Orbitals by pvg
A game of precise action and timing. Die fast. Play again.
Requirements
You can play in the browser on Windows or Linux. Sorry, no Mac support on Godot 4.2 HTML5 export due to upstream bugs with SharedArrayBuffer and WebGL 2.0.
Windows and Linux builds are provided as releases on GitHub for people who prefer that over the Web build
Gameplay
Use arrow keys or WASD to move. Use space to summon.
Development Tools
Licenses
This project is licensed under the GNU General Public License version 3. See the GitHub repository for complete licensing information.
Ratings
| Given | 6🗳️ | 6🗨️ |
If you were to spend more time on the game I would consider making different difficulties that you can play on.
Mainly because it might open it up to more people, but it's understandable if that's not the direction you want to take it in.
Overall Amazing work!
Overall can be a really good game if more polished.
i really enjoyed it but Its really hard my best score 85
@acsid The only bit that I really spent energy on balancing was the rate of spawns for the first 30 seconds or so. Believe it or not, it used to be _much worse_! I've gotten up over 100 a few times, but one of my friends really took to the game, and they just reported breaking 200! Their score of 230 is the best I've heard of so far.
I think it would be fun to try these mechanisms with an analog stick, though, to see how it feels.
I kind of wish I started with more charged orbs, as about half my plays are just that first struggle to get the game loop going, and those runs feel terrible.
The controls, oh boy. Most of my deaths were from either trying to move between enemies to a pickup, which gets me crushed unexpectedly because their route changed. Or from steering around a pickup till they caught up to me, because I have no sense of how fast my orb is moving. The lack of reference for momentum really kills the controls, because as I play I do not know if a light tap or a full hold is needed to twitch out of the way or line up an orb collision. I see what you were going for, and I think with some points of reference for the momentum it could work better. A simple way to fix it might be to add a small particle trail to the orb and make the background just a bit more contrast.
I think if you just tweak the movement to something a bit more "bullet hell dodge" friendly, you could even keep the homing enemies and get really crazy with the spawns/pickups.
You've got a really fun concept, and it did feel really awesome when I get a run going! I can easily see this becoming super addicting with some minor tweaks to the control feel and some homing pickup behaviors.
I love the cycle of gameplay between having a full "armada" of orbs and then feeling super vulnerable by smashing them to invest in more pickups. For a compo 2 day entry this is fantastic, you even have sounds and music! :smile: :thumbsup:
I really liked the music!
@gawain-doell Thanks for the detailed feedback! Like I mentioned above, there should be a faint mottled background, but I suppose it is too faint. It is the main way to see your momentum. I would make that part more clear if I revised it. Also, I agree that the first move is really hard, and it leads to a lot of zero-score runs---that's part of why I kept it so short, so that this is just a momentary setback. I usually just grunt and try again, but I understand that it's more frustrating to some players. I'm not really a "bullet hell" player, so there are probably conventions of the genre that I am missing. Anyway, thanks for checking it out!
@tristan-doell In all my testing, I never tried aggressively kiting the enemies. They do get faster over time, which I put in as a foil to just running away, but I did not get to balance that, nor the size of the play-space. (In fact, I wanted it to be infinite but ran into problems understanding how to make that work with the rest of my systems. I should go back to that and figure it out.)
- Most of my deaths were due to the non-precise movement controls, which made it annoying.
- Seems that there's no need for the ball summoning to be user-triggered, since you want to activate them instantly all the time - maybe it would be more fun if they would just be auto-summoned when picked up.
- I feel like the health should go back up after not being hit for a while, currently it feels too punishing.
- I agree with the feedback about the first set of orbs being the hardest, after that it gets easier. Maybe a bit of balancing could fix this.
- I also encountered the bug about the game starting with zero orbs, if holding space down for a fraction of a second too long. Sounds like the code might be checking for key down instead of key press?
@butterinabucket Yeah, part of what I like about the game is the rapid movement between terror and confidence and then back to terror. I was originally skeptical that giving two summoning power for each destroyed opponent would immediately make the player too powerful, but I quickly found that it didn't always help. The orbs "out there" make a player feel good but aren't very practical for twitch response, at least in my own playing. I love unexpected behaviors of systems like this.