Orbital Incremental
Orbital Incremental
Made for Bevy Jam #5 with the theme "cycles".
Science is earned when Earth, moons, and satellites orbit.
The +0.01 stuff on satellites adds that bonus as a multiplier to its planet, so at 10 orbits the planet has x1.10.
In this idle game you gain money when planets orbit, you can use this money to increase the amount and also buy moons which provide a bonus to the planet every orbit. Earn enough money and go back to the start with a bonus to your money and science. This game is cycles upon cycles.
Dynamic music loops develop as you progress and buy more planets.
Thank you for playing my first game, I just started 2 weeks ago. I have thoroughly thoroughly enjoyed using Bevy.
Jam Release
- Prestige - when you earn money you can go supernova and reset and get black holes, each black hole provides a +5% bonus to money and science. The amount of black holes you get is based on total earnings for that round, it is not based on the amount of money you currently have.
- Tab icons
- An extra music layer is added when you prestige - that's what happens when you reverse time to get back to the start
- Tweaked the balance
0.2.0
The game is currently balanced for adding in a prestige mechanic, and so right now the game slows down to a crawl at Saturn.
- Changed price and earning mechanics to make it easier to balance further
- Moons are now purchaseable
- Artificial satellites have been added (these move 25% faster than natural satellites, but are functionally identical otherwise)
- Both natural and artificial satellites, as well as Earth, generate science per orbit, this science can be used to buy more artificial satellites and increase the boost effect
- For each orbit satellites add a permenent boost to a planet's profits
- The game now has cyclic music, the music develops as you buy more planets, as well as a
0.1.2
- Planets can now be bought. Currently they spawn with all moons and the price is an arbitrary 10x that of the previous, takes about 15 minutes to complete.
The camera is a little wonky due to planets zooming, but the planets are moving far faster than I plan for them to be in the final release - but gotta be fast so you can get through it at this stage. I intend for all planets to be on screen at all time.
0.1.1
- Number formatting redone as I broke it when changing the money type.
- Replaced number names with letters "1234" is now "1.23 A" rather than "1.23 K", A->B->C->...->Y->Z->AA->AB->...
- Added the functionality for number styles like names, and scientific; but switching hasn't been implemented yet.
- Numbers have rounding rules to avoid the issue of seeing a price that you should be able to afford but visibly can't. If you have 1230 money and there is something costing 1234 money it will not display as "1.23 A" but instead round up to "1.24 A". It does still mean that you could have a difference but the difference is always in the player's favour, the price shown is the maximum it could actually be. To go with this the main currency has had an extra decimal digit added (to 4sf) which means that prices and balance aren't competing on the same digit to reduce any conflict even more.
0.1.0
This is my first game, only really started last week. Working on this for Bevy Jam #5.
This game is very much still a work in progress, it currently has:
- Planets - when they make a full orbit they score money.
- Moons - when they orbit their planet they provide a speed and money boost. This boost decays over time, the idea is that you want more satellites to raise this boost level.
- Upgrading planets - each level provides a multiplier to the base value. When planets pass milestones their speed is doubled (multiplicative, 2 milestones for 4x, 3 milestones for 8x) - this may be reduced in the future.
- Purchase multiplier - buy x1, x5, enough to the next milestone, and as many as you can afford.
- Fully functional UI for planets.
- Camera zooms and pans to show all planets on the visible part of the screen, it accommodates for the sidebar being revealed.
Status | Released |
Platforms | HTML5, Windows, macOS, Linux |
Author | z- |
Genre | Strategy |
Made with | Adobe Illustrator |
Average session | A few minutes |
Languages | English |
Inputs | Mouse, Touchscreen |
Comments
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Nice little game! I just bought Neptune :)
I think adding stars as background can help reduce weirdness of sun's motion, it currently looks like the sun just randomly walks around (but I get the idea, you are trying to have a minimal bounding box of all the planets and zoom the camera to fit it)
Also why did you decide to go with A B C instead of usual K M B ... ? Just wondering, because 10k 10m 10b feels more natural than 10a 10b 10c, just my opinion
Overall very nice :)
Stars are planned.
I have implemented having normal names for the number formatting (as well as scientific), however that will become available once I add settings and add in all of the names.
I went with A B C because it was far easier to generate for huge numbers, and once I know what kind of number range I'm going to I can set up the names.
A B C is fairly standard for idle games, it's only really AdVenture Capitalist that uses full names. It's harder to reason with, whereas with letters you know that P is 1000x more than O.
I see, the only clicker that I played a lot is CookieCliecker, it uses full names and it looks fine I would say
There is also the space constraint, getting to quadrillions you need "QD", and then undecillion needs "UnD", it just requires a bit too much space than I can afford
I really enjoy it so far though I got some slight motion sickness or something early on and the camera sometimes doesn’t show all the planets. I do really like the concept so far. I played it until it took trillions to upgrade anything to the next level.
Yeah, the camera movement is a little much. Planets will be slower and I want to make a camera director to be more proactive than purely reactive. Currently it tries to fit all planets into a box and then move to the middle and zoom to fit the box into the screen with a margin, so if a planet shoots off the screen it takes some time to get down to it and by that time it's already back on screen.
It's so fast because I want people who are just checking it out to be able to fly through rather than wait an hour and not have all of the planned content. I might change the upgrade to be smaller speed boost combined with a score multiplier to have the same doubling.
That makes sense. Is this repository public? I’d love to see the codebase after the jam is over especially the cool camera mechanic. I enjoyed it a lot and I’m excited to see the full thing at voting time!