Orbituary is a roguelike dungeoncrawler, you start with no items, and as you clear rooms, get stronger and stronger.
There's no tutorial in the game yet, and it's generally very unpolished, so here are the controls:

WASD - Movement
Space - Dash
Mouse + Left Click - Aim + shoot
Tab - Open inventory
E - Level up.

You level up by collecting the yellow orbs dropped by enemies, when you'r eready to level up, there will be a green arrow pointing up on your screen. XP is not lost if you don't level instantly, it carries over and you can "store" multiple level ups.


Updated 13 days ago
StatusReleased
PlatformsHTML5
Authorfeazeyu
GenreAction
Made withUnity

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Build-1.0.0.zip 10 MB
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Trailer 276 MB

Development log

Comments

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(1 edit)

+ Simple and fun gameplay

+ Random map generation that actually works

+ Complex, yet intuitive upgrade and tutorial system

~ Individual upgrades could use a bit more explanation of them

~ Enemies shoot right the moment they appear, which makes it harder to react accordingly

- Enemies sometimes shoot through walls

+ dobrý potenciál,

+ slylizace

+ různé tvary místností

- divná smrt / seknutí

- pohyb je takový strnulý, chtělo by to plynulejší

- zobrazení (nějak) životy a nabité zbraně

- chtělo by to animaci/lepší obrázek hlavního bodu (sebe nebo tak nějak)

- vizuálně odlišitelné místnosti / prázdné

- chybí popisek ovládání

- střílení přes stěnu (asi)

= nedohrál jsem to

= i přes vyjmenování problému mě to bavilo

15/05/2025 12:59:27

   * pěkné mapy

   * pěkné na pohled

   * obtížné (ale asi se na to dá zvyknout)

   * hodil by se ukazatel zdraví

   * nějaké výsledné skóre? Aby se měl hráč z čeho radovat?

15/05/2025 13:05:05

12:39 begin

12:39 neither the enemies nor the player have health bars, making it difficult to plan the moves or know what's about to happen

12:40 the delay between player shots is INCREDIBLY long, especially compared to the bullet hell of the enemies

12:41 i think i figured out a strategy, the most important thing seems to be to dodge as much as possible, but the slow shooting speed is very frustrating

12:42 yea a big enemy just shot like five bullets in one second into me and i couldn't even dodge. This game is VERY hard. But otherwise it's very nice! with some juicier movement and much faster shooting speed, it would be even more enjoyable imo.

12:44 enemies begin shooting the frame they spawn, not giving the player any time to realise they have spawned.

12:45 end

By the way, I loved your devlogs!

    - great game - but I suck at it the same as Enter the Gungeon

    - first few encounters are very hard, the included dash makes it doable - great addition

    - it needs tweening and some visual feedback for the player, once that gets added I think the game will be truly great!

Zajimavý nápad na vylepšování věci v inventáři. Hezké sprity bludiště a nepřátel. Libí se mi také proc gen bludiště.

Bylo by dobré přidat nějaký ukazatel životů, protože takhle vůbec nevím kolik jich mám a kdy umřu.
Určitě dobrý potenciál po úpravách UI a přidání nových upgradů.

* playtime: 10 mins

* great design, needs sountrack

* inventory features are cool, you need to think!

* enemies sometimes gets stuck, but it still feels great

* snipers can shoot trough wall, don't know why

* needs polishing, gui, start, end screen, ... 

Nice dungeon crawler — the foundation is solid, and there's definitely a lot of potential here.

That said, there are a few things I feel could be improved (which the creator is probably already aware of). For example, the bullet graphics could use more polish, and some kind of hit effect would go a long way in making combat feel more responsive. I also couldn’t see any health indicators — either for the player or for enemies — which made it hard to track progress during fights. It would be great to have some feedback on how much damage each enemy can take.

I noticed the items bought in the shop do affect gameplay, which is great, but it would be helpful to have a UI panel showing active effects or upgrades.

One mechanic I’m unsure about is the dash — I could spam it quite a lot, and I’m not sure if that’s intended or a balance issue.

Lastly, if the dungeon is procedurally generated (which it feels like), that’s a really nice touch and adds replayability.

Overall, a great start with a lot of potential for expansion!