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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
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Comments
Good job! A little off topic, but an interesting puzzle.
Thanks a lot! Glad you found it interesting!
Nice game! Liked the mechanic. Got stuck more time than I want to admit on level 1
Level 1 got a lot of people stuck haha! Glad you kept trying and thanks for playing!
i like it, the mechanic of the game is simple but cool. good job
Thank you! I’m glad you liked the mechanic!
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
Thanks a lot, I really appreciate that
Very cool scene spinning mechanic and gravity platforming. The level design is well done too, though it made my head spin a bit.
Thanks! Glad you enjoyed the spinning mechanic and level design. I know it can get a bit dizzying at times, but that’s part of the fun!
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.
Thanks for honest feedback!!
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.
Thanks for the feedback! You’re right, the first level might not be super clear at the beginning. A few people have mentioned that it can be a bit confusing at first, so it’s definitely something I’ll keep in mind for improving clarity. I’m glad you liked the rotation mechanic overall
Nice-ish game. This felt like a percion platformer, which is far too much of a headdech. Still beat it tho.
Thanks for playing and for pushing through it!
Yeah, it definitely leans into precision platforming. I wanted it to feel tight and challenging, but I get that it can be a bit intense. Appreciate you beating it!
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!
Thanks for the feedback!
Yeah, some of the mid-air rotations require pretty precise timing, maybe a bit too much in some spots. I’ll definitely keep that in mind for balancing. Really appreciate you giving it a try!
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!
Cool! I like the idea of adding the pause time after Shift, which turns it from a pure strategy game into a action + strategy mix of game!
One thing though: putting a fake door in level 1 feels a bit much for me, especially since it’s a stylized door and doesn’t read like a “normal” door. On my first few runs, when I reached it (and didn’t even realize it was the door yet), it just disappeared and I had no idea where to go. I actually thought it was like other type of platformers where you need to go left to reach the next level, but I keep dying with that, then after a few runs, the door showed up again after I touched it after waited a moment and I finally understood, Personally suggest that at least don't use it in first level!!
Anyway, the concept it's really cool! Great Work!
Thank you! I’m really glad you noticed the pause-after-shift mechanic, that mix of action and strategy was exactly what I was going for.
And you’re probably right about the fake door in level 1. I wanted to surprise the player early, but maybe that’s too punishing as an introduction. Super valuable feedback, thanks!
Pretty cool game, though quite difficult. Great job!
Good level design they are smartly designed but they were harder than expected. And movement could have been more precise. Other than that really good work.
Thanks for the comment! I intentionally made the movement a bit slippery to make the game more challenging
nice game
Thank you! I really appreciate it
Hey that was a nice little game mechanic you had there! I had to give it multiple tries but did manage to proceed! Quite a fun. Great work!
Thank you so much! I’m glad you pushed through it 😄 I tried to make the mechanic simple but the execution a bit challenging.
Loved the idea of not switching gravity, but turning the screen. Well done! The difficulty did also increase nicely.
In my game I also did a gravity switch, maybe you wanna check it out:)
Thank you! I’m really happy the rotation idea worked for you.
I’ll definitely check your game out!
Gravity system was cool, and the movement felt very smooth. Last stage was quite hard but I have managed to make it to the end.
Thanks! Glad the movement felt smooth. I spent quite some time tweaking that.
Yeah, the last stage is meant to push things a bit
Nice rotation gameplay but has I get into the first door things weird aah sprites , I didn't get to the second level , kinda weird but it was great .
Thanks for playing! The weird sprites after the first door shouldn’t happen. I’ll look into that bug. Appreciate you pointing it out
This game is really creative with the rotating room mechanics. But the game is too hard for me. I love the gameplay though!
Thank you! The difficulty balance is something I’m still experimenting with.
Glad you liked the core gameplay though!
The unlimited use of the gravity shifting actually breaks the mechanics; without restriction to the super-ability, your initial design of the puzzle can be brutally cracked though abusing the ability. Also, I am guessing maybe that's the reason why you add more requirements for timing skills and mandatory trials. However, I do believe the mechanics is powerful and interesting enough to should have allowed the player relies most on the thinking rather than trying over and over again.
The core idea is quite potential, I am expecting a Post-Jam fully exploring the concept. And if you do so, I do think maybe it's a good idea to add restrictions to reshape the design space.
Thank you for the detailed feedback, I really appreciate it.
You’re right, unlimited rotation does open up ways to bypass intended puzzle paths. During the jam I leaned more toward execution difficulty rather than strict mechanic constraints.
I agree that adding restrictions could reshape the design space in interesting ways. Definitely something I’d explore in a post-jam version.