Orbit
A ship orbits a star. You only set its radius. Closer means faster — angular speed scales with one over r.
❂ Primer
Skip if you already know the theory; the interactive is right below.
A small ship orbits a star at the center. Your only input is distance from the star — mouse position sets the target radius, the ship eases there. Angle isn't yours to set: the ship always sweeps around.
Tighter orbits are faster. So pulling in spins you up, drifting out slows you down. Coins float at every radius — to reach one, you have to be at its radius when its angle comes around. Red rings flicker in and out at random radii; touching one ends the run. Three lives, spawn rates ramp with time.
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A ship orbits the star. Your mouse picks the orbital radius — closer means faster, farther means slower. The ship always sweeps around; you only choose how close to fly. Catch yellow coins (inner ones are worth more). Avoid red rings. Three lives.
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⁂ Notes from the bench
What to watch for, why it matters, and the one thing that usually surprises people.
The twist
Kepler in a minigame. Most arcade games hand you full 2D velocity and call it a day. Orbit takes away the angle — your ship is always sweeping around the star, you only decide how close to fly. Closer means faster (angular speed scales with one over the radius), so the same mouse movement does two things: it picks where you'll be in space, and it picks how quickly you get there.
Why one dimension
I wanted the planning layer to come from the physics, not from a second input. With a 2D cursor, the optimal play for any coin is "move toward it." With a radius dial, the optimal play depends on when the coin's angle will line up with your ship's. So you spend the round projecting trajectories — if I drop in now, my angular speed jumps and I'll meet that coin three seconds early. If I drift out, I might let the next one come to me. Same input, different answer every second.
The hazards do the inverse job. They flash at a specific radius for a window, and to dodge them you can't just steer around — you have to either commit to a different radius for the whole window or time a fast pass between them. Standing still doesn't help: you're always orbiting.
What I'm not sure about
Whether the angular-speed law should be Kepler's real one (ω ∝ r-3/2) or the gentler ω ∝ 1/r I ended up using. Real Kepler makes inner orbits feel almost violent and outer orbits feel sluggish — accurate, but the game stops being playable past a certain radius range. The softer law keeps the dynamic range useful. The physicists in the room are going to be annoyed; the players are going to be fine.
In a line
Canvas reflex game with a single radial input. Mouse distance from canvas center sets the ship's target orbital radius; angular speed is bound to one over the radius so inner orbits sweep faster than outer ones. Coins float at every radius (inner ones worth more). Red rings flash in and out at random radii; touching one costs a life.
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