Isle Of The Orbs by Pixel Studios

[raw]
made by Pixel Studios for Ludum Dare 58 (JAM)

An evil power has stolen the cores of 4 different planets, giving them the power to destroy the universe. It is up to you to recover them from the island that they're being hidden on, and kill all of The Power's enemies. The fate of the universe lies in your hands.

Ratings

Overall 769th 2.531⭐ 34🧑‍⚖️
Fun 770th 2.303⭐ 35🧑‍⚖️
Innovation 777th 2.047⭐ 34🧑‍⚖️
Theme 679th 3.03⭐ 35🧑‍⚖️
Audio 302th 3.406⭐ 34🧑‍⚖️
Humor 647th 2.204⭐ 29🧑‍⚖️
Mood 763th 2.371⭐ 33🧑‍⚖️
Given 32🗳️ 42🗨️

Feedback

RazerLazer
Oct 06th · 22:23 UTC
I love the music, but it feels a bit like a walking sim when there are no enemies around
Stefan B.
Oct 06th · 22:25 UTC
I must admit that I typically play with "invert mouse" and no auto aim, so it took a bit to get used to it.
AnyingSama
Oct 06th · 22:25 UTC
I really like this dynamic music! But I'm a bit confused about the map. It would be better if a simple guidance system could be added!
mackelio
Oct 06th · 22:27 UTC
i loved the music! :D it was so hype, i felt sick!
Really impressiv! Was the terrain procedural generated? :D
nextnoon
Oct 06th · 22:31 UTC
Neat, but I felt like the story didn't really mesh well with the gameplay. Cool soundstrack!
Gaverion
Oct 06th · 22:33 UTC
I love the water shader, it looked great! the controls felt good. A little bit of clarity on where you need to go and a bit more dangerous enemies could have taken it to the next level.
Luderik
Oct 06th · 22:41 UTC
Found only 4 orbs, but who cares when the music is banging awesome?
LDJam user 384829
Oct 06th · 22:49 UTC
Thanks for the feedback everyone!
LDJam user 384829
Oct 06th · 22:50 UTC
@mackelio Yes it was procedurally generated
AdamG
Oct 07th · 05:52 UTC
Haha, I was thinking while playing that this reminded me of the Sebastian Lague tutorial for procedural generation, and then the credits showed that's where it came from!

I like what's there, although it could use a bit more oomph to make it more satisfying. It would have been nice if the gun and enemies gave more feedback when shooting, and I felt very slow. Otherwise it was fun.
Enad96
Oct 07th · 09:13 UTC
Cool waves
ExLudos
Oct 07th · 11:32 UTC
Orbs
zoeek
Oct 07th · 20:04 UTC
Completed it. Nice little game!
LDJam user 0
Oct 08th · 00:55 UTC
Music is really good! The gameplay feels like walking simulator but hey with banger music
Anderson Job Loeffler
Oct 08th · 01:53 UTC
It was really nice exploring the island. Keep up the good work!
KafuuChino
Oct 08th · 06:28 UTC
Amazing Background Music. Would be much better to have a guiding system and a better graphic.
LDJam user 337336
Oct 08th · 18:22 UTC
Good music!
I would consider delaying the particles on enemies after shot to give realism about the distance. Some audio effects on walk and shot would be nice as well.
Kevin Garske
Oct 10th · 19:06 UTC
There is something very charming about the fate of the universe being in my hands, and having a basic handgun to solve it. Movement felt good and the music was great! I could have used some sense of direction given how big the traversable space was. Keep it up!
LDJam user 384829
Oct 11th · 04:44 UTC
@adamg, @enad96, @exludos, @zoeek, @anderson-job-loeffler, @kafuuchino, @daniboygg, @kevin-garske, Thank you all for playing and rating! The feedback is really good, thank you, I might add these features following the jam. Thanks!
Frau Blut-Kranz
Oct 12th · 01:27 UTC
Enjoyed the world, the music and shooting the enemies! The orbs and enemies were cute! The music reminded me of arcade music for those racing games which was nice. Finding all the enemies were a bit difficult, but I made sure I found them all. Good job.
5H08
Oct 19th · 08:07 UTC
orbity orbs

i wish there can be more objects in the scene for reference, right now the big solid colors kind of make me lose track of where i am

awesome music
treenut
Oct 23rd · 23:18 UTC
The controls feel smooth and the shooting is fun, but somehow I couldn't find much. Maybe a smaller map or more enemies could help
LDJam user 384829
Oct 24th · 02:00 UTC
@5h08 @treenut Thanks for the feedback!

I did realise after playtesting and the first wave of feedback that the traversable space was probably a bit big. I might fix that later