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Orbital's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #411 | 4.000 | 4.000 |
| Overall | #951 | 3.400 | 3.400 |
| Seriousness | #1068 | 3.444 | 3.444 |
| Audio | #1085 | 3.111 | 3.111 |
| Creativity & Theme | #1210 | 3.444 | 3.444 |
| Enjoyment | #1367 | 3.000 | 3.000 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Other/Custom
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Comments
Criminally underrated. Well done! Amazing job.
This is a very nice approach to the theme, and the mechanics are cool. It offers a good mix of difficulty and learning curve. Perhaps it would be a good idea to add meteors as additional obstacles to avoid, alongside the planets.
I'm back after the playtest and I love the additions ➕.
The space HUD and extra controls add to MY IMMERSION and you already had a solid core loop🪨
Having controls on the HUD is also a great idea I'll do that for a future game jam 🕹️!
I was greedy and almost always opted for scan strength but randomizing the number tempted me to get thrust if the value was just that much better. I had more enjoyment out of this game than I should have considering how bad I am!
Space! Great job!
Wow! Seriously fun game. A little bit of a learning curve but the I got totally hooked. Others are mentioning difficulty -- I don't think it's too much of an issue. I think maybe there could be a kind of handicap situation where each death gives a nominal stat increase, just so that any amount of playtime slowly raises the skill floor, but I personally enjoyed the challenge and didn't mind the repeated attempts at all, since the controls became really intuitive. Perhaps you could make each death seem a little less menu-y and a bit more 'instant respawn' to keep the flow of the game going -- current death pop-up could be a temporary HUD pop-up as a new ship spawns in right away.
Also -- holy programming. I think starting to even think about how to program it might induce a migraine. Watching the trajectory just... be correct... was crazy. Also, I'm not sure what, but I feel like you should do something when all settings of thrust will result in a crash -- it's a very particular kinda 'oh shit' feeling that I think you should play up, haha.
I found myself a little disappointed there wasn't more to play once I beat the final level! Remarkable entry, full marks from me, bravo.
I really enjoyed this. Gameplay is interesting, visuals and audio support it well. I just found it too difficult, I would have liked an easier first level to get to grips with the controls.
A pretty cool game, hard to get used to the controls but everything looks super cool and the effects are all amazing!
Looks like a pretty good game! Its a bit of a learning curve to learn how to move the ship, but once you get used to it its pretty good.
I loved the visuals and audio, everything felt very coherent and on-target. I did my best to make it past level one, but I really couldn’t get the hang of the gameplay. I hope you get more eyes on this because it’s definitely well-crafted. Nice work :)
Pretty neat! I love how polished the entire game feels. Unfortunately, I kind of have a skill issue, so I found it difficult to navigate, but the gameplay seemed pretty well done regardless. I don't really have any criticisms, good work!
Thanks, the game is pretty hard, im actually considering making the game slower so it could be more strategic. Maybe ill add it in the future
I tried your game as well. Love the intro. The wall of text at the end feels really dreadful.
And true to its name, it does give me a vertigo. You have the knack at making players feels something. Keep it up.
Wow! There is so much polish on this, the UI looks absolutely fantastic and I'd love to know a little more about what's going on under the hood as I can see you've said it's a custom solution.
I'm really glad that those many hundreds of hours in KSP have paid dividends here. I suspect it might not be too intuitive for those that haven't played similar games in the past, so mileage may vary. But I certainly enjoyed thinking about things manually and not relying on mechjeb.
I'm not too sure if I have anything too constructive to say here, I exclusively ended up picked the scan speed upgrades as fuel and the trajectory trace never felt like something that was ever lacking.
Great game, thanks very much.
Thanks. Its just made using HTML JS and CSS. It was actually a prototype of the real game, but when i try rebuilding it in Unreal it feels less fun so I just build more on top of the html version.
Tried your game and you have a very interesting and topical concept. I think you should build on it, with enough polish and focus on tutorialization, it could be big.