Use the power of gravity to direct orbs into enemies!
A simple geometric score game.
Use orbs that are gravitated toward your player to defeat enemies.
Affect your orbs with a repel and attraction mechanic.
Collect upgrades to gain power-ups and more orbs.
Achieve high-scores by defeating enemies, getting upgrades, and simply surviving.
WASD to move. Mouse to aim. LMB to repel orbs and enemies away from you. RMB or space to attract orbs towards you.
My first finished "game" product, feels good. Roughly about 16h went into it :)
Made with Godot.
I feel like this is great concept held back by realistic physics.
I really like the idea of indirectly manipulating a thing to hit enemies, instead of just shooting them. However the balles leave your orbit almost instantly and are very hard to control. As their velocity is easily so much faster than you as a player can move or react, it's almost impossible to do any aiming or control their trajectory in a meaningful way.
For me this lead, to just running in circles without caring much for the mechanics, dodging enemies and if they get hit by one of the orbs by accident that's good enough.
I think a less realistic and more arcadey physics model would be a big benefit here. My suggestion would be to add a constant force to the balls, not towards the player but to a given distance to them.
eg something like this:
targetDistance = 3
forceFactor = 5
dampingFactor = 0.98
do(){
targetPosition = (myPosition - playerPosition).normalized * targetDistance
force = (targetPosition - myPosition).normalized * forceFactor
velocity += force
myPosition += velocity
velocity *= dampingFactor
}
Just so the player has more of a direct means of control.
I liked the minimalistic graphics (felt a bit like Tron), and the concept was really neat. As others mentioned, the physics made it a bit hard to control, it felt like most of the game sessions I spent running away from things and desparately spamming attract to try and get orbs closer. Also, once the game really gets going it felt a bit too difficult to hover over powerups to see what they were while aiming at the horde of triangles and keeping an eye on whether one of the orbs would zip back again. Over time I got an idea based on color, but having some less high-pressure way to figure out powerups would be great.
# | User | Score | |
---|---|---|---|
1 | @gubFS | 37278 | |
2 | @elZach | 12708 | |
3 | @Baconinvader | 6159 | View all 3 scores |
Took me a second to realize what the "Attract Orbs" function did, but I figured it out when I was trying to line up a sick kill shot and asked myself why it was taking the orb so long to come back around.
I never could quite get things to work, the orbs just tend to be too unperdictable and the player has to react too quickly to them being on screen for a second or two.
Overall, still a pretty fun game.