Mission: Orbiter
by Arcainne
Mission: Orbiter
Tags for Mission: Orbiter
Description
You are a space mining orb that is sent out to mine precious minerals found within asteroids in order to upgrade your ship with experimental technology.
How to Play
Use 'WASD' or 'ARROW KEYS' to MOVE. Press 'LEFT MOUSE BUTTON' to SHOOT. Press 'ESCAPE' or 'P' to PAUSE the game.
Comments
hlkafhhashfjshf
Sep. 04, 2011
The floaty movement of the orb makes it frustrating to dodge the asteroids. Upgrading speed only makes it harder to control. I'd suggest an upgrade that decreases the orb's floaty movement.
Definitely. Tighter movement is something I'm for sure going to look into. Thanks for the comment!
Raephire
Sep. 03, 2011
It could stand to have a few more features and upgrades but this is a solid game.
I'll definitely look into adding new features and upgrades. Thanks for the feedback!
xdestroyer18x
Sep. 03, 2011
not too shabby
Thanks!
elShoggotho
Sep. 18, 2011
Some upgrades I'd propose:
1. Upgradeable retro boosters to stop drifting.
2. Multiple shots. Maybe different, switchable weapons instead. A shotgun, for instance.
3. A mineral magnet that really makes a difference. Upgradeable too.
Co1980
Sep. 06, 2011
As the author seems to be keeping a close eye on the comments, allow me to offer some constructive criticism - perhaps some of the below is worth looking into:
- Some updates seem to be counter-productive: speed (as mentioned before) and accuracy (less spread = less surface of mining probe covered).
- The mineral magnet has a very short range and makes the minerals move so slowly that it hardly makes any difference. For an item so expensive, it is pretty lousy ;-) Perhaps the magnet could be made to move SMALLER minerals faster?
- A mute button for the music would be nice. Alternatively, it might be worth considering using different, less monotonous music. Finding such music should be easy enough...
- Although mouse aiming is all the craze nowadays, it seems to me that this game would benefit from the W/S = forward/backward and A/D = turn control scheme. That may be a bit to drastic a change, though.
All-in-all, I like this game, but I think it has a lot more potential.
Thanks for the advise! I've had some of these ideas in mind before, but wasn't able to implement them earlier. However, now that the base game is done, I should be able to develop more refined/beneficial upgrades. I'll see what works best for the game.