JIGorbit is an action puzzle game that incorporates simple gravitational force as the basis of its gameplay.
The objective is to reunite the scattered limbs of the JIGster logo by propelling the body around the gravitational field created by the JIGster's 'head' while avoiding any vortexes—a vortex looks similar to the swirly head, but it's larger, white and rotating. Collect all the limbs and land safely in the center to advance to the next level.
Control is with the mouse in this game. Just click and drag on the body, pull back and let go to propel it like a slingshot and send it flying. A small mark will remain on the display indicating your previous attempts, with your most recent attempt being marked in red.
There are 15 levels to this wonderful little game.
Analysis: I was very pleased to learn that designers were incorporating the JIG logo into their games, and I had no idea what to expect. Little did I know that an entire game would be made up using it, which was a very pleasant surprise. The simple graphics and sound effects of JIGorbit suit the game perfectly, and the gameplay concept is virtually universal in appeal. Together these elements combine to create a highly playable and enjoyable casual gameplay experience.
There are a few minor flaws with the game, though, and the issues I experienced with it were echoed in the comments when the game was initially rolled out (included below). Specifically: 1) an uneven progression of level difficulty; 2) the invisible rectangular area that constrains aiming is awkward and causes issues when near the boundaries of the play field; and 3) a couple of levels are so difficult that finding the correct solution is sometimes the difference between a single pixel.
The first of these issues can be addressed by simply rearranging the levels into a different order. The second might be addressed by constraining to a radial shape instead, and by making it slightly visible to the player only as long as the mouse cursor remains inside of it. And to address the pixel hunting problem, the gameplay needs to be more forgiving to get around the precision it requires of the player. Perhaps adding a gravitational 'pull' by the body itself—to attract limbs instead of requiring contact—might be worth trying. Doing so might also disrupt the balance in design of the present levels, making the game much easier than it is at present.
These rough spots, however, are usually addressed when polishing a game for release, a luxury not afforded to the participants of this competition with its extremely short development period of just 4 weeks. Nit-picks aside, the game is an excellent achievement, enjoyable to play, and a pleasure to have as part of an amazing collection of entries.
Yes, I am somewhat biased with respect to JIGorbit since it incorporates a logo that I created myself during my coursework at RIT. That being said, however, I don't think anyone can argue that it is a highly creative use of the JIG logo entered into our recent competition, and therefore deserving of the prize, a Nintendo Wii! Congratulations and thank you, DDams!
dancemonkey - I was unsure of JIGOrbit when I first started, but after a couple of rounds I was hooked. The simple concept is complemented nicely by the clean presentation and spare sound effects. Some of the more difficult levels do tend to get monotonous though, since by its nature it's a game of trial-and-error. I'm also not sure where the Replay theme fits in, other than you have to replay some levels many times before solving them. All in all I found it to be one of the most polished games in this competition, and it clearly made the best use of the site's logo!