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Gravity Game's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement | #6 | 3.583 | 3.583 |
Sound | #8 | 3.583 | 3.583 |
Overall | #11 | 3.167 | 3.167 |
Overall | #13 | 3.167 | 3.167 |
Visuals | #14 | 3.250 | 3.250 |
Spectator Appeal | #15 | 2.750 | 2.750 |
Ease of Learning | #16 | 2.667 | 2.667 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
While I agree with some of the other comments here, I actually do think that it could work in an arcade setting despite being so much a puzzle game! It definitely feels more like a replayable mobile game at first glance, but I do think there's a degree of trial and error that would probably end up working well in the goal of a machine gobbling up people's quarters.
It's definitely not what you'd expect walking into an arcade, but I'm also a big advocate of finding a way to take a project and work it into a genre not normally expected from it. I could see this being a very fun mobile game or PC game of course, but I think for the same reason some people expressed frustration about things like being sent back to the very beginning (which are fair critiques), it also reminds me of old flash games that were brutally punishing. Like I said before, maybe the highly punishing nature of being sent back to level 1 could be incorporated into a way that makes it fun to play over and over.
Echoing other commenters, this feels much more like a puzzle game than an arcade game. The arcade elements feel unnatural in this context, and lend themselves more towards frustration. The puzzles are interesting, but putting a timer on them alongside limited lives feels doesn't end up feeling rewarding.
The collisions with the red blocks also feel much too sensitive in a way that is unintuitive. For example, in Level 4, the solution that was the most obvious to me was to push gravity left, then immediately up to put the right red block into the hole, then push gravity right and then immediately up to put the left block into the hole. Typically, this stacks the two red blocks. Since the hole is about the depth of two red blocks, intuitively I feel like I should be able to just put gravity to the left again, then slide over the hole to the finish - but no, this actually just kills you and resets the puzzle, because a tiny corner of the two stacked red blocks will clip you.
I ended up just playing through the levels and not bothering with the Arcade Mode, which led to another minor point of frustration - when in Play Levels mode, there's no way to just progress to the next level! Instead, the game takes you back to the main menu, where you have to click Play Levels again, scroll to the end of the levels list, and then click the newly-unlocked level. There's really no reason for it to take that many steps to go to the next level, and this problem just feels worse and worse the farther in you play and the farther you have to scroll each time.
There was also rarely a reason to use the boost button. I didn't use it until level 12, and I really can't imagine getting that far in arcade mode.
Level progression also felt a bit awkward. Level 13 felt very easy and out of place, along with level 21.
Some of the levels felt a little tedious, in particular level 24 where it felt like the best strategy was just to immediately hit left or right, then slooowly make your way up while drifting back and forth to collect all the dots. Level 25 was basically the same thing but worse - just slowly zigzagging across the screen while occasionally adjusting using the boost to stay far away from the red block. It was a bit disappointing to me that the final two puzzles felt like the most tedious.
Like others have said, I think this would work great as a mobile puzzle game, but it doesn't fit well into the arcade box. Judging it as a puzzle game, I think this has a lot of promise. With more levels, maybe some additional puzzle elements, I could see this being a great phone puzzler to add to my rotation. The music is definitely a highlight, as I would expect from y'all!
I agree with the previous review that this feels very suited for a more mobile gaming experience. The controls feel just right for an idea like this though, there is a weight to each button press that almost makes you want to physically lean in the direction you want to go. That, plus the balance of managing the player and the enemy, makes for an interesting push and pull.
It wasn't immediately clear to me how the elements on the screen interacted with each other - like how the first red square you see is an "enemy" that shouldn't be touched by the player. I would also agree to get rid of the lives! I wanted to see more of the puzzles, but the touchiness of the collisions leaned on frustrating when it meant I had to start from scratch. With a foundation like this, I feel like you have the ability to make a lot of interesting levels - even better if you can paint it with some type of visual aesthetic (though not necessary!)
Honestly, if this were a mobile game or something I'd totally download it! You have a really fun puzzle game here with some super cool and fun ideas, and some pretty solid level design to boot. I wasn't quite sure how the boost function worked, but I seemed to be able to get by without it for the most part. Only thing I would urge you to change is to remove the lives system! I get that there needed to be a leaderboard function and such, but I found myself getting a little frustrated because I'm a dumb idiot and would fail a lot, so I pretty much only had one or two chances to complete the highest level I made it to, or Id get sent back all the way to the beginning which was super discouraging. Especially for a game that leans more toward the puzzle aspect of things and less into the arcade aspect of things, I think encouraging trial and error may be the way to go. You should totally release this as its own little standalone game without the lives, and I think you could have something really cool on your hands!