comments for Pixel Orbit
sort: go backBut the disappointment that i cant make everything go at the speed of light is immense.
Chain lighting was fun tho
(Also i accidentally played signed out so rip my save)
developer response: Thanks!
developer response: Why? You can still beat the game full idle.
developer response: It is something I'm considering, it will make the previous tiers tedious though. Maybe a skill node that will skip the previous tiers.
developer response: It is what it is :). I'm probably going to add nodes like "Skip first 1 minute".
developer response: The larger ships have more health :). There's "Skill tree" button when you open menu in the game.
Aside from that, projectile collision acts very weirdly - if two enemies are overlapping, one projectile can hit both enemies for its full damage. Equally, if multiple shots simultaneously hit an enemy they all disappear, even if theoretically the damage of just one of them should be enough to kill. This overall makes the multishot upgrade way less valuable as most of the time (particularly early on) you have enough damage to one shot enemies.
Lastly, as has been mentioned by other comments, the upgrade that automates your turret is very dissatisfying for two reasons:
1) It's boring. It suddenly turns the game fully idle in terms of just waiting 2+ minutes for each run to pass. While you do get the nuke a bit later on, there is far less thought involved in that than the main gun, which means in lieu of any other relevant features you're left with almost nothing to do.
2) In terms of strength, it's a downgrade. It's worse at aiming than the player is, and thus it's trading the convenience of not having to bother with the easy sections, with being less effective at clearing hordes or prioritising targets properly.
My main suggestion to fix this would just be to have some keyboard key set as a 'turret override' which returns manual aiming and firing (with holding left click allowing autofire).
In terms of ideas that I'd be interested which aren't explicit flaws, I think there is some missed opportunity with explicitly relegating the lasers and rockets to autoturrets - these seem like they'd be more fun and expressive to control with how the targetting and timing matters a lot more than it does for the bullets, maybe there could be some feature introduced that lets you swap weapons between the autoturrets and main turret to try and make better use of them.
In terms of enemies, I think it's currently severely lacking in variety, where each zone is just giant swarms of <basic enemy> and <basic enemy with somewhat more hp>. It'd be more interesting if you had things like fast enemies, or highly tanky enemies that show up in far lower quantities.
P.S. I find it funny how 'OPTIONS' brings up a menu where you have to click 'OPTIONS' again to actually go to the options menu. also what does LOOP do I couldn't tell.
developer response: Thank you very much for lengthy feedback.
I agree with the skill tree unlocking - I'll change it soon.
Most people actually like the 100% idle main turret, the comments you are mentioning are probably about a node I had previously - making it manual again, but increasing it damage. The node has been replaced with "Nuke".
I agree with enemies variety - that's what I'm working at the moment. Spaceships will have barriers, worms will spawn more worms on death, etc.
Thanks for playing!
developer response: There's some nodes with +10% etc. as in every incremental game. There's quite a few nodes that unlock new things / change things though :)
This game has been done before and better, at least for the part that kept me interested. Same gameplay loop, same upgrade web,. Your demo should be giving a compelling reason to wishlist.
developer response: After clicking for a little while, you unlock full idle mode.
Do you mind sharing the name of the other game? Would love to check it out :)











developer response: Available at every 7eleven. Buy two for $8. Limited offer.