A downloadable game for Windows

Orbit is a gravity based puzzle platformer, mainly inspired by the portal series.

Join Aaron as he is given Orbit Technologies' latest invention, the Gravity-Gloves, and use them to complete puzzles, jump around like a ballerina, and discover what happens when you deny someone their life.

Early Access and Feedback

This version of the game is very early in development, only containing one area of the Vertical Slice I'm doing to show to publishers. 

Thus, it is very unstable and subject to change, and a lot will change due to player's feedback! 

So if you'd be interested in being part of that, download the game, and then access the link below to complet a form about your experience:

https://forms.gle/v6ceKzgs8FKDuADX9

Credits

Background music: 'Shifting', composed and recorded by Oak Studios

(Thank you for letting me use the song! :3)
Scribble, Bulb, Vinyl, Clean Shapes and Input by JujuAdams. Kawase Blur by JujuAdams and Antidissmist.

Collage by Tabularelf.

Horri-fi by Gizmo199, BKGlitch by odditica, Old TV Filter by Vortex Game Studios.

WangleLine's computer crash and Data Hammer SFX packs. 

Glitch SFX Pack by Techno Mania.

All other SFX were collected from royalty free sources.

Special Thanks

Special thanks to RayCupcakes, Hydrokz, Eryk, SamiTheAnxiousBean, BrowserPowder, Havyk, BaconFish, 17Builder, Killb94, Jefferson, Purple, JxiTrash, Panqueca, Page, Ram, Naru,  Diss and many others for helping me with bug reports/feedback.

Updated 8 days ago
Published 26 days ago
StatusIn development
PlatformsWindows
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
AuthorToffs
GenrePlatformer, Puzzle
Made withGameMaker
TagsAtmospheric, GameMaker, Gravity, orbit, Sci-fi, Short
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse

Download

Download
Orbit.zip 48 MB

Comments

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(+1)

The whole game has a stylish atmosphere and the combination of puzzles and platforming is very fun and makes for a great playing experience.
The blocks with spikes on them are cute (LOL)!
I really like the kitty art in the third screenshot, nya~!

(+2)

I wanna start by saying I had fun with the game :). I like the core of going through these puzzles seeing the setting, getting lore, dialogue, etc. My favorite element was the platform/face cube manipulation. It's unique and fun! I also looked through your twitter and love your art style <3 As far as the game, I did have some issues.

Character Movement:

    The momentum, jump height- the physics all feel nice and I was able to get pretty good. Even to the point of pulling off some naughty stuff in some puzzles! (Ill get to that) However I had a couple qualms.

    The mid-air flip. Its a little jarring. Its something I can tell you've put some effort into, but I certainly can't say it *helped* with platforming. It felt kinda ambiguous where my collision box was sometimes. This game is half puzzle, half (relatively) skill-based platforming, so understanding the character's placement has some importance.

    Next is the wall-jumping. Despite the character having full air-control, and it being very easy to reattach to the same wall you jumped from, you can't wall-jump again. I totally get limiting the character movement for the sake of puzzles, but this feels... off. This was most apparent when- Ok I gotta paint this picture through text so bear with me:

    Im on a far-left wall. I wall-jump off over to a pillar in the middle of the room, I make it over the top of it, and reverse to land on the left side of the pillar, aaand of course I still can't wall jump. It feels unintuitive, and a little hard-limiting on a set of movements that are otherwise very free-form.

     I have a suggestion, though. Instead of hard limiting the wall jumps, instead you could give the character less air control after a wall-jump. That would naturally prevent being able climb up a wall indefinitely. You could either give the player a higher base level of "air-friction" after a wall-jump, or maybe prevent movement all together for a set time after wall jump. It would almost behave like a Celeste-style dash in that case. Regardless of what you do, I just hope it feels more natural.

Dialogue:

    The only thing I'll say about the writing is, maybe it's just not for me. I'd be willing to accept that. However, I feel the interface could use a little work.

    I appreciate the effort to prevent dialougue from halting gameplay. However, the dynamic moving box is jarring. It's not practical to engage with dialogue while you're trying to play. I would always just stop moving to read. In fact, once the dialogue is up, I have incentive to stop and read to get the moving box off the screen. Of course, it goes away when you jump, as well as flying to each side of you when changing directions/stopping leaving it in a weird place between trying to be seamless with gameplay, and not making it. It looks neat, and again it looks like you went through some effort to implement, but I'd prefer a simple static placement. It would be a lot easier to read on the fly.

Puzzles:

    Im not a puzzle designer so I can't give you too much great feedback here, but I'll do my best. Maybe take this section with a grain of salt. They puzzles feel a little... Chaotic? Like their designs need a little more time in the oven. For example the puzzle right after the intro to powered blocks: You have to move the normal block above the powered and use the powered to push it upwards where it then.. moves right for some reason? Is there some indication that was gonna happen? I couldn't tell.

    There were a few that I didn't really know if I had found the solution or cheesed it. The ability to move the blocks before they've stopped is rife for cheese, and you may wanna consider removing that feature, or making a special block specifically for that. Now I just wanna say, I had fun cheesing, and it's up to you wether or not you want your game to allow for that, Im just pointing it out. If Im not completely wrong, Im *pretty sure* there's a lot of emphasis on momentum in the puzzles. (that is if I wasn't just accidentally cheesing) This makes sense because this is a puzzle-platformer. But it comes back to my idea of chaotic puzzles. It can feel kind of imprecise flinging yourself around haphazardly, and it has some contrast to the thinking elements. It's just the natural predicament of a game that has puzzles and action.

    On my first playthrough I flung myself through half of the puzzles, abusing the freedom to move blocks however I want, along with the momentum. On my second, I tried to actually do what was intended, and sometimes didn't really know if my "cheese" was the intention or not. Here was my meta: Id ride a cube upwards, then jump off, getting the perfect momentum to make it to the target without hitting spikes at the top. On the last puzzle I was so stumped, I put the spike cube into the left-hand activator, and jumped in and out of the right one avoiding the spikes, easing the block over until the rising platform came out, and I had to jump really early to get the perfect momentum into the hole. Was that intentional?

In general I think this game has done the marriage between puzzle and action in a pretty decent way. You don't see a lot of games trying this for the problems I've already mentioned, so I gotta give you kudos for this game working that on some level.

Minor Gripes

 - Not a fan of the post-processing effects

 - Menu is full of slow animations

 - Quit button doesn't have a confirmation

Glitches:

 - Occasionally the momentum wouldn't be carried over to my jump on a moving cube

 - If you're wall-hanging on a cube, and you start to move it up, if you make it to the top of it and are holding jump, you don't die (there are also a few other instances where spike cubes didn't kill me but I couldn't see a pattern why)

I think you've got some good ingredients here! In practice they feel a little scattered. Dialogue is mostly fluff, puzzles are a little chaotic. But I can see the potential in here, and the care you've put into it. Congrats on making it this far, Ill be watching how the game progresses :)

ayyyy

Thanks for the feedback man!!


I will try to change some of the stuff you mentioned, specially on the gripes part.

On the wall jump, the reason I limit so you can't wall jump on the same wall twice in a row is to limit the vertical movement of the player.

I do think I can make it more natural by making it check to see if we're jumping on the same wall object instead of just checking if we're trying to jump on the same side of a wall. That'll fix the example you gave.

Btw, this is how you're supposed to solve chamber 19.
Is it too out of left field?
(+1)

My bad, I got confused about which puzzle was the final one. The one I was talking about was the one where its a very vertical room, you come in from the bottom left, you have two powered blocks at the bottom holding down a wide block that rises up, and theres two activators one on the left, and one on the right that has spikes around it.

Here.
I'm changing a few things about the level rn (mostly so it looks better), but the way to solve it is like this.
(+2)

this game is so charming!!

(1 edit) (+2)

Pretty fun for the amount of time I was able to play.
The dialogue is fun and simple without being over the top, only good things that I can't say for a lot of other games I've played.
It's incredibly smooth, I really loved the open-endedness, and weirdly found it more Celeste than Portal.
Also, massive props to the SFX, mwah.

The only problems I've found are mostly bugs, the tip system doesn't go away, the main menu bugged out a lot (and crashed me twice), this puzzle(?):

But overall! Pretty damn good! loved it.

(+1)

Thank you!!!! Glad you enjoyed it.

I'm going to try polishing it up to fix some of those things, but about the pause menu, what bugs/crashes did you encounter?

Could you show me the crash reports?

That'd help me fix them.

There weren't crash reports, it was mostly that the main menu (which I assume is rendered differently) blacked out the game after unpausing.

(+1)

Ohhh.
Yeah that has happened to me aswell, I'm trying to fix it but I can't seem to find the source.

One solution I found was to use f10 to set the game to windowed mode

(+1)

Wait I misread the comment.
Blacking out after unpausing? That never happened to me.

I think I've fixed that however, it was probably caused by the same structural issue that caused the game to crash when loading a save.
Do try the newest version and see if you can replicate the issue.

(+1)

Sorry I'm late! It's unbugged, turns out I wasn't that far away from the end of the game.
Overall, yep, pretty awesome, and it did get me invested into who the characters are and what's happened/what'll be happening.

(+1)

Just posting this alone because it was a pretty bad bug, Fell straight through the floor in the room above this one and had to full restart because I was completely stuck.

I actually managed to escape with brute force on the left somehow! I made a proper save in the menu, fell in again and tried to load and got this crash. I can send you the save if that would help, but Im not sure where to find it.

Noted.
I just tested here myself with my own save file and got the same crash, but I think I know what to change.

The collision bug however has already been patched.
I'll update the game in a few minutes, thanks for the feedback!

Alright, I uploaded a new version with the fixes.
You should be able to use the save you made in the earlier version by just copying the "axisThumb" and "axisSave" files to the directory of the new version.

Ok, im not sure whats up, but I downloaded the latest version, and the game just starts me in a grey room falling forever

My bad, it's fixed now.