Otakkt

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.

Voting results

Overall
15th
44%
6.500
Graphics
16th
47%
6.417
Audio
18th
53%
5.167
Gameplay
15th
44%
6.333
Originality
10th
28%
7.333
Theme
16th
47%
7.500

This game entered in the Solo competition (32 entries).

Comments (7)

Soul
 • 1 month ago • 

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.

Gunnar
 • 1 month ago • 

fun game, took a second to realise i had to move using the wasd keys, might be worth mentioning in the description. I didnt really get past 10k points :( but overall good job!

elZach
 • 1 month ago • 

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.

Baconinvader
 • 1 month ago • 

I like the idea of having to indirectly control your attack, but like others have already pointed out, controlling it is a little difficult. I think having the orb not shoot out so far would be a good change. Still a fun game, though.

oldpopsmcgee
 • 1 month ago • 

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.

voxel
 • 30 days ago • 

I think the physics in this are great. It takes a minute to get a hang of the orbs but I love that they're not just mindless fixed orbit weapons but dangerous entities to be finessed into carving a line of deadly destruction through the swarm. I do think a little damping on them would make things easier, but I had a great time trying to manage three orbs at once and dying when one richocheted off another and flew straight into my face. Really good application of the theme, a neat minimalist vector style, great entry!

Taevas
 • 27 days ago • 

I'll "quickly" get the negatives out of the way:

  • Having to hover over the powerups to know what they do isn't a good idea in a game where you always move the character and the mouse to use the LMB function, maybe a better idea would be to tell the player what they collected after they picked it up, because I believe each powerup has its own colour? It's not necessarily incompatible with the hovering either!
  • The orbs get too chaotic too quickly, they should likely not be able to stay so far away from the player, so maybe make the gravity/mass heavier the more the orbs are away from the player?
  • The attraction mechanic is underwhelming, I feel like maybe it'd be better if the player was only encouraged to use the repel mechanic on orbs (that need to be more frequently near the player) so to actually feel more in control. Maybe it wouldn't feel so underwhelming in the first place if the orbs were more present, so my suggestion may not be right.

In other words, I feel like the game would greatly benefitiate from having the orbs never too far from the player, so that the player can interact more with them!
I like the idea, and the style is good. It's a great fit for the theme too! And despite the negatives I talked about, I had fun with your game. My comment is so long because I think there's a lot of potential!
All in all, good game, and good job on your first finished game! :D

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3elZach12708 
4Baconinvader6159 
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