the trail/circle/orbit was not visible at all so it was harder to plan around it.
The globular nature of the game is both really cool to look at and makes a cool differentiator, but it also makes it harder to parse. It's like the Homeworld problem - lots of people (myself included) bounced off it because it was too difficult to grasp 3D spatial relations quickly. It's not necessarily wrong to have a harder to engage aspect of the game, but I'm just mentioning it as a limiting factor. OR the visualisation of the game can try to help alleviate that problem of perception. The trails already do a decent job of it but it feels like it could have been more clear.
It's difficult to tell when "income" arrives, and how it's worked out. Perhaps it's something that could be visualised.
Also a session is perhaps too long to feel a sense of urgency. Or perhaps the variety of stuff one can do is too low for that length of time. It feels aimless for a while.
Also I can't think of a better way to arrange the satellites other than in a single file around a single route in as packed a way as possible, given the current rules. Any other routes seem to be destined to crash as circles intersecting at the wrong time. The cascading failure scenario is actually pretty fun to see play out - the design could be pushed more to be about dealing with that disasterous outcome, kinda like Pandemic, attempting to contain a huge, cascading mess can be quite fun.
Game is gorgeous and the mechanics cool and intuitive. Just a little bit short of being amazing :)
However I enjoyed it that little while :)

Your game has a more artistic touch (graphics, the auto-created music, style), while Kessler Syndrome is a bit further gameplay-wise.
I like the idea of space debris, however, it should continue to move along the same path like it does in real life. That way it is handled you easily loose at least a complete orbit. Also I like the zen-like approach, well done.
While the debris was really cool to see when everything fell apart I found that as soon there was one crash it was very hard to recover. (I have just read your controls in the description and see that you can click to get the debris away. I would suggest showing this info in game because I imagine that I am not the only person who is going to skip the controls section and just jump straight into the game)
The launching was also not as responsive as I would have liked. I didn't feel like I would be able to pull off more elaborate flight patterns.
The money and timing felt very arbitrary without some sort of purchase or cool down system.
Well don on the game!
There's also a nice feeling of progress here, getting more money faster as you produce more satellites.
I think the shadows are a little dark, given how peaceful the feeling of the gameplay is it might be ideal to match that in the visuals.
Also it brilliantly incorporates the theme (along with having a real world concerns present within the game).
I think it's a very strong entry!