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

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

You can get hit 3 times before blowing up.

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.

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

- 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



| Windows | https://twoplusgames.itch.io/orbits |
| macOS | https://twoplusgames.itch.io/orbits |
| Source code | https://twoplusgames.itch.io/orbits |
| Original URL | https://ldjam.com/events/ludum-dare/40/orbits |
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🗨️ |
Also, if you can, could you check out mine? :) - https://ldjam.com/events/ludum-dare/40/dont-get-hangry
If you have any ideas other than turning collisions off, let me know? :P
@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
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 :)
* 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!
- 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
Would help with a bit more sensitivity on the mouse for those clutch moments :)
Ah crud, I wanted to add a mouse sensitivity adjustment thing but completely forgot about it...
Overall cool game ! Keep coding !
A mouse sensitivity option might help me out a bit...
(S)ave feature in action:


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!
well done ...
* 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!
And yes... We love space ;)
By the way, i was surprised not to see an android build for this, it would make for a perfect bus/train time killer.
...
...
Great minds! :D I've been tweaking it since the jam ended :D

@YuuK thanks! :D
If you are interested, please check out my LD40 game [Escape Infection!](https://ldjam.com/events/ludum-dare/40/escape-infection)
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

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

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
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! 👍
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!
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.
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! ❤️
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);
}
}
```
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.
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!
Fantastic job, can't think of a thing wrong with it.
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!
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!
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 :)
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.
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.
Loved the cute faces on the star.
Great job!
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!
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.
Love it though! Absolutely great submission!
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
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.
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 !
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 !
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.
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.
(My high score is only 7 in the compo version!)
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
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:
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.