Orb Override by MusicBlox
Orb Override is a short and simple real time strategy game where the goal is to claim all of your enemy's orbs. However, you start with nothing but a command line to try and navigate the virtual space. Find an enemy, claim a nearby orb, and then try to prevent your enemy from taking over the system.

To capture new orbs from your claimed orb, you need to select an orb you own, then select an orb you can target. Peeps will be transfered from your selected orbs to your target orb, and if you have enough Peeps, you will take over the orb.

This was a fun lil game to make as I haven't programmed in C# in some time, but Unity got me back into it. It started out as an RTS where you upgrade the game from text to RTS, but somewhere down the line it evolved into a lesson in basic C# syntax and naming conventions, something educational for someone who wants to start. I hope it is as fun for you to play as it was for me to make.
~MusicBlox
| Youtube | https://musicblox.itch.io/orb-override |
| Youtube | https://www.dropbox.com/s/554d0m6i5ssihlu/LD45.zip?dl=0 |
| Original URL | https://ldjam.com/events/ludum-dare/45/orb-override |
Ratings
| Overall | 506th | 2.426⭐ | 29🧑⚖️ |
| Fun | 508th | 1.942⭐ | 28🧑⚖️ |
| Innovation | 331th | 3.02⭐ | 27🧑⚖️ |
| Theme | 359th | 3.058⭐ | 28🧑⚖️ |
| Graphics | 491th | 1.8⭐ | 27🧑⚖️ |
| Audio | 370th | 1.526⭐ | 21🧑⚖️ |
| Humor | 349th | 2.05⭐ | 22🧑⚖️ |
| Mood | 453th | 2.386⭐ | 24🧑⚖️ |
| Given | 19🗳️ | 27🗨️ |
I know that it doesn't matter now, but I've got an idea - add '--help' for each command to describe mechanics and decrease game's entry threshold.
The command line part was pretty clunky.
Having a few shortcuts (e.g. command autocomplete, up/down for history, etc.) might help streamline things, but would still be hard to pick up for players not used to command lines. At the very least, being able to scroll up to see more of the history would be nice. It's slightly annoying how the `help` command clears the console by taking up all the space. Also, you should reduce the space between lines so more lines can be seen.
The GUI upgrade was weird because I had to figure out the controls again. (Left click to toggle select. Right click to toggle target) After some time, I realised that the GUI strategy boils down to selecting all your orbs and targeting a non-owned orb. Repeat until done.
The visuals here could be improved for clarity. The selecting/targeting highlights are not great because they obscure the ownership of the orb. It would also be clearer if each orb had its own population number instead of only having one number in the corner.
On the whole, a solid attempt at a game. Polish is needed.
Command line - Yeah, that had problems that I noticed after actually releasing the game. More lines and history would have been great to add.
GUI - I know what you mean about the highlights, if I had the time to figure out outlines I probably would have used those instead. Also noting your suggestion about individual population numbers, I have no idea why I didn't do that and left the single counter for total peeps, It wouldn't have taken too long to implement and made the GUI stage so much more readable.
Again, thanks for pushing through the whole game. This is my first LD, and compo at that, and your feedback will help me a lot in the future make better design choices, and hopefully make something better for the next one.
* LocateEnemy()
* ClaimOrbNearEnemy() --> it gives you the orb number (ex: 3)
* SelectOrb(3) --> the one that you own
* ListTargetOrbs() --> gives you the number of orbs nearby
* Foreach near orb number: InspectOrb(number) --> gives you the number of peeps. Choose one (with low number of peeps?).
* TargetOrb(the number you chose)
* SelectOrb(the number you chose)
* ListTargetOrbs()
* etc...
After a few turns you have enough to GUIUprade(), and see the visual representation.
At that point I was completely lost. I didn't know if I was blue or red... left click turns an orb to green, right click turns an orb to red. But I could only do that on blue orbs, so I guess I was blue.
Overall, the concept is interesting, good job :smiley:
It just needs more instructions about how to play. And also, as others said: Having the command line auto-select itself after each command so that you can type again right away.
It is a shame, because it sounds like actually fun game, but for some reason you decided to make it worse with the command line interface. Was it supposed to be a joke? Was it supposed to make it rewarding getting to the actual game? I don't know. Either way, I didn't understand it. Why not put the energy it took to make the command line interface towards polishing the game or making a proper tutorial?