I like the mechanics of the game. It's fun to rotate around and find the way to move forwards. Great work :)
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System Error: Gravity Not Found's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #295 | 3.258 | 3.258 |
| Innovation | #299 | 3.333 | 3.333 |
| Overall | #559 | 3.058 | 3.058 |
| Enjoyment | #567 | 3.015 | 3.015 |
| Audio | #572 | 2.879 | 2.879 |
| Visuals | #651 | 3.076 | 3.076 |
| Theme | #765 | 2.788 | 2.788 |
Ranked from 66 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The game fits the theme by placing the player in a broken system where normal rules don’t apply.
The robot was not meant to be here, and the world constantly challenges traditional logic through rotation and gravity shifts, forcing the player to think outside the box.
What code and assets did you not make from scratch during the jam (if any)?
All code and visual assets were created from scratch during the jam.
Fonts were not made by me, and sound effects were made using BeepBox and jsfxr.
The game engine used is Godot.
How many people worked on the game?2
Comments
Even though it's not new, the gravity concept fits this world nice and creates some fun gameplay situations.
My problem with this game was the robot's walking speed. Honestly, it moves so fast that it sometimes takes you a while to hit a button. You just stay next to it, jump and try to not fly too far. That's a bit frustrating.
Also, on the first level, it took me a while to understand that you should touch the exit door without touching the walls (I mean... the sides of the screen where there are no walls, I guess). It is not very intuitive. Would be nice to have some hint for the player on the first level.
Thank you for sharing your game!
Really enjoyed this game! The gravity rotation mechanic is super fun and keeps the gameplay dynamic. Levels are challenging but well designed, and the visuals are polished. Great job!
Quite creative, Though I have some critics the other comments seam to have pointed them out nicely. I specialy liked how snapy it was to change between gravity "directions", normaly this type of game is really slow so havint it like that made it way easir to try to speedrun some levels!
Visuals
1 ... visual aesthetics fits together
2 ... maybe add more animations like fullscreen shader or simple camera movement (camera tries to follow player)
Design
1 ... why there is jump if rotation is superior?
2 ... give little tutorial how to play game -> I couldn't figure out why I die when there should be next level
3 ... do something about me failing at LV 1:
3.1 . note that there is possibility Ill ignore all text outside of: start game->loading->main menu->game
3.2 . early game logic is placed in such a way I gave up:
3.2.1 You have to speedrun with rotation of map to object (which is probably gate but I see it as big stone)
3.2.2 then you have to jump 10mins tried to figure that out cause was only thing I have not tried.
4 ... why is player able to walk out of screen?
5 ... level 3 difficulty is high (no mistakes allowed by last jump -> this might be good or bad)
Controls
1 ... responsive +1
Sound
1 ... of found pattern but its not in the way good job
Bugs
1 ... (onDeath): screen flickers for about 0.2sec. Its like some misaligned shader/scene loading
2 ... (scene 1): If I die & there are dynamic elements in scene they are still there vene if new run already started (is this intentional).
3 ... (visual) there no map when rotating:
3.1 . map is zize w:h but when you rotate diagonal should be extended (more max(w, h))
4 ... Why button spawning box works sometime & sometime not?
5 ...if you try to run over button at max distance you get collision stuck sometimes
Thanks for the detailed feedback!
You’re right that the tutorial and the first level could be clearer, a few players mentioned that as well. I’ll definitely keep that in mind for future updates.
Also thanks for pointing out the bugs and control feedback, I appreciate you taking the time to write everything!
Very nice game! Perhaps my only gripe is the gravity maybe is a bit too fast, considering that midair switching is, from what I've seen, part of the level design, though you might need to play around with that. Still, really cool gimmick!
Nice game! Liked the mechanic. Got stuck more time than I want to admit on level 1
Omg, this is really well done. It was really addicting. It's enjoyable but at the same time very infuriating. When you make a very small mistake the game is very punishing, which is good but made me sooo mad lol. I can see playing this game for hours. Great stuff
Hi
A quick and infuriating game.
Speedrunners are gonna love this.
Not my cup of tea, but clearly a very polished and well-done entry.
Good job, team.
Preface: i SUCK at puzzle games. Now that this is out of the way...huuuh..what am i supposed to do in the first level? I guess this is a rethorical question because i'm now reading the other comments. Making a puzzle game hard is perfectly fine and i actually think that changing the entire stage's direction is great (i love that you can do it even in the main menu!). Having said that, maybe it's a little unbalanced right now or at worst, unclear and confusing.
This is a intersting mechanic, though I do remember a very similar game to this.
The game is much more difficult than it seems. On lvl 3 or 4, you had to rotate mid-air precisely to avoid the spikes. I was unable to complete it.
But overall, this is a decent entry!
The rotation mechanic is interesting, mightve felt smoother if you could rotate clockwise or counterclockwise (with different keys) instead of just in one direction tho. I agree with Palmasop, the door in level 1 was pretty confusing, had to retry the level a bunch to figure that out. Small side note, in level 1, for the button that shoots a square at you, the square stays in the same position on the screen through rotations, not sure if that was intentional or not....
Overall fun game!
-Crow & Moth
Thank you, that’s really helpful feedback!
I actually chose to allow rotation in only one direction on purpose, to make the game more challenging and force players to think ahead before jumping. But I understand how having both directions could make it feel smoother and more intuitive.
About the level 1 door, you’re right, maybe that’s too confusing for a first level. And good catch on the square staying in screen position during rotation, that’s actually intentional… but I can see how it might feel inconsistent. Thanks for pointing it out!






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