Orbyrinth
This is still an early prototype, not yet complete.
Currently you can:
- 👁️ Click & drag outside the orb to look around
- 🖐️ Click & drag on a tile to shift a slice of the dungeon around
After moving, if the "adventurer" character can reach another object, he'll run up to it and make it disappear.
There are no explicit objectives coded-in yet, but you can challenge yourself:
- Can you clear the map?
- Can you get every treasure chest without encountering a monster?
- Can you defeat the monsters in order from lowest to highest level?
Esc to exit
| Published | 25 days ago |
| Status | Prototype |
| Platforms | HTML5, Windows |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | DMGregory |
| Genre | Puzzle |
| Made with | Unity |
| Tags | Dungeon Crawler, Fantasy |
| Content | No generative AI was used |
Download
Download
Orbyrinth-Win64.zip 47 MB

Comments
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This is very cool! I'm impressed at how intuitive it feels to play, especially considering how unusual it is (and the fact that you can drag in two orthogonal axes!). On top of the impressive, uh, topology, I really like the mechanic of "character automatically walks to anything they can pathfind to".
Awesome! I was super uncertain about how usable this weird 3D interface would be, so calling it "intuitive" absolutely makes my day — thank you! 🥰
I think I still need to do something for the longer drags. At the moment, it only recognizes continuing a tile slide in the same screenspace direction, but I wonder whether it would be more comfortable to arc to follow the sphere...
Ooo this is such a cool game!
Thank you — that feels great to hear! ☺️
This is really is very well done! I found I kept trying to use the middle-mouse button (Blender habits die hard 😅) as that felt intuitive to me.
Don't know if you're using a navmesh to move the character but it can't have been easy with that rubix-like geometry. Will be keeping an eye on this to see how it develops, good luck!
I could add that as an alternative control scheme down the line. 😁
No navmesh, I just do a breadth-first search over the underlying tile grid, then interpolate the character along a Bézier curve for each tile they cross. Getting all the coordinate rotations consistent took most of a day though. 😅
That makes sense, I like this approach a lot. Learnt something new today, thanks for sharing :)
This is a super fun idea, feels like there's tons of potential for new types of items, attacks and enemies (ie bombs, arrows, stealth attacks). Really excited to see where you take this!
Thanks! Would love to hear more about what you have in mind. 😁
This is an awesome mechanic, I can't wait to see what the gameplay ends up being!!
Thank you! Yeah... still figuring that part out. My first thought was something a bit Dragonsweeper-esque, where you want to defeat the monsters in order, training up on low-level monsters to level up while avoiding the high-level monsters that'll end you.
But I'm also interested in not necessarily centering the hero, and maybe you want to rearrange the dungeon for the monsters' benefit...
Oh heck yeah this is fun! Very impressive cubesphere tech too. Thanks for this!!
I'm glad you like it! I think there's something here, just needs a bit more work to fully come together. Thanks for giving it a try!