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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?
Yes
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?
No
We used pre-existing audio
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Comments
pretty enjoyable little experience! had a lot of fun with this! great work
Thank you for playing! :) Glad you enjoyed it!
Very difficult for me but also very fun! 10/10!
Thank you for playing & the kind words! :) It's definitely not a 10/10 for me, but I'm glad you liked it, haha!
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!
Cute little arcade game! Would be interesting if you could change the direction of gravity more (Like diagonals) to speed up or slow down.
Thank you for playing! :)
I considered it, but only implementing vertical gravity was a lot easier to do and since I already was short on time, I decided to stick with that. However, in case I do a post-jam update, this will certainly be high on my list of things to explore!
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.
Thank you for playing! :) I like your suggestion! Will consider it in case I update the game post-jam.
The idea reminds me of VVVVVV, but it also works for roles reversed quite well. The controls were a bit confusing at first, but after i realized you can hold the buttons for quicker jumps, it was a sweet.
Nice entry!
Thank you for playing! :)
Yeah, the game really should have had a good in-game tutorial for the controls – but I run out of time! 🙈 Glad you still figured it out regardless!
1200 m, I'm very happy with that. The game is harder than it looks! Great job, congrats!
Thank you for playing! :)
*writes a note: "make the game LOOK harder"* 😂
Admittedly, most of that difficulty results from the whacky controls and thrown together "balancing" , haha. Nice score, though!
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.
Thank you for playing! :)
To clarify: More pleasant to look at or more pleasant to play? 😅
I meant playin this game with touch controls ;)
This was really well made. The controls could be refined a little and this would be a really fun high score game. Great Job!
Thank you for playing! :)
Curious: Which aspects of the controls do you think needs to be refined? Not to imply they're perfect (most definitely not!), I'm just interested in what exactly bothered you.
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 :)
Thank you for playing! :)
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.
Cute and simple!
Thank you for playing! :)
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 <
Thank you for playing and the honest feedback! :) I really struggled with the theme this time around, couldn't commit to an idea... It was more like a >10 hour jam because of that. 😅 I agree it has a lot of shortcomings, but above all I'm happy that I handed in something after all.
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.
Yeah, that sounds reasonable. I should really set (and keep!) deadlines like these in future jams.