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I like that the gravity pause mechanic and how it fits within the story setting of being within space. The little square that indicates whether you can pause gravity is a helpful visual cue. The controls felt nice, whether gravity was paused or not. 

The levels were fairly varied, and didn't feel too frustrating at any point. I enjoyed levels 3 and 7 the most as they focused a lot more on the gravity pausing and jumping. Levels 4 and 6 felt a little odd to me:

  • Level 4 (the one where the crystals are introduced) felt a little odd: I initially thought the game had glitched as I couldn't pause gravity at the start, and I didn't think that the crystals could recharge your gravity pause ability as I was treating them as hazards. If it was mentioned in the same style as the red platforms, that might have reduced the confusion. Level 4 was also using a mechanic that wasn't hinted at before where the player's position would reset after falling into the pit but would retain their current status. This added to the initial confusion. It would have been interesting to see this mechanic used in other levels.
  • Level 6 (where you fall through red platforms) just simply hurt my eyes as I had to focus on the glaring red platforms in order to find the gaps to fall through it. The level design is fine and novel, as it is the only level that can be completed without having to pause gravity. It may help if the red colour was less harsh on the eyes.

A time attack would be perfect for this game.

A fast-paced gravity-based platformer.

Your feedback is VERY greatly appreciated. We added a brief tutorial in level 4 to inform the player to collect the crystals, and lowered the brightness of the material on level 6's floors. Thanks a lot for the very very helpful criticism!