pretty enjoyable little experience! had a lot of fun with this! great work
Play game
Gravathon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #3027 | 2.676 | 2.676 |
Presentation | #3539 | 2.706 | 2.706 |
Overall | #3711 | 2.647 | 2.647 |
Creativity | #4366 | 2.559 | 2.559 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Unlike in regular platformers you don't play AGAINST gravity, but AS gravity.
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
Very difficult for me but also very fun! 10/10!
That was a fun little game! Reminded me of helicopter or one of those style of games, but tying the collectibles to your energy so you can't just keep going infinitely is smart. I love the little touch of the rain shifting direction in the background when you shift gravity as well. I swear some of those pellets are impossible to get, but I'm probably just bad. Really nice work
Thank you for playing! :)
I can assure you that every pellet is reachable! 😁 There's one that technically isn't (directly in front of the spikey pillar), but since their hitboxes are quite a bit bigger than the sprites, it's very doable nonetheless. Takes a bit of practice to get used to the controls, though!
I thought the controls felt really nice. Good balance between feeling too easy versus feeling out of control. The momentum seem to be dialed in well too. One suggestion is for the player sprite to respond to the movement in some way, for example look up and down depending on the movement direction. I think that would give some good visual feedback in addition to the stars moving in the background.
1200 m, I'm very happy with that. The game is harder than it looks! Great job, congrats!
A cool and simple concept, executed well (it reminded me of the Gravity Suit on Subway Surfers!). For a 10-hour jam, it's impressive! hahah
My feedback is about the acceleration and velocity of the gravity. It feels they are slow to change directions (maybe they are subtracting until 0 again) and really fast to go to max speed - so it's hard to avoid obstacles using the gravity change, but it's easy to keep going into spikes at top and bottom. It's hard to polish, but you can get something of it!
Thank you for playing! :)
Getting the controls right certainly was a challenge – and I'm still not happy with it. It's surprisingly tricky: Make them too responsive and it just feels like a regular platformer. But if they are too delayed, it also feels bad because people are used to regular platformers, haha!
It's probably bugged somehow, but at least in theory the idea was that you should get a substantial boost to the impact of your input while changing direction and the (added) impact should diminish the longer you hold the same key. Will look into it later!
It's definitely more pleasant on a smartphone, but the concept is still cool.
It's hard to tell, I think it may just not be snappy enough for me? Like if the gravity instantly reversed when you tapped it but was still weak compared to a hold of the button, that would make it feel better. Or maybe it's not the gravity itself but the momentum of the green guy. Cause the biggest problem for me was when he'd be hurdling toward spikes, even when I changed the gravity in time he just had too much momentum and kept going into the spikes anyway. I don't know, hopefully that helps?
Fun, cute, simple game, strong concept. A bit too simple, but the mechanics work well. And its fairly polished for how quickly you put it together :)
I understand this was made in a few hours (Sunday) so starting from there, I think it is a pretty nice game. Yes, it needs refinement, but I see potential in it. What I would add in the next iteration is music, and improve the level design, there are some items very difficult to reach.
Thank you for playing! :)
I deliberately placed some of the pellets in hard or even impossible to reach spots in order to tempt the player. That being said, the "level design" (if you really want to call it that) definitely needs a lot of work, yes. It's just a bunch of simple stuff quickly thrown together.
The game itself is pretty simple, there's some impossible to collect coins, controls aren't explained in the game, but I figured them out anyway.
It fits the theme, the concept isn't exactly unique, but neither is mine.
Add some music in, it can add a lot to the game without adding much complexity to the game.
There's a lot that you could've added to make it more interesting, but I'm guessing you didn't have much time overall.
I only got to 500 m > w <
I agree, finishing the game for me feels better, even if it doesn't live up to your expectations.
I personally come up with a couple themes (around 7 this time) in the first hour and then stick to one of them, then, I start coding the game, play test it and add things that I find necessary right now, after around 24–36 hours I stop adding new features and focus on polishing (sprites, sound, music, animations, tutorials, etc.)
So far it worked very well for me.
Leave a comment
Log in with itch.io to leave a comment.