Orbital Pilot
A downloadable game for Windows
Thanks for visiting my game.
Orbital Pilot is a 3D space shooter, where you battle enemy spaceships in orbit around different celestial bodies. Fast-paced action sees you dodging missiles and lasers, blowing up mines, and avoiding collisions with ship seeking drones while trying to use the orbital physics weaponry at your disposal to defend yourself.
The game is in the very early stages of development, so it would be great if you could download a Work In Progress demo, and let me know what you think. Enjoy the first level and the campaign, and the first three endless stages. Try to beat the first of 10 unique bosses, or try out different ships and rack up as high a score as you can in the endless mode.
CONTROLS: Mouse Keyboard / Controller
Move: WASD / LEFT Thumb Stick
Turn: Mouse / RIGHT Thumb Stick
Fire: LEFT Mouse Button / RIGHT Trigger
Shield: RIGHT Mouse Button / LEFT Trigger
Pause: P, Esc / Start
All feedback is very welcome, so please leave a comment, or let me know what you think on twitter: @OrbitalPilot
Status | Prototype |
Platforms | Windows |
Author | Mark.Da |
Genre | Shooter, Action, Adventure |
Made with | Unreal Engine |
Tags | 3D, Fast-Paced, Sci-fi, Shoot 'Em Up, Space, Top-Down, Top down shooter, Unreal Engine |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse, Xbox controller, Playstation controller |
Links | Twitter/X |
Comments
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Played five minutes. First impressions:
Energy drains at a constant rate while firing, which feels weird but isn't really noticeable. I think it should drain a set amount per shot fired.
The penalty for running out of energy is just a tad too long, IMO.
Unwarranted suggestions:
Energy meters floating on the UI near your ship would be useful, instead of having to look in the corner.
Would be cool if different types of weapons had gravity. A physical bullet based gun could wrap around the planet a bit, for example.
Thanks for playing!
Currently, the energy should be draining per shot - not sure what's happening there, I'll have to look into it.
Yep, UI is definitely something I should investigate further, I'm trying to think of ways to explore it diegetically with colours or things on the ship.
Did you play the endless mode at all? That has different ships, some of which have bullets that track around the planet - like missiles. Let me know if that is what you were thinking of :).
Thanks again!
Maybe I was firing too fast for me to notice, or maybe the smoothing on the UI made it look like it was constant. It's a super minor nitpick anyway.
You could have an energy shield around the ship that changes from blue to red as you take damage, and fizzles when you're dangerously close to death. Food for thought.
I did not! But I did after that comment because I had to see it. That is what I was thinking of! And it looks and feels just like I was hoping it would. Admittedly, I didn't even beat the first level before posting that comment.
Hi, I gave it a shot (this is from some days ago).
https://www.youtube.com/watch?v=cBtHaKbp2eE&list=PLQOFZ7Uvt6Ww77bp8b09svtBfF4XZcv19&index=56
The video size was large; it took a long time to upload and literal days for Youtube to finish processing! It seems your game's graphics aren't nice on video encoders. 😅
I hope you find it useful!
You are my hero! Thank you for the video it's amazing, so much quality feedback.
I'm about half way through and am going to start implementing and testing some of the movement changes you suggested - I'll let you know how I get on. Thanks for the help.
Got it running, but thrust was so slow I had to exit. And by slow I mean I held forward for 20 seconds and it would only travel maybe 1/8th of a ship length.
Thank you for trying the demo. That sounds like a bug to me - do you mind me asking what version of the demo you were using. That was an issue in 1.0 and 1.1 but was hopefully fixed in 1.2. If it isn't I'll have a look and see if I can work out what is going on.
Yeah it's 1.2. I downloaded it yesterday from here.
UPDATE!
I have no explanation, as I tried to get this to work a few times. ANYHOW... I just tried again to verify the version number and its working. I think we can mark this down as user error.
Surprisingly difficult, but I did manage to beat the first campaign boss. More UI around Energy management would have been helpful. Since the main strategy of the game is shooting until you are at around a quarter energy, then dodging / shielding until it fully refills, it would have been great to not have to keep looking in the lower left at a grey bar to manage it. Something more front and center with colors, and maybe even an indicator as to how much longer it will be before it starts to fill.
Also, selecting "Restart" after winning the campaign just shows a blank screen, and the game needed to be closed manually.
(These comments refer to demo version released around 8/15/2021)
Thank you so much for playing, and for the amazing feedback. Congratulations on beating the boss!
Love all the UI suggestions - I'll have a think how I could implement those.
Sounds like you found a bug - I'll have to fix that, cheers