Orbital Cascade by PolymathLD
Movement: Mouse + WASD. Collect: Hold left click/spacebar.
There has been a cascade of satellite collisions, and now Lower Earth Orbit is flooded with debris. Pilot your garbage ship through the swirling mess, break down debris, and drop it off in the atmosphere to burn it up and get paid. Buy upgrades and aim for the best score. Get out there and get it done, pilot!




| Link | https://polymathld.itch.io/orbital-cascade |
| Original URL | https://ldjam.com/events/ludum-dare/49/orbital-cascade |
Ratings
| Overall | 463th | 3.726⭐ | 44🧑⚖️ |
| Fun | 653th | 3.512⭐ | 44🧑⚖️ |
| Innovation | 829th | 3.238⭐ | 44🧑⚖️ |
| Theme | 812th | 3.476⭐ | 44🧑⚖️ |
| Graphics | 352th | 4.036⭐ | 44🧑⚖️ |
| Audio | 703th | 3.207⭐ | 43🧑⚖️ |
| Mood | 719th | 3.451⭐ | 43🧑⚖️ |
| Given | 34🗳️ | 63🗨️ |
I did find the movement to be a bit difficult to control, making the directions local to a point was led me to flying in the wrong direction often.
And i really have fun to play this game) Thank you)
Thank you all for the kind and constructive feedback! I've been working my way through the list and I'll try to play all your games (if you participated in the jam) before the end of the period.
@abuelitajoe sorry to hear about your cursor glitching, I haven't been able to recreate it yet but I'll keep trying.
And the game play is cool too. A lot of games (mine included) lack clarity in terms of objective and game play. But not yours. A concise and challenging experience. :)
One regret maybe, is that the front of the ship is not very different from the back. So remembering which side you are facing is unnecessarily tough (it's tough enough to have to change referential and press up to go down,...). But that's my opinion.
Great going.
Love the art and the concept for this game. Definitely outside the box!
Thanks for the game! best of luck in the jam.
The one bit of feedback I can give is that the difficulty ramping could have been improved. I think in a game with upgrades where you put in the effort to produce that content, you want basically every player to have the opportunity to buy at least one upgrade on their first try for a game jam. It can be very difficult to gauge the difficulty when you've practiced for a while (I've had the same problem with my game).
Overall I really liked it and had a great time playing.
Thank you so much for all the positive feedback and constructive criticism! It seems like the most common problem people have had is that the controls can be difficult, although some people also enjoyed the challenge. I think for a post-LD release I may switch the control scheme and try to make it more intuitive, without entirely losing the feeling of being able to master the ship's controls (I do like the thruster-based movement a lot and I think the game would be worse overall if there was no challenge there).
I also think that a more gradual difficulty curve and more frequent, shorter levels are great ideas.
Much gratitude for everyone who took the time to play the game! Been busy yesterday and today, but I will get to playing more of your games as soon as I can.
Controls are hard, but that's totally assumed in this sort of game.
The GUI is quite messy. Writing "status" next to a bar graph does not help. The status of what ?
I took some time to realize the status is the health of the Earth. I suppose it decreases when a satellite escape from the screen and crashes on the Earth, and it regenerates with the time. But I'm not even sure it works like that. It seems to randomly increase and decrease.
Also, if it works like this, what about burning satellites which you can't destroy ? Do they make the status decrease ? If yes, it's rather unfair.
The spaceship health bar is shown on several little ship. It looks like you have several "discrete" lives. But in fact it is a continuous health bar splitted in 5 "mini-health bar". That's quite uncommon. And the visual difference between an empty mini-health bar and a full one is not strong enough. It's hard to quickly take account of your whole current health, whereas it's the most important thing in the GUI !
As some other people did, I played the whole game with the mouse button pressed, so this feature is useless. Do an automatic metal collect, or add the necessity to aim a satellite with your mouse.
I like the initial radio communication, to set a plot and to explain how to play. Just one thing : you choosed silver as the metal collected from satellites, to express it is valuable and to justify the fact that the player is paid for that. But then the player beams all this precious silver to the earth to have it destroyed in the atmosphere. What a spoil ! It would have been more consistent to tell that the player collects scraps, destroys them, and then the human on earth are so happy with it they instantly pay the player.
Apart from these little drawbacks, the graphics are really cool, the sound is good enough and it's really fun to play. It gives this incentive of "just one last play to see if I can get more upgrades".
Congrats !
You're right that "status" is confusing. I couldn't figure out a better term. The thematic idea was supposed to be that it represents the amount of backup you have left from other trash collectors ahead of you, which is why it gradually regenerates over time, but I didn't explain that well within the game; it's always a battle between clarity and overwhelming the player with an info dump.
The burning satellites do not deplete the status bar, FYI, but that's another thing I didn't manage to explain well. They're supposed to already be burning up; I wanted to include a feature where they broke up when they got close to the end of the screen so it'd be self-explanatory, but I ran out of time.
These are all definitely great things for me to consider should I continue development on this, so thanks a bunch. I think I'm leaning toward having left click be "move forward" and let the debris be auto-collected, as you suggested.