Orbits by tuism

[raw]
made by tuism for LD 40 (COMPO)

Orbits is a game about gravitational planetary juggling and forming stable orbits.

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You move around with your mouse so you're not hit by planets.

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You can get hit 3 times before blowing up.

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A planet that is able to circle you once while you're stationary gets a tick and is a stable orbit. That's your score.

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My current record is 12 orbits, what's yours? :)

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  • Reaching new high score regains you a life.
  • Click to add more planets and challenge yourself.
  • Right click and hold to accelerate time (though that does seem to mess with the space-time continuum)
  • Press S to save a GIF of the previous 5 seconds. Thanks to Chman for this code, please don't rate me on this bit of code because it's not my wizardry!

Hope you enjoy the game! And tell me about your high score!!! :D

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Ratings

Overall 21th 4.161⭐ 117🧑‍⚖️
Fun 22th 4.113⭐ 117🧑‍⚖️
Innovation 10th 4.313⭐ 117🧑‍⚖️
Theme 10th 4.442⭐ 115🧑‍⚖️
Graphics 65th 4.078⭐ 117🧑‍⚖️
Audio 96th 3.649⭐ 113🧑‍⚖️
Humor 152th 3.323⭐ 112🧑‍⚖️
Mood 35th 3.873⭐ 112🧑‍⚖️
Given 60🗳️ 105🗨️

Feedback

Shelvid
04. Dec 2017 · 10:39 UTC
This game is soo fun! absolutely love the player planet visual!! honestly really good job.
Filipe Leal
04. Dec 2017 · 10:41 UTC
What a great idea! Nice job!
theloneplant
04. Dec 2017 · 10:45 UTC
Awesome job on this, great art style and implementation of orbits. Fits the theme really well, though I had cases where to get planets to have a good orbit they would bunch up and start colliding and slowing the game down. That's a nitpick, doesn't detract much at all from the game
SniperA
04. Dec 2017 · 10:47 UTC
Loved this game! The sun is so cute, the effects are great! It fits to the theme in a great way. Will definitely be playing this! There was so much attention to detail put into this, and such a simple and awesome concept.

Also, if you can, could you check out mine? :) - https://ldjam.com/events/ludum-dare/40/dont-get-hangry
teekeks
04. Dec 2017 · 10:48 UTC
Omg. This game stays on my drive! Please make it a full game after LD! So much potential!
🎤 tuism
04. Dec 2017 · 11:07 UTC
@theloneplant I totally totally hear you on that, I struggled really hard on whether or not to keep the collision between planets on or not - if they didn't collide into one another it made it much easier to form orbits, but then it also made the whole thing less interesting and emergent. In the end I settled on keeping collisions on, but tried to offer some relief with two things: 1. time slows down if collisions happen within your circle - this gives you time to react, and 2. Giving you a bit of invincibility after you get hit so you can swat some planets out of the immediate area for the time being.

If you have any ideas other than turning collisions off, let me know? :P
SniperA
04. Dec 2017 · 11:10 UTC
@tuism - You could possibly make it that if 2 planets collide, they explode, as if it were you. This way you keep collisions on, but also make it so that there is some strategy behind it. In a scoring system you could reduce the score any time you lose planets, since obviously the objective is to juggle the most :).
🎤 tuism
04. Dec 2017 · 11:23 UTC
@snipera I thought about that but there's very little control over planets smashing into each other - I tried that for a while and it just felt like there's not much to gain from that, it annoyed me that I kept losing planets without being able to affect it. And getting new ones isn't as interesting as you could always get new ones...
SniperA
04. Dec 2017 · 11:25 UTC
@tuism Yeah I guess that's true :P. Especially when you have lots at different speeds.
theloneplant
04. Dec 2017 · 11:30 UTC
@snipera I think the issue there is that it would make the game much more difficult, I was thinking the same thing or even have them combine to form a larger planet but I think you would need another system to compensate for the difficulty.

@tuism You could just have the camera zoom out with more orbits and give the player more room to work with. I think this keeps the spirit and difficulty in check, and if it gets too easy add in the collision destruction/combine. One other thing is it would be cool to see flashing or an effect around The Sun when you’re invincible, I didn’t realize that’s how it worked lol
🎤 tuism
04. Dec 2017 · 12:21 UTC
@theloneplant Don't you see the flashing when you're hurt? There's a little delay before the sun started its invincibility flashing but the flashing should be there. I'll make the flashing start earlier. (I actually never thought about her being the sun, but it MAKES PERFECT SENSE LOL)

As for more tracks, that would have to come with tweaking the physics - I wanted to zoom out more but decided that that's much more complicated in tweaking how the physics worked and will leave that for another day :)
🎤 tuism
04. Dec 2017 · 12:22 UTC
@snipera the different speeds actually come from the different mass of each of the planets. It's actually relatively realistic as far as physics go :P I can vary up the mass per size but right now the mass is directly linked to size (thanks unity for auto mass!)
TedX
04. Dec 2017 · 13:22 UTC
Nice Job Man!
TedX
04. Dec 2017 · 13:22 UTC
Nice Job Man!
TedX
04. Dec 2017 · 13:22 UTC
Nice Job Man!
fiaKaiera
04. Dec 2017 · 14:28 UTC
You compelled me in with your cover. Now I expect something great.

* It's cute. It's awesome. It's pretty neat. I think you heard that from everyone else, actually. I don't need to say anything further.

* It starts simple but it gets complex real fast. I can get to 6 planets and I know how hard it is, especially when you have to move. Freakin' asteroid planets hurling trough my groove >_>; This really works well with the theme! A+

* The music could be a bit better but it works. From the looks, of course I'm expecting chiptune. From the gameplay, something a bit more concentrating but it's good enough. The clock sounds helped me I guess. It reminds me that planets orbiting around the "sun" are like the hands of the clock.

* Must be hard for you to get that physics being realistic. (Okay I may take that back, I'm pretty sure you used auto mass) Could be not the case if you wanna continue with this. As they say, sometimes the best games doesn't need realistic physics. Would be great if you could make getting them into orbit a bit more easier, but that's just me and me having large orbits that half of the planets get off screen.

* I'm not sure but the slowdowns from planets colliding is intentional, I don't think we need that, but it does give me the advantage of moving into place and/or reacting if planets suddenly hurls toward the "sun". Slowdowns when the planet hits is still okay.

* As a suggestion, a slowdown button, a planet adjustment setting and maybe more planet types to deal with on later progressions. Like "screw you meteors" and "dazzly but deadly shooting stars", or even you being part of an orbit and you also have to stay in orbit.

* Is it me or this just reminds me of Orbeez beacuse of the name? To be honest, the game is a good cereal name. That "sun" could be a mascot.

Overall, this stays on my drive. It's a good way to pass time and I recommend playing this to people. Well done!
Rewzu
04. Dec 2017 · 15:33 UTC
I really liked this game! :grin: Graphics and audio are very nice. Idea is good. The game itself matches the theme. Good job!
🎤 tuism
04. Dec 2017 · 15:43 UTC
@fiaKaiera I love nothing more than to hear "this stays on my drive". Really appreciate it, much <3! :D

- Really good point about the music, I've been kinda torn about it - truth is I made it in like under an hour with an iPad app (Figure by Propellerheads)... I'm no musician but I love making stuff! When I made it I hadn't gave the planet a face yet and I had Interstellar vibes in my head. But then I realised I wanted a life indicator and the face felt perfect so WHAM the music became a bit out of place :P But I still like that it's a bit ominous and fits the pacing of the game, if not the cutesy face :)

- The physics took a LOT of tweaking, and no, it's not realistic - I tried realistic physics and that was actually terrible to play. I initially wanted a system where every body exerted a force on every other body - which is a cool concept, but can get REAL heavy on the processing. I still want to explore that but of course ran out of time.

- I really do want to do massive big orbits as well as smaller ones, but how to visualise big things while maintaining legibility and being able to control the small scale is a problem I needed to solve and that was out of the scope of right now.

- The slowdown can get a bit annoying, but I found that it was needed when crazy bounces happened near you, our reaction times aren't good enough to handle those and getting whacked by effectively random shit feels bad. That said, the slowdown system could be improved a lot to not trigger when it's not needed - so that's a system I'll look to improve later too.

- And yeah those are cool ideas! :D I'd love to explore this more! :D

- I don't know anything about orbeez... Just googled it and OMG I WANT SOME OF THAT IN MY LIFE :D
Papiertig0r
04. Dec 2017 · 16:00 UTC
I absolutely love it! 5/7
Tom Panton
04. Dec 2017 · 17:18 UTC
Excellent game with a lovely art style! I really liked how you could manually adjust the difficulty by adding more planets.
johnnygoy
04. Dec 2017 · 17:49 UTC
I really like the mechanics, and the visuals are perfect.

Would help with a bit more sensitivity on the mouse for those clutch moments :)
🎤 tuism
04. Dec 2017 · 17:53 UTC
@johnnygoy

Ah crud, I wanted to add a mouse sensitivity adjustment thing but completely forgot about it...
Noa Calice
04. Dec 2017 · 18:01 UTC
ONE OF MY FAVORITE LD's SO FAR !! Relaxing and deep ! Well cone, cheers :) !
jlreymendez
04. Dec 2017 · 18:04 UTC
Excellent use of the theme! It gets hard really fast, I like it!
Sozey
04. Dec 2017 · 18:16 UTC
This is a great game ! The art is beautiful by its simplicity, the music is sweet and not too distracting, and the gameplay feels fun and hard to master. Definitely one of the best games of this edition!
Gris
04. Dec 2017 · 18:24 UTC
Really cool concept! Music and graphics suit the game perfectly. It was a bit more challenging than I expected and more addictive than I would have wished.
theloneplant
04. Dec 2017 · 18:39 UTC
@tuism Something you also might want to consider regarding the collision pain point is to implement moons. You would need a system to help the player control it or have it done fairly automatically where planets with similar orbits and varying size would have the small one nudged gently around the other. This is a stretch, but another spitballing idea that might be cool to see
Mathiouza
04. Dec 2017 · 18:57 UTC
Cool concept ! A little too hard when you have more than 4 planets x) But I think it fits well the theme though x)

Overall cool game ! Keep coding !
🎤 tuism
04. Dec 2017 · 19:59 UTC
@Mathiouza Thanks! 4? Try for 5! There's a trick to it, the most I got up to is 12 so far, I'm definitely trying for more :P
🎤 tuism
04. Dec 2017 · 20:00 UTC
@theloneplant that's an interesting idea, I'll give it a think :) The thing with a moon would be like, it would have to either follow its parent body explicitly, or do some kind of trick where if it falls behind it'll catch up, if it's ahead it has to stay ahead. It'll be tricky :) Let's see :)
🎤 tuism
04. Dec 2017 · 20:00 UTC
By the way, has anyone tried to use the S to get a gif out thing yet? :D
Strelly
04. Dec 2017 · 21:25 UTC
To be honest, 5/5 game in a lot of aspects, its so original, cute and fun, I really love it. Good job, props to the devs.
pvtroswold
04. Dec 2017 · 23:29 UTC
Very innovative! Also pretty to look at. 👍
masamunedragon
04. Dec 2017 · 23:57 UTC
Could only get up to 3 stable orbits, I must be bad :sweat_smile:
A mouse sensitivity option might help me out a bit...

(S)ave feature in action:

![GifCapture-201712041650087007.gif](///raw/3e3/1/z/c343.gif)
![GifCapture-201712041650127959.gif](///raw/3e3/1/z/c349.gif)
guilhermesouza
05. Dec 2017 · 02:37 UTC
:O Sooooo cool!!!
velvetlobster
05. Dec 2017 · 04:20 UTC
I love physics based games, this one also has a nice style to it
Casper
05. Dec 2017 · 07:06 UTC
High Score : 4 :( Good job great idea!
JacobGreeff
05. Dec 2017 · 08:33 UTC
Damn this is cool - way to make me look bad!
I think this could actually be something that has legs and could go further. The difficulty curve is a little high initially I think, but it could just be that I am a dumbass. It could be good to add a little more interaction - like pressing space to maybe push outwards from the planet or something - just a thought.

Otherwise, I really liked it!
YuuK
05. Dec 2017 · 12:54 UTC
Super great game ! I definitly would play it a lot on my phone if it was available on the App Store :) Graphics are really pleasant and clean, and gameplay is definitly well done !
hadesfury
05. Dec 2017 · 13:37 UTC
good game :) became hard really quickly :)

well done ...
🎤 tuism
05. Dec 2017 · 15:07 UTC
@YuuK I quickly tossed a build to my Android and found that it worked pretty much as expected, plus touch controls work SO much better :D so yeah I'll be working on getting it to mobile at some point! :)
AmigoPadilha
05. Dec 2017 · 15:19 UTC
Great job! Awesome game
Stamblew
05. Dec 2017 · 17:43 UTC
Such a nice and great game. We also tried to implement the orbit behaviour in our game. Well done!
YuuK
05. Dec 2017 · 18:50 UTC
@tuism Great ! Keep us in touch if it pops on stores :D
shrekshao
05. Dec 2017 · 19:46 UTC
Wow! have to give this game a 5!

* Brilliant idea!

* High completeness! (with save gif and a call to share to twitter to build a community).

* Nice control feedback with trail renderer, sound effect, and emoji on the solar.

* And it's a lot of fun!
wowa
05. Dec 2017 · 22:09 UTC
Addictive! Don't know what else to say. So, yeah hreat work!
Space Backyard
05. Dec 2017 · 22:32 UTC
Brilliant idea!
And yes... We love space ;)
Be3n2
05. Dec 2017 · 22:48 UTC
Brilliant idea! So simple and elegant but so fun I love it. I don't know if I even have any criticisms to give its just a joy to play, great job!
JeffChen
06. Dec 2017 · 10:37 UTC
The planet is cute.The idea is very good!
Royoyo
06. Dec 2017 · 12:49 UTC
Ultimately the best idea I've seen so far! And Visual style is perfectly matched!
dawik9000
06. Dec 2017 · 13:10 UTC
One of the best ive seen so far! Addictive, cute and overall a great experience. Got to 7 orbits so far, but im gonna keep on playing!

By the way, i was surprised not to see an android build for this, it would make for a perfect bus/train time killer.
🎤 tuism
06. Dec 2017 · 13:46 UTC
@dawik9000 thanks!! :D 7 is among the higher scores I've been hearing about! And...

...
...
Great minds! :D I've been tweaking it since the jam ended :D

![IMG_3807.PNG](///raw/48/z/dede.png)
Sam Machell
06. Dec 2017 · 13:47 UTC
fits the theme nicely but basically didn't work for me because of mouse sensitivity.
dawik9000
06. Dec 2017 · 13:54 UTC
@tuism Awesome! Will surely download when its available!
dawik9000
06. Dec 2017 · 13:55 UTC
@sam-machell you can change mouse sensitivity with the up and down arrow keys ^^
YuuK
06. Dec 2017 · 14:01 UTC
@tuism Looks even more awesome on a phone !
🎤 tuism
06. Dec 2017 · 15:37 UTC
@dawik9000 Thanks! Mouse sensitivity adjustment feature is only available on the post-compo version, unfortunately I didn't get to that before the jam ended :( The post-compo has a smoother control too :)

@YuuK thanks! :D
11tomi12
06. Dec 2017 · 17:49 UTC
Great game. I really love the gameplay and graphics!

If you are interested, please check out my LD40 game [Escape Infection!](https://ldjam.com/events/ludum-dare/40/escape-infection)
Megalink
07. Dec 2017 · 02:26 UTC
What a fantastic game! Very innovative and fun concept. The music was fantastic and really complimented the slow and strategical gameplay. Great work!
ueki_shurei2006
07. Dec 2017 · 06:17 UTC
Best LD #40 I've played so far! I keep having the urge to beat my own high score (which was 3, by the way; I couldn't react fast enough when the planets collided). Beautiful graphics, pleasant audio, innovative gameplay... I got no complaints.
🎤 tuism
07. Dec 2017 · 07:30 UTC
@uekl_shurei2006 Thanks! Much appreciated! I have decided to take out collisions in the latest post-compo version, I think it was the better design choice that I didn't make during the compo :P
🎤 tuism
07. Dec 2017 · 07:40 UTC
GOOD NEWS EVERYONE! :D

A post-compo version has gone up with several improvements:

- **Removed collisions between planets** - after much testing and thought, the game is hard enough without random factors ending your run. It's a better call.
- **P to pause**, and also zooms out so you can see all your lovely orbits
- Better controls - silky smooth :)
- **Mouse sensitivity controls** via up/down arrow

Original jam version still up, post-compo version is at the bottom.

https://twoplusgames.itch.io/orbits

![GifCapture-201712070937122644.gif](///raw/48/z/e21b.gif)
Nenrei
07. Dec 2017 · 12:46 UTC
I love it! Is cute, is fun and as difficult and frustating as you wish! Congratulations for devolop this.
pmarincak
07. Dec 2017 · 22:06 UTC
Played the original version of the game. It's really challenging and cute! If I have to say, one suggestion (that you haven't addressed ^) is that it would be great if there was a quit key. I had to alt-tab out. Great job!
gamepopper
07. Dec 2017 · 22:38 UTC
This is a brilliant and creative looking game! I tried out the original version. I love the planet's expression and the slow-motion. The GIF capturing is genius, although I wish it saved into your default pictures folder, or at least there was a way to go directly to the GIF's directory. I noticed the post-jam version took out the collision between planets, which is kind of a shame because I liked that random element in the game.
cppchriscpp
08. Dec 2017 · 00:39 UTC
I like it! I didn't manage to get very far (legitimately, read on :grinning:) - I think I only got 3 or 4, but the mechanics were really well thought out. The collisions thing with the slowdown really felt natural, and with a little more drive I could have probably gotten a higher score.

Of course, you included a feature you called buggy. I couldn't resist playing with it a bit, and, well...

![2017-12-07 19_33_27-Orbits.png](///raw/e58/2/z/e3e6.png)

I got 104! Totally legit honest! :sweat_smile:

Okay, so really what I did was die once, then hold right click while spawning as many planets as I could. For some reason it counted a lot of them as having orbited (probably because they did) bouncing off of me with my short burst of invincibility. Got a kick out of that.

Really fun game all around; well done!

**Update**: I managed to safe a gif; it's pretty entertaining. Too big for the LD site though; it's here if you want to see it : https://imgur.com/a/8lssv
🎤 tuism
08. Dec 2017 · 06:39 UTC
@gamepopper I'll definitely look into getting to the folder easier, if that's possible!

And I was really torn about the collisions... The pros of it I found was that for someone who knows the game relatively well, it serves as an interesting unexpected element in the early game, the cons of it was that it feels like an impossible frustration later (it was nigh impossible to get past 12 planets) which really limited the high score potential. And also for someone just learning the game I see they would often fail because of it. So it wasn't good for beginners AND experienced players.

I have another system in mind for collisions that'll take a little longer to implement where planets combine, so let's see how that works.

Thanks for your input! 👍
🎤 tuism
08. Dec 2017 · 06:44 UTC
@cppchriscpp OMG that's amazing! ❤️

The orbit detection is really really dumb, so it's easy to truck it given the buggy vibration that happens during the fast forward 😅

Thanks for breaking the game! (Genuinely, not being sarcastic ❤️)

I really gotta work on an incentive to play further. It feels like a common thread that players say they like it but don't care to play much further than 4 planets. It's a pattern!
almost
08. Dec 2017 · 06:48 UTC
(I played the Compo version, and had a score of 6)

I'm glad to hear that your post-compo version removes planet collision. It was really annoying to have all of the planets in loops that will miss me but then two of them collide and I basically have to start over. I found that they would ocllide less often if they all orbit in the same direction (clockwise).

Another thing that bothered me was that planets can go offscreen. One option would be to zoom out, and another would be to add some sort of indicator for the direction and distance to them.
🎤 tuism
08. Dec 2017 · 07:39 UTC
@almost Thanks for your input! 👌 You'll be glad to know that in the post-compo version there's now a pause feature that zooms the view out so you can see everything :D

The swirling them around in the same direction thing is a good strategy that I discovered too! Nice one! 👍

Also I'm gonna be overhauling the scoring system, which includes the collision system.

Thanks again! ❤️
DuzzOnDrums
08. Dec 2017 · 12:16 UTC
Hey really really lovely game. Such an elegant mechanic that works beautifully. Simple to pick up but interesting depth. And you nailed everything about it, the visual style, controls, and audio.

To help players find the gifs they've saved in a game I'm working on, I open the folder when the player quits or defocuses the game after saving the gif, (makes it easy to find it and tweet it if they want :) )

This unity code does the trick, at least on windows:
```c#

void OnApplicationQuit()
{
if ( m_hasSavedGif )
{
Application.OpenURL("file://"+m_gifFolder);
}
}
void OnApplicationFocus(bool focus)
{
if ( focus == false && m_hasSavedGif )
{
Application.OpenURL("file://"+m_gifFolder);
}
}
```
NickZangus
08. Dec 2017 · 23:29 UTC
One of the best games I've played in this Ludum Dare. Great graphics and gameplay. Congratulations!
Sir Magic
08. Dec 2017 · 23:35 UTC
### What you did well:

The orbit mechanic certainly took a while to get to grips with but worked perfectly when I understood it. The graphics were wonderful and I liked the way the shadows were cast. The audio also fit the game pretty well.

### How you could improve:

The planet collisions seem a bit unpredictable and I don't actually know which directions they will go, an idea would be to have like a pre-trail, showing the player where the planets are about to go to. Another idea for a future release would be to get rid of the ability to create planets (aside from the planets that are created for you) and that way you could create a scoring system based solely on how many planets there are.

Overall, it's a great game with some interesting mechanics, well done.
randomhuman
08. Dec 2017 · 23:50 UTC
That's really fun and addictive. I love gravity simulations in general, but I don't think I've ever seen one put to such a fun purpose before! The graphics are simple but really stylish, especially the shadows, and I love the music.
SerpentWorks Games
09. Dec 2017 · 00:11 UTC
I was gunna say I wish I could up the mouse sensitivity, but your post-compo version already does that! 8D

The aesthetic works really well, and being able to challenge yourself by throwing a ton of planets up at once is super neat. I'd love to see this expanded upon with stages of "here's one planet, two planets, 5, etc" and maybe some increase of "oh yeh you've acquired so much gravitational mass you start pulling other objects like nebulas or stars towards you.

All in all, I love this game and it's great fun and addicting!
Wolfo
09. Dec 2017 · 00:21 UTC
Damn this is good! It's extremely well done, I absolutely love it.

Fantastic job, can't think of a thing wrong with it.
Racso
09. Dec 2017 · 00:26 UTC
Cool game! I had a lot of fun with this! Congratulations! I only managed to do 7 planets, though :(

I wasn't sure about planet collisions, but now I read you removed them in your post-compo version. I can't say if that's the right call or not; I guess only time will say.

Congrats again!
FDR
09. Dec 2017 · 01:52 UTC
Tough game but great concept. It's a great feeling when those orbits are blasting around just narrowly missing each other. In order to extend the gameplay a bit it might be useful to add some progression, like allowing for more planet movement or a wider field of view. Great job!
Racso
09. Dec 2017 · 02:42 UTC
I forgot to mention something in my comment: I didn't like the mouse movement. It was too slow, and I had to move my mouse for insane lengths in order to move my character.
🎤 tuism
09. Dec 2017 · 05:46 UTC
@sir-magic Thank you for your input! The prediction trail is definitely an interesting new idea I hadn't thought of yet! I'm currently of the mind to get rid of bouncy collisions and go for another method of dealing with collisions. In the most current post-compo version (also on [itch.io](https://twoplusgames.itch.io/orbits)) it's currently without collisions.

I'm also going to be tweaking the scoring system too, though I'm not sure why you would want to remove the ability to add planets manually? One could follow the normal progression and get new planets as per progression, or add new ones manually - it's your choice, both works!
🎤 tuism
09. Dec 2017 · 05:49 UTC
@serpentworks-games Thank you! :D What exactly do you mean with the planets thing? You get more planets coming at you as you go, even if you don't add them manually. Do you mean you'd like explicit "levels" where it might throw you 3 at once, or something like that?

And that gravitational mass thing is something I've been thinking about too - after grabbing a certain number of planets in orbit you might become bigger, absorbing all the ones you've spun up. Still have to figure out where that idea goes :)
🎤 tuism
09. Dec 2017 · 05:51 UTC
@racso Thanks! The collisions have been the biggest source of head-scratching, will have to see how it works out or not, I have another system in mind to replace the bouncy collisions though. Working on it!

Completely agreed on the mouse movement, I really should have added mouse sensitivity controls in the original version, but that's also in the post-compo version now.
SerpentWorks Games
09. Dec 2017 · 05:53 UTC
@tuism Yeah! As a way to ramp up progression or something of the sort. It does totally work on its own though.
🎤 tuism
09. Dec 2017 · 05:53 UTC
@fdr scope for progression is definitely the thing I'm working on now! Thanks muchly! As you say, the feeling of narrowly missing getting struck feels AMAZING, and the dodging recalls the sort of feeling I get from playing hectic bullet hell games, so for me it'll be about cultivating that kind of a feeling out of this! :D
🎤 tuism
09. Dec 2017 · 07:42 UTC
@serpentworks-games that's an interesting angle - basically "eventing" progress so that it's not one continuous roll of increases but rather punctuated by some events. That would definitely be good if I can manage to get it into the game :)
Sir Magic
09. Dec 2017 · 07:58 UTC
@tuism, Thanks for your response, the main reason that I wanted to get rid of the ability to manually add planets is because you can inflate your planet count a lot without actually dodging the planets.
🎤 tuism
09. Dec 2017 · 08:53 UTC
@sir-magic yeah you can inflate the number of planets but they don't count towards your score unless you can survive them :) That's the whole risk/reward thing - take bigger risk, score more points :) Sorry if that wasn't clear enough - I'm working on making the game's communication much clearer :)
mambojambo
09. Dec 2017 · 09:34 UTC
What makes this entry great is the esthetics, mood and look. Great work there! Really enjoy the particle effects and the trail renderers. One tiny complaint (and maybe a personal opinion) is that the lighting and shadows doesn't fit the space setting. I think that you also utilize Unity's built in features well, for example the use of time and time scale. When it comes to game play it is nice and simple, and also fits well with the theme. However, I feel like it is lacking something. I would experiment and play around with ways that the player can affect the asteroids and their courses. Overall though, like everyone else here is saying, great entry and game! Would like to see this game be continued and released for touch devices.
crdmrn
09. Dec 2017 · 11:26 UTC
This is pretty awesome, and seeing it running on Android keeps me waiting :D
Nyri0
09. Dec 2017 · 12:38 UTC
Wow, awesome game! Really nice graphics, nice mechanics, good idea and well implemented.
Just one little problem with adding planets with mouse click: I made it a few times by mistake, it could be with keyboard, as one hand is useless.
saintheiser
09. Dec 2017 · 12:58 UTC
Pretty fun game! I thin this one needs game rules like different types of planets, and maybe they are glue woth each other and incrises the mass and size.
🎤 tuism
09. Dec 2017 · 13:24 UTC
@nyri0 Thanks :D That's interesting, initially I had the new planet as space key, but then I thought it would be easier to not have to use two hands, funny how different people think differently! I guess eventually I might have to add in an option to disable mouse click to add planets...
🎤 tuism
09. Dec 2017 · 13:25 UTC
@saintheiser Thank you! You'll be happy to know that I am working on a new system for planets to do exactly that - joining and growing and doing different things! :D
Ithildin
09. Dec 2017 · 13:44 UTC
Great idea, and except for the buggy time acceleration it felt super solid. I'm still awful at it, though (I've only made it to 7 so far, and the amount of planet-planet collisions made it a lot more challenging), so I need to keep practising :sweat_smile:

Loved the cute faces on the star.

Great job!
🎤 tuism
09. Dec 2017 · 14:23 UTC
@ithildin Thank you! Yeah I have no idea how to up the timescale and still have the physics behave in the same way as normal timescale. I think unity's engine might simply be incapable of doing that. I have messed with timescale so many times before, and usually it's come out just fine, but the way this works makes it abundantly clear that the two timescales don't produce the same outcome. I would love to be able to fix that.

You'll be happy to know that planet collisions are out in the post-compo version, though that doesn't make it *that* much easier... Just less crazy-random :)

Thanks again!
SVR_Audio
09. Dec 2017 · 21:53 UTC
Wow, pretty impressive, this is a great idea for a game, pretty good concept, the art is so cute, this game has a lot of potential, I would love to see this as a full game in the future, congratulations !
blunt
09. Dec 2017 · 23:24 UTC
really clever and enjoyable.
PeachTreeOath
10. Dec 2017 · 08:02 UTC
Super, super good game, probably in my top 3 this LD so far. The best thing about this game is that it's brilliantly easy to pick up and play. Anyone can figure that part out easy. Oh man is it hard to master though. I've never played a dodge-em-up where I actually needed to think at deeper levels like you need to do in this game. The art choice on the planet gave it just enough personality to bump up the other categories such as art and humor too. Can't stress it enough, this game has an awesome concept behind it and I loved the execution of it!
Sabuzri
10. Dec 2017 · 22:30 UTC
It's super simple, fun and nice to watch. The music is nice and not invasive at all, it calms down and intensifies the gameplay at the same time! I also like how you solved the emotions of the planet with a simple smiley. The controls itself is very intuitive and I think that the "minimalistic" graphics really support this whole thing. I can imagine myself playing this on my phone.
Sean S. LeBlanc
11. Dec 2017 · 06:14 UTC
Cool entry! One of the most interesting uses of the theme I've seen yet. Only ever managed to make it to 4, haha!

A minor complaint: having the short delay between taking your last hit of damage and actually blowing up feels a bit weird; I think it'd be better to have immediate feedback for that.
Hisfantor
11. Dec 2017 · 21:13 UTC
very cute title game, and so easy to fuck up even with one moon :D
Chipmonkey
12. Dec 2017 · 05:32 UTC
This game is beautiful! And unique concept as well! I love the streaks that follow the planets and the facial expressions of the center planet. Great attention to graphics all around. This game is very easy to pick up and understand from the start as well as being fun to play. The only thing that I left desiring was a little more space to move around in, and when you had the planet on the edge of the circular boundary, it felt like a kind of "sticky" collision. I had to back off of the boundary before being able to move freely again. It would be nice if it slid along the edges a little better.

Love it though! Absolutely great submission!
PurpleAlien
12. Dec 2017 · 11:08 UTC
Great job!! Very simplistic game, so funny though! But it's very easy to get hit with a few number of moons :(
Jay Valencia
12. Dec 2017 · 12:52 UTC
Fun and addictive game, clever concept good character very cute, you nailed the art and mechanics lovely little game
Ekilibr
12. Dec 2017 · 21:33 UTC
Really good entry, with a simple yet really solid concept :) Won't say much more as everything has already been said by other jammers.

Smart move to port it on smartphone, it's exactly the Platform I was seeing myself playing your game on!
Let us know if/when released :D
Richard141289
14. Dec 2017 · 14:22 UTC
Addictive game, imo, if we are judging by theme alone, this wins. Loved the minimalist art style too.
MosesG
14. Dec 2017 · 22:47 UTC
Great concept! It's simple and gets you hooked but turns out to be quite difficult and complex. Overall presentation is also very nice!
gwolf86
15. Dec 2017 · 12:58 UTC
Awesome work, this was a blast to play. The atmosphere was spot on and the gameplay was challenging.
Literally the only thing that i'd change would be to prevent the player from spawning multiple planets in quick succession. I Found that spamming a whole load in at the start could get you a really high score, since being hit makes you temporarily invulnerable and you can use that power to knock all the planets into a reasonable orbit.
Overall though, fantastic work. This is one of my favourite games from the Compo.
OddballDave
15. Dec 2017 · 21:00 UTC
YES! This is my kind of game. Loved it. Reminds me a bit of 0rbitalis, which is a good thing in my book. As far as quibbles, I found the planets bumping into each other a little annoying, but I suppose that fits the theme, and I'd have also liked to be able to change the mouse sensitivity as I'm playing on trackpad. I'm gonna break out my mouse and have another go. Great stuff.
vfabien21
17. Dec 2017 · 16:25 UTC
Very innovative gravity game !

well, I am not sure that I can add much to what as already been said... Just one thing : the planet's death animation, leaving us some time to play is really cool.

Good job !
vfabien21
17. Dec 2017 · 16:25 UTC
Very innovative gravity game !

well, I am not sure that I can add much to what as already been said... Just one thing : the planet's death animation, leaving us some time to play is really cool.

Good job !
DDRKirbyISQ
17. Dec 2017 · 17:33 UTC
(played and rated the jam version)

Small game, but fun! I'd echo the comments about planet collisions but you already addressed that in the post-jam version, so huzzah! I actually feel like this kind of gameplay is often made into more of a puzzle game (which would be interesting I feel like), but you chose to have more of an arcade-style gameplay which turned out unique in its own way.
SecretPocketCat
18. Dec 2017 · 23:25 UTC
Wow, this's just amazing. Love the cutesy artstyle. As far as the music goes, I'm torn - I really like the music track, but I don't think it fits very much.

Removing planet collisions was a good call (although I'm rating the compo version). My only ciriticism besides that, and it's a nitpick at best, is that the death anim takes way too long.

I'd love to see small arrows pointing to offscreen planets and better yet - Luftrausers-like camera based on planet positions. A zen mode would probably fit it well.
I'm giving you a follow on twitter and I hope too see an announcement about an Android/iOS version of this beauty.
LeviDSmith
19. Dec 2017 · 01:20 UTC
Neat concept, but sometimes it was difficult to understand what counted as a "stable orbit". The planet character was cute with the Japanese emoji face. The tail renderers worked well with the planets.
ghostmaple
20. Dec 2017 · 04:38 UTC
Brilliant straightforward idea, the emergent mechanics make it easy to understand (it goes around and bounces) but hard to master. The planet trails really add to the beauty of it. Excellent game as usual, man.
(My high score is only 7 in the compo version!)
UncleChris
21. Dec 2017 · 18:34 UTC
Absolutely wonderful. Very well done game, congrats!
tuzepoito
27. Dec 2017 · 13:32 UTC
Nice game, it reminded me of school homework about Kepler orbits :smile: The main drawback, for me, is the motion of the centre planet, I felt it was slow and dragging, even with mouse sensitivity at maximum. I guess this is for precision, but when a new planet comes right to you I thought the slowness made it difficult to avoid. All in all, it's a cute and challenging game. Edit: silly me, I only set the mouse sensitivity on my system settings, I didn't see the in-game mouse sensitivity option when it was right here before my eyes! Adjusting it in-game made the controls much better.
shrekshao
28. Dec 2017 · 23:39 UTC
... I'm surprised at the rank this game is. It deserve to be at the top... Turns out the rating system still has space to improve.
🎤 tuism
02. Jan 2018 · 17:20 UTC
Thanks to everyone who rated my game! The results are much better than I anticipated! Thank you for your kind words and ratings!

I'm actually really working on a better and awesomer Android build, with multiple levels of progression, a health-pickup system, and re-tuned gameplay system that doesn't use the confusing concept of "stable orbits" anymore.

As soon as I'm done with a high score system I'll be ready to send it into the wild to be tested. Hope you'll come join me in feeding back on that version! :D
Jupiter_Hadley
05. Jan 2018 · 18:09 UTC
Really fun, challenging little game! I included it in my Ludum Dare 40 compilation video series, if you’d like to take a look. :) https://www.youtube.com/watch?v=aXJ9_qM1iLA
Anas2lima
13. Aug 2018 · 00:09 UTC
q bosta
Anas2lima
13. Aug 2018 · 00:09 UTC
odiei
mshopf
13. Aug 2018 · 18:34 UTC
Wow. that is super smooth, great artwork, great sound, great gameplay! Very innovative, and despite being innovative it is super fun! What a great entry!

I wonder whether the physics are correct according to Newton's law, or whether they have been bent a little to make up for better gameplay; guess I have to look at the source code :wink:
🎤 tuism
13. Aug 2018 · 18:56 UTC
@mshopf Thanks! :) I'm actually working on the game further and it actually has gone a long way away from what there is here... For better or worse :P

And no need to check, they're definitely not "accurate", I wrote them according to my own hacky guesstimates, and is only single-body. Simulation - The bodies don't affect each other, only the player's body does. I tried a multi-body simulation but it ended up being not fun, not to mention lag the game out at higher counts of stuff flying about.