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Orb-It's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Did you enjoy this entry? | #49 | 2.684 | 2.684 |
Do the animations/effects improve the player experience (game juice!)? | #51 | 2.789 | 2.789 |
Is the art appealing (do you want to spend more time in this world)? | #51 | 2.632 | 2.632 |
How cohesive is the game art (do all visual elements work well together)? | #53 | 3.105 | 3.105 |
Overall | #57 | 2.653 | 2.653 |
How well was the Theme implemented? | #70 | 2.053 | 2.053 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Which team were you in and what was the modifier for your team?
Shelfman - fusion
Which game engine did you use?
C3
If you are chosen as the wildcard will you continue in the competition?
fo sho
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Comments
Nice clean game. Very cohesive gfx. Nice color selection. The theme is a little mysterious. Maybe add a little more in the game description about how you saw the fusion one in particular? But really solid entry!
Great to see your game on this year's GDKO Marlin! I like these arcade games, they have inherit fun! For me the SFX was not an issue (as I was playing on silent). I would have liked a greater leaning on the theme a bit more, but I guess "fusion" and planets felt linked, and "spectacle" in this grander scale.
EDIT: Forgot to question about the use of AI art. I know this is a subject that is a hot issue these years. What is your opinion and choice using it? Also your experience with it? It was nice to see you comment on the process a bit at the description.
Using AI in this capacity is... interesting. It's crazy how good the quality of the outcome is. For me, learning how to write descriptive prompts that get the specific response you want, was rather difficult. I tend to obsess over fine details, so this made things take up most of my time. I found out that I really like the idea of using AI art for projects like this. I do NOT believe it takes away from creativity. For example, I heavily edited every image in Photoshop before placing them in the game. This took a great deal of software knowledge, knowing what I was looking for, and most-of-all... patience!
My reasoning for using AI art ultimately came down to 2 thoughts. One was me wanting to try something new that, as you mentioned, is currently in hot debate. Just to see if I could make it work in this specific type of environment (game jams). The second thought was simply the uniqueness. So much talk about AI in game development lately, and I didn't see anyone talking about it in Discord discussions, so I thought I'd try my hand at it.
Other than it being extremely time-consuming - as well as somewhat limited if you use free versions of AI imagery, which I did - I found it to be VERY helpful and VERY high quality. Even though it was stressful trying to make my way through the clutter, I actually enjoyed the process and plan to keep using it where it fits.
As someone who lost many hours to the original Peggle in college and Peglin more recently, I'm excited to see how this one develops. Using AI art is an interesting twist and the concept is solid. I saw in replies to other comments that you weren't focused so much on polishing the other game elements, and I do think lack of sound design cuts into the enjoyment of the gameplay--for me, that's one of the most satisfying parts of these types of games. But the VFX were great!
I'm really curious what behavior(s) you applied to the ball to get such responsive bouncing. Was it just physics?
Promising game, I hope you get to move on. Best of luck in this round!
Thank you very much for your feedback!!
First off, Peglin has consumed more of my time than I'd like to admit. A very high quality product imo.
The AI was an experience to say the least, but I think I'll try to keep using it in the future when applicable.
As for the behaviors, I used physics in a golf game I made for a jam a couple years ago. It was a disaster getting things to work the way you'd think physics would interact. With that in mind, I tried making my own movement system for this project by manually changing vectors on each hit... My advice: don't do that! Ultimately, I tried the Bullet behavior and it worked better than I could possibly imagine. Tweaking the acceleration and gravity had the most impact on all the "orbs" characteristics. I had 7 different orbs to choose from and they all worked surprisingly well only using the Bullet behavior (due to time constraints, I picked 3 orbs and left it at that).
The sound and theme implementation was definitely my greatest learning experience this time around. Since art was more of a priority, I abandoned way too much to focus on the AI aspect. I knew better, but I harp on things that should be let go every second of my life lol. The "spectacle" theme is what prompted the use of space/sci-fi elements. "Fusion" was supposed to be 'fusing other orbs together' for more powerful orbs to use. And we all see how that part turned out :( Maybe I'll get a chance to revamp the project in a future round (fingers crossed).
Again, thanks for the feedback. Best of luck t you as well!
It's crazy to me just how versatile the Bullet behavior is. I would have never imagined it being so responsive to multiple collision sources in such quick succession. You've inspired me to go play around with it!
This got very satisfying once the orbs really started bouncing around. Good job!
Thanks for playing my entry. I appreciate it!
Neat use of AI art. AI seems like it would be such a good tool to use with game dev, but it also has a large learning curve. I would love to see more in future rounds, the roguelike elements sound interesting with this type of game.
Thank you! I hope I get another chance with this game in a future round. The AI learning curve was certainly steep for me. My first time using AI imagery. Thank you for playing my entry!!
This looks good. im surprised this game only used ai for the art. Are the UI elements also ai-generated? For the first round a solid entry, the art works good together and i like the animation of the bubbles popping :)
Thank you!! Everything except the particles were AI generated. It was a fun (and exhausting) experiment. I hope I can use it more often in the future.
Good title. The soldier and alien look cool and so too does the space background and the three different orbs. However, the gameplay could be improved in my opinion, as I had a problem with the bullet orb going through the wall and the gravity one if it bounces funny thus the game has to end as there's no launcher anymore. I did complete the game on another playthrough though with the gravity and shield orbs but I had to carefully use the bullet orb on one pesky placed one in the top right corner. In Construct 3, bullet stepping might fix the collisions. I didn't see a win screen or another level afterwards and the reset button didn't reset the game. This round is about the art so I guess some things like that can be ironed out in later rounds. I think it could be cool if you could have a max of 1 of each orb on the screen so that it speeds the gameplay and gives the player more to do. I'm thinking the spectacle of space was the theme you chose and the nuclear fusion of the stars was the fusion modifier but correct me if I'm wrong. Anyways, it's a pretty solid entry and sorry for rambling on
Thank you for your constructive response. You are correct that my focus was entirely on visuals and not so much polished gameplay for this round. As far as the theme, Spectacle is indeed intended to be the wild unknown that is beyond our atmosphere (and also the craziness that is AI). However, Fusion was planned to be 'fusing other orbs together to make more powerful orbs to use'. This was going to take place between levels. I simply did not make it that far. But as I've suggested to others in the past, "always submit something!"
As for your technical issues, The bullet step was added early on in development. I did not experience any of the clipping issues you speak of when I was trying to "break the game" during testing. So, thank you! It's great to have feedback like this. I now know where to direct my focus in future development (on the technical side). I wonder if different devices could affect some of these issues in one way or another. Interesting! I'll have to experiment.
I clearly should have added a winning condition. I'd like to blame it on running out of time, but it's an element that would be so easy to implement and I dropped the ball (or orb) on that one.
Again, thank you very much for your response and info!! Very helpful :)
Fun game with some interesting weapons to use.
Thank you for playing!!
As some other's have said, I don't see how the theme fits. But i really liked the background effects you had going on, looks really cool.
Thank you! Yeah, time was definitely not on my side this last week. Tons of unfinished elements :(
But that's how game jams tend to work out for me lol. Thanks for playing!
The visuals were nice and i like the idea of the game. i with there were more game elements though like a fail and win state
I agree, I should've added a simple win condition at the least. I appreciate your response :)
Visuals and atmosphere are nice, your work on the VFX is on a good way (as said in the game description). Not sure where the theme fits (even after reading ProSmashy's comment ^^), anyway, good luck for this round !
Well, the game certainly has awesome esthetics, but the modifier part kinda doesn’t feel like you are combining the balls, I’ve understood it after messing around for a while,but there isn’t any visual feedback (My 1st reaction was that I just swapped the balls)