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ORBEAT's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #986 | 4.000 | 4.000 |
| Audio | #1541 | 3.350 | 3.350 |
| Enjoyment | #2331 | 3.300 | 3.300 |
| Artwork | #4792 | 2.800 | 2.800 |
| Narrative | #5843 | 1.950 | 1.950 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
This game interprets loop as a loop of motion and as a loop of music.
(Optional) Please credit all assets you've used
see description for full credits
Comments
I just played the game twice (normal and hard mode)! I loved it.
We had a similar idea for our game at the jam (the concept of a musical loop), but I loved how you approached it and turned it into something playable! Very creative and well done!
Thanks for your feedback!
I just had a couple of goes at Monkey Exorcist and lost very quickly both times, and I see what you mean. I find it interesting how differently the games react to the player's actions. Honestly, ORBEAT doesn't have enough visual feedback when you miss a beat, whereas Monkey Exorcist has clear Hit/Miss indications.
I think there's a good enough visual cue (the squares turning into circles). I admit it took me a few moments to understand this, but once I did, I had no further problems. Of course, outside of a jam, if there was more time, a more extravagant visual cue would be really cool, but I think it's perfectly playable, understandable and enjoyable as is!
Really fun concept! Played the whole thing. :) Well executed as well!
Super cool! Loved the concept and the visuals work really well with it. Kinda wish some of the levels built up more to full tracks, sometimes the levels felt a bit empty/incomplete without the song building up more. possibly adding an underlaying track could also help. But loved the rythm game implementation, and the reset only being the current circle was really nice. Enjoyed playing it, great work!
Thanks for your feedback!
I strongly agree with the criticism you've given, and it seems a lot of other players do too. Some of the architecture I used makes complex music difficult, and during the jam it was hard to find quality public-domain samples. I may look into improving some of these areas after the jam ends.
Pretty cool ! I would've liked it a lot if you could hear a full tune based on the beat you just made at the end of a level.
Thanks! I agree there needs to be more visual feedback. In earlier versions there was more visual feedback when you missed a beat, but when I removed the requirement to always start a loop at the top, I removed that, too. After the voting period ends, I might add something back for that.
When you said " you still see remnants of where the click points were.", do you mean you still see circles/diamonds even after being able to leave the planet?
This feels like the start of a very enjoyable game, as someone with very poor timefeeling I found the QTE element a little bit unforgiving leading to some very mild frustrations. overall very cool submission
Thanks!
Here's another entry based on drum loops: /jam/gmtk-2025/rate/3781902
The game's pretty tough (probably just a skill issue) so I think a slightly more favorable margin of error would feel great, but when I was able to finally move to the next planet it was so satisfying.
Love that the music and how the beat builds! Super awesome and I can totally see myself vibing out playing this for a long ass time
The concept is really interesting and I think with more time to iterate and test this could be something really special.
Here are some notes for your testing:
- It seems that once you miss a beat in a given node you need to wait for the loop to fully reset to the first beat before you can resume trying to time your inputs. Why is it this way? It just feels a bit bad when you're actually playing, and I think the game would be more engaging/fluid to play if you could start trying to recover immediately.
- The animation that plays when a planet grips you into its orbit is quite awkward. It's very fast and feels a bit jittery. It's quite jarring compared to the rest of the smooth animations and movement. The game feels really nice during the smoother movement, like when the arrow is flying through the scene or entering the portal. Or even in the intro animation when the game starts. This one animation feels out of place compared to the others.
Thanks for your feedback. It's really helpful and I didn't expect so much detail!
1: I will probably implement this before 6PM.
2: I've smoothed out the join animation. It's still not perfect though, as I have to ensure that the player's rotation is in-time. This led me to realise that the camera zoom was instant. I've now changed this, too.
Good luck in the jam!
EDIT: Nevermind - the ship now flies backwards sometimes when joining. Whoops!


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