ORB
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Description
BASICS
The object of ORB is simple. You must guide the orb through the level to the goal.
You do this by simply clicking on the orb and drag it to the green goal zone.
But the orb must not hit a wall or you’ll have to start again.
You don’t always have to carry the orb you can drop it by double clicking.
The orb is not the only thing that you can carry;
there are crates that you can pick up that you can drop on switches.
COLOR
The orb can also change color. Depending on the color you can do different things.
The orb will change when it hits color changers.
Black = normal
Red = cannot be carried
Blue = become larger
green = become smaller
yellow = can go through yellow walls
Authors
MasterFury
Steam User 1
I really wish there were more levels to the game in terms of play time. It ends far too early. I would like a sequel. It's not too overly complex so you don't have to learn an entire universe before you can start really playing.
Steam User 0
It's a Space RTS with Homeworld controls.
It's story has all the tropes you'd want. One race is a highly developed civilized peaceful group of scientists. The other are tribal savages that want to destroy the big head men due to thinking they're inferior. The start of the campaign you play as Malus, named as such because they are evil, and the latter portions you play as the Alyssians once they realize you can't just use diplomacy against the space terrorists. They're also formed from the same ancient precursor race and a lot of the story is uncovering the details of that.
If this was made ten years later the scientists would be the bad guys instead while the clearly violent invalids are coddled and idolized, so it really is a product of its time.
As for the gameplay, it's like Homeworld except with a far greater emphasis on procedure and time. Nothing is a right click to win scenario. Mining in itself requires you to first scan asteroids with a scout then build resource production to start feeding your military. Then, once you have that military you're going to be sending them across miles upon miles of open space at a pace that rivals what that would actually be. What this means is you have to actually use scouts to scout. You can't easily retreat or reinforce without a carrier and in some missions that is your home base. Once you've decided it's time for an attack, your wave of units better be well prepared, because they will not be receiving support. You also run the risk of leaving your base undefended at the wrong time and ending the mission in failure.
The pace is a lot slower than Homeworld, but actions are decisive. Losing a squad feels less like an inconvenience and more like a massive threat to your survival. Also still an inconvenience purely because losing units is not very nice and makes you feel bad.
Steam User 1
Something like Homeworld. Decent game for its time