Welcome to Steam Sequence, a series where I attempt to play and review as many Steam games in alphabetical order as possible to sort the Trash from the Treasure.
This means that I'm playing through all the terrible games so that you don't have to.
Please enjoy my suffering.
Starlink with an unlimited budget and terrible engineers | 0rbitalis Review
This episode features: 0rbitalis
Store Page: https://store.steampowered.com/app/278440/0RBITALIS/
In case you're wondering, Steam organizes games starting with punctuation first, then numbers, and then the actual alphabet. It may be some time before I reach the letter "A" on my journey!
00:00 Intro
00:48 The Review
08:02 The Verdict
11:01 Outro
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Ratings for every game can be found here: https://docs.google.com/spreadsheets/d/1H9cPEe5p835C9unbcBUFPi-FXlKdvFSiLCzoAolc2qw/edit?usp=sharing
Editing by @TomaszRyszkowski / @taisato2091
Thumbnail by @Fupicat
Character Art by Disasterisk, check out their stuff below!
https://www.tumblr.com/blog/asteriskdisasterisk
https://www.instagram.com/a.pure.medical.disaster/
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Outro Music by Approaching Nirvana
http://youtube.com/c/approachingnirvana
Song: Steampowered
Listen to the song on Spotify: https://open.spotify.com/track/4OsSqYtbrQLSbTnk0KtZHa?si=04c680424cc5442e
Fuel reserves: Green. Route: Locked In. Velocity: Confirmed. Systems Check: All Green Lights. Initiating Launch Sequence. Lift off in 3…2…1… Mission Failed. The risk we took was calculated, but man am
I bad at math. My name is Graeldon, and I'm reviewing Steam
games in Alphabetical order to find the hidden gems among the piles of garbage, and today’s
game is: 0rbitalis. And yes, that’s a zero, not an O, because
reasons. Let’s begin. As of December 31st 2022, there are 6718 operational
satellites
in Earth’s orbit. The sheer fact that we can not only achieve
this, but are able to reproduce it time and time again is a marvel, and a credit to the
endeavors of many hard working scientists, mathematicians, and engineers. So when the power to launch an infinite number
of satellites is given to an average gamer… well… this is the result. Welcome to 0rbitalis, a game about launching
satellites into space, and sometimes into a successful orbit. Released in May 2015 by Alan Zucconi, 0rbitalis
is
the first of two games they have released onto Steam so far, with the other game being
the much more positively received Pikuniku, a game that some viewers may be familiar with,
given that it saw some popularity. So it’s certainly interesting to go back
to their roots and review a game that, judging by the mixed score, is likely quite a bit
rougher around the edges. Interestingly enough though, upon starting
the game, the experience is quite smooth. After a short intro animation, you arrive
at t
he title screen, and from here a single click sends you straight into the game and
boom you’re playing. As much as I love a good options menu, I do
have an appreciation for these more seamless experiences that just get you straight into
the action, because let’s face it, what’s more likely to get you hooked: Staring at
an incomprehensible list of keybinds that make no sense because you have no reference
point within the game, or some actual engaging gameplay. Well, it turns out that we actually
need to
retract things slightly, because if we rewind a bit, you’ll notice that as the screen
fades, there are actually some menu icons that appear briefly. So they’ve actually done a neat treat, because
we’ll see later that this is indeed where the menu is meant to appear, but they faded
out the animation and pushed you straight into level 1. That’s a nice way to work around the problem,
and a solution that most players wouldn’t notice. So, gameplay. What are we doing? What’s this thing? What i
s the line? What’s going on? Well, good luck figuring things out, because
not only does 0rbitalis not hold your hand, it basically slaps you in the face with a
physics textbook and says “You’re a Scientist Goddammit, figure it out!”. The red triangle is your satellite waiting
to be launched, the thick red line attached to the cursor is showing your angle and speed,
and the dashed line that turns solid is showing the predicted course the satellite will take. Everything is controlled with the mous
e, so
gameplay really does boil down to finding the right time and place to click, but that’s
a slightly dishonest way of looking at things, because that actually describes more games
than you would expect. It did make me wonder if it was because it
was designed for touch screens, but I can’t seem to find the game in either the Google
Play Store or Apple Store, so this seems to not be the case. Anyway, you might be wondering what the goal
is of each level? In most cases, it’s simply to get your
satellite
into orbit for a set duration, represented by a ring that fills up around the screen
after launch. If the ring fills completely, you beat the
level and move onto the next one. If your satellite crashes into something or
flies too far off screen, you lose and the level resets. In a nice touch, you do have an infinite amount
of lives, which is honestly just as well, because a large part of this game is trial
and error. And there will be. So. Many. Errors. Unfortunately the game doesn’t a
ppear to
track how many satellites you’ve launched over the course of the game, but it was…
umm… a lot. From here, the game will then allow you to
access the main menu, and much to my surprise, there is no options section. However, looking at the controls, we can see
that pressing Q will adjust the graphical quality between 4 presets. There’s this one, that one, another one,
and the last one. No clue which one is meant to be the best,
as all of them cause the game to lag slightly in menus. No bo
nus points for guessing that the game
is poorly optimized. From the main menu you can access the Star
Map, which is the level selection, laid out like a star chart in a planetarium. It looks pretty, but the poor optimization
makes navigating this menu feel absolutely terrible. The map is divided into zones: Alpha, Beta,
Gamma, Delta and so on, and each section introduces a new mechanic. The puzzles themselves increase in difficulty
at a good pace, but fall into the all too commonly seen trap of
not combining these
mechanics in later levels, at least not to a degree that will make you feel accomplished. Some of the more interesting mechanics include
multiple suns, suns with reverse gravity, levels with no suns, ones where you need to
hit a specific asteroid, and a few where you are racing against an AI opponent - although
not really, because they make the same move every time. So it's more like a time limit than anything
else. As I said earlier, the goal for most of the
levels is to sim
ply stay in orbit for long enough, but there are a few that shake things
up by asking you to stay inside a particular zone for the duration, but that’s really
about it. All of these are positives, as variety and
challenges are what give a puzzle game replayability and longevity, so it’s a shame that some
of the achievements completely miss the mark. There are achievements for maintaining a satellite
in orbit for 1 minute, 5 minutes, 30 minutes and 60 minutes. On paper, this sounds alright. But i
n reality, once you have a stable orbit
for a satellite, it’s really just a question of how long you are willing to let the game
run for. To make things worse, the devs double-down
by making the global high-scores work in this way as well. This means that there are records that are
literally thousands of minutes long, but the only impressive thing about them is the fact
they left the game running for so long. “So What?”, you might be thinking, “It’s
just achievements and high-scores, most people
don’t really care about them.”. And you’d be right, most people just want
to play the game. So here’s the real kicker: With a few exceptions,
the moment to moment gameplay just isn’t fun. It’s a lot of trial and error. Click and then watch an animation and hope
that you pass the time limit. It’s fine for the first few times, but it
grows old pretty quickly, and if you get stuck on a level because you’re trying to get
into orbit clockwise instead of anti-clockwise, well you’ll be there for a whi
le. Thankfully, they did include a heat-map style
display that shows where and when other players clicked to launch their satellites. However, it’s incredibly misleading because
these are just launch hot-spots showing popularity, not necessarily successful launches. As a result, I found that more often than
not, the hot-spots hindered more than they helped, and I usually ended up beating the
level by just doing my own thing. Setting that aside, let’s say for a moment
that you’re intrigued by thi
s premise and not only purchased the game but are actively
enjoying it. Well, good news: after beating all the levels,
there is also a daily challenge level. Not sure if these are pulled from a pre-made
selection that are on rotation, or if they are somehow randomized, but I highly doubt
that someone is still creating and submitting these on a daily basis. Oh, and there is Steam workshop support too,
with 351 items, so if this game turns out to be up your alley then you’re in luck
with a decent
amount of extra content. I think I’ll pass though. 0rbitalis falls into that category of games
that I feel like I should like, but it’s missing something crucial to move it from
mediocre to good. Well, maybe a couple of things, like those
satellites that just got yeeted into the void. Oops. The first thing it really needs is some more
polish, specifically to fix the framerate issues, as well as, and this will sound rather
harsh, the music. The main menu proudly proclaims “Audio Experience
by Dos
eone”, and the fact that it’s not simply “Music By” tells you plenty. In all honesty, while the sound effects are
generally good and punchy, the music ranges from pleasant to fingernails on a blackboard
level of grating. Some of the music was genuinely unpleasant,
sorry. I’m a fan of ambient, especially space ambient
music, as it’s great to play in the background while I’m working or writing scripts, but
this was one of the few times I found myself searching for a music toggle or slider. For con
text, the last time that happened was
Bhop Simulator. Yeah. If I were to drill down further, I think my
biggest complaint is that the core mechanic isn’t used in a way that feels fulfilling
to play. You pick a speed and trajectory, and then
pray. For a mechanic that is meant to be so heavily
inspired by science, this feels… wrong. Now, once again, a disclaimer, I’m not a
game developer or designer, so take the upcoming thoughts with a hefty pinch of salt, but hear
me out. What if the goal wasn’t
to launch a singular
satellite into orbit, but actually a target number that changes with each level, and you
launch them one at a time. Adding to this, you also have a limited amount
of fuel for each satellite that allows you to course correct and achieve a stable orbit,
and this fuel needs to be specified before you launch it. There could even be levels that require you
to achieve an orbit around multiple different objects. This transforms the game from one of luck
and trial and error, to one
of strategy and planning. Give a satellite too much fuel and you might
waste it, leaving insufficient for later ones. Plus you’d need to consider how to space
them out so that the gravity of each of the satellites don’t interfere with each other
and throw themselves out of orbit. It then also changes the goal from “How
long did you stay in orbit” to “How quickly did you get all satellites into orbit” and
“How much fuel did you have leftover”. To me, this creates far more opportunities
from a pu
zzle solving perspective, and would make for a much more engaging experience. One final thing that I need to say about the
game, is that the art and the visuals in general are great, and positively mesmerising at times. Some of the scenes would make great phone
backgrounds, which coincidentally also feels like a place that a game like this might belong. So with all of that in mind, my final rating
for 0rbitalis is: An upside-down cursor, out of ten. You know what it is, and it’s not necessarily
bad, but it just somehow feels wrong. These wonderful channel members on screen
are literally keeping the channel alive, and I’d especially like to thank our two Knights
of the Holy Grael, Freaky Feline and LoveHeartGonzy. Supporting the Crusade is only a dollar per
month, and your soul for eternity, but let’s not worry about the fine print. Lastly, I want to thank you for joining me
on this weird gaming adventure through the depths of Steam. If you made it this far, here’s a sneak
peek of the n
ext game. Until next time, take care!
Comments
"velocity? this is a velocity, yes. " is a realistic thing, yes
“The risk we took was calculated, but man am I bad at math.” Damn, that’s a good line.
It's so weird to hear that this ambient soundtrack was made by Doseone, since I know him from games like Enter the Gungeon- and that game's soundtrack is anything but ambient
The redesign you proposed actually sounds really fun, I would definitely play a game like that
I cant be help think during the entire video that the Sun in the center of the screen looked like HAL's eye LOL
I get why people like to get straight into gameplay, but gonna be honest, I fell in love with Signalis the moment I started the game, because the first thing it showed me, before a main menu or opening animation or anything, was the options menu. That was the moment that I knew the game was made by people like myself.
Huh, I actually have this one on Steam and even played it before, didn't expect that this early
1:31 Serendipity! Wouldn’t you know I just finished playing through Pikuniku (for the second time) yesterday. 😁 A delightful little game.
I can't wait for you to get to the letter A, if you ever do, at AD there's a banger of a game called A Dance of Fire and Ice. (It is a rhythm game, so you will need a bit of rhythm to get past it. Depending on your love of music, this may impact the score.)
I do really like the visuals too, and the idea is unique but if a puzzle game is purely guess and check without logic then I think it's a bad puzzle game. I did like your ideas to make it more engaging Also, what was that rocket game?
This feels 100% like a game I would get on steam in my 20's because I liked buying strange, niche games like these lol
Can’t wait for it to be 2045 when you finally get to the Ls on the steam store and find my favorite games
8:18 🇵🇱🇵🇱🇵🇱🇵🇱!!!!!!!
It's surprising they also made Pikuniku! That's a very fun game.
Great vid as always!
does the grealdon catgirl company pay their workers fairly
DUCK->🦆<-DUCK
Pretty notable dev making a mediocre game. But everyone starts somewhere.
I can’t wait for you to get to the hit game Abandoned Archive by award-winning developer Vedal987
have nothing to add to the review (fun as always 😎) but thought of a question: do games starting in "The" go in the T category or whatever the following letter is category? Always thought it was weird that Steam bundles all the The s together but I suppose it'd be too much work for you to set up a new list lol