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A jam submission

Gravity ShiftView game page

Please test the Portable Gravity Adjustment Device™ in our state-of-the-art scientific obstacle course.
Submitted by UnitedEvening (@unitedevening), rebro, crispy — 1 day, 19 hours before the deadline
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Gravity Shift's itch.io page

Results

CriteriaRankScore*Raw Score
I would buy a longer/commercial version of this game#192.7502.750
I find this game's challenge/puzzles interesting or compelling#203.2733.273
This game was intuitive and self-explanatory#214.1144.114
I appreciate the art/visual style#223.8413.841
Overall#233.3863.386
I appreciate the game-feel (responsiveness of interactions)#323.1593.159
I appreciate the mood/atmosphere#343.4553.455
I appreciate the sound design and/or music#413.1143.114

Ranked from 44 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Jam Entry Confirmation
Indie Game Clinic COLLAB JAM '26

The Team
rebro - all Pixelart, Leveldesign
crispy - Coding, SFX, Leveldesign

/profile/rebro-ue
/profile/crispy-ue

Other Credits
Soundtrack by Ovanisound: https://ovanisound.com

Playtested by PoodleGames: https://poodlegames.itch.io

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Comments

Submitted(+1)

I like the idea but the playing experience was very frustrating. 

I understand that you wanted the gravity to affect multiple objects at once but in the current state it just makes it so you unintentionnaly move the boxes when you want to move the platforms and vice versa. 

The collision between the box and the player is a fun idea that could lead to crazy speedrun maneuvres but in the context of a casual playthrough it just makes it so you can't move the boxes from one side to the other in a "natural" way or you'll likely toss yourself across the level. 

Sometimes I tried to drop a box somewhere and the box just snapped back with no reason to it. 

Softlocking is already not the funniest experience, but when I do and I instinctively push the reset button only to be reset back to the tutorial I just literally wanna give up on the game at this point.

I might sound a bit harsh but I really think there's a good game in there but these points prevent it from getting there.

Submitted

Very cool! I think this game ticks all the boxes for this jam. Looks, feels and sounds great. A few small issues but I won't mention them as others already have.

Submitted

The mechanics were spot on for the theme, as I immediately understood what was going on, and the puzzles were fun.

A few points that felt frustrating: If you had two adjacent boxes, getting them to separate via the red area was sometimes quite painful. Also, I didn't see the point of the energy system. Were there any puzzles that required it, rather than a tedious increase in artificial difficulty?

In the level 3 you can soft-lock yourself in, which is bit bad.

Submitted

Neat mechanic! I did find that trying to manipulate a platform with a crate on it felt a little awkward, and I also didn't really like the batter drain mechanic, and I couldn't really tell why it was there. I also felt the crates could have contrasted a bit more against the background, and the non-interactable object could have contrasted less. Currently the non-interactable desks and whatnot have so much more contrast that it's almost confusing that you can't interact with them, and vice versa for the crates. But the platforming felt really nice, I like the art and I enjoyed the puzzles. Great job :)

Submitted(+1)

Congrats on the project! Some feedbacks from my end to improve the game

I found the laser pointer to be sluggish. It moves way slower than your pointer, making it feel quite bad to control. And on the interaction, maybe there should be a clear visual tell on the objects that you can interact with and drag, the first block blends so much into the background I bumped into it without realizing it was even and object. All interactible stuff should be more visibly different and have a common language. For example: your laser is red, so make all these objects have a red outline, or a red interior, or something like that.

There are automatically moving platforms and draggable platforms, and they look the same, so it is kinda frustrating to step into one and wait, to them realize you have to pull, or to jump into a platform that suddenly moves out of your jump range because it was an automatically moving one.

I felt the battery system to be very frustrating too, it doesn't telegraph itself clearly enough, and then the box go into the void because of that and I lose progress. I'm still not sure if I find the system itself to be frustrating or the lack of feedback that led me to errors and then to retry levels.

On the visuals, It looks like the wall tileset have a thin red line between each tile, maybe there is something wrong with the import settings or with the sprite cut. Also, if you wanted to be strict with the pixel art, making the player scale up and down is really jarring, because you are creating different sizes of pixels, you could also try to apply some pixelization to the laser pointer visuals, but that is a bit harder and maybe over the scope of the jam.

I didn't pass level 3, I dropped the box on the last jump, which made me restart, and then I just quit haha, sorry

Anyway, congratulations on the submission! Hope this feedback helps and has some valuable info for you guys :)

Developer

Thank you very much for your feedback and your time to leave such an extended comment.

We are currently working on a better visual clarity for object which can be manipulated. This a often mentioned request.

Regarding your tilemap issues with the red line - no one else mentioned it yet. Could you give us some insights of your settings while playing? Most likely the scaling of the game on higher resolutions might have some impact here. Nevertheless we'll keep in mind people playing on different resolutions.

Submitted(+1)

Hey guys cool idea. I got to level two. I think there may be a bug that happens after you step off the moving horizontal platform happened to me twice while trying to get through the level I was on the platform above the moving platform on the right side and then randomly my player got thrown to the side. I managed to get the cube to the end of that level and it let me drop down but then the platform wouldn't go up. Is there something I missed? In general, I like the art style and vibe but a wider fov would be really nice and maybe more forgiving logic on the cube it was kind of frustrating having to go all the way back to the start, especially both times I got thrown off for no reason 

Developer

Thanks for your feedback. Unfortunately you've encountered one of our known bugs with the moving platforms. We will continue to work on those and also add a better checkpoint system to not get thrown back too far in the progress.

Visual clarity is also something we need to improve to better indicate the player on what we expect them to do. On the last level you mentioned, there was a second cube and you needed both of them to open the door before dropping down.

Submitted

Yeah I assumed that was the case when I say that there was another button to press above the platform but when it opened it made me think its okay to go down 

Developer

Yep, we see that we can improve in telegraphing the player what is going on, and what he should do next.

Submitted(+1)

Nice portal-y style puzzle platformer. I found it very easy to understand and play. Some of the switches and platforms could use a little more clarity and consistency (ex, which ones can I grab with the gravity gun, vs the ones that move automatically). I got into a frustrating soft-lock at the end, but it was easy enough to replay through and complete it. Nice job!


Your game is included in one of the timestamps of this playtest recording

Developer

Thanks for your feedback and for including us into your video. It was very insightful to see you play our game and talk about your thought process. We realized, visual clarity is our weakest point and we will put in the work to fix it for the next release.

Submitted(+1)

Very cool little game! Intuitive and perfect length too!

Submitted(+1)

Awesome job, creative mechanics and challenging puzzles, plus it perfectly fit the theme in terms of being able to pickup the mechanics. 

Submitted(+1)

The ability to grab multiple objects makes the game very painful. I think it's in room 4 where we have multiple platforms and we have to transport a box from the beginning that the game starts feeling very hard. I loved the mechanic, as some have mentioned, having a way to only select one object or at least allow for intentional grabbing instead of "if it's in the circle, it's getting moved" could balance the game.

Apart from this, I enjoyed it very much

Developer(+1)

Thanks for your feedback. As mentioned this was a common request and we are working on a solution to make this feel better for the next release.

Submitted(+1)

Really dig the art style and atmosphere you all have all created! The puzzles are a lot of fun. One small thing is that at the beginning, I thought I was supposed to use the gravity device to jump over the pit, not just regular controls. That was in part due to the spacebar art blending in a bit with the chalkboard. Overall, cool game. 

Developer

Thanks for your feedback. We will most likely overhaul the tutorial after the jam without the limitations. Just for our understanding what did you think we wanted you to do?

(+1)

The controls feel really smooth and intuitive, and the gameplay is easy to pick up while still being a lot of fun.

I also think the game has a ton of potential beyond the existing levels.
The pixel art style and animations look great and give the game a lot of charm.

Submitted(+1)

gameplay was smooth, I liked the puzzles! and the pixel art is awesome

Submitted(+1)

Cool physics puzzle! I thought that having a wide area to grab things was a cool way to solve the problem of precision. A crosshair and/or dotted circle around what you're going to grab would make it less likely to accidentally grab multiple objects.

Submitted(+2)

I liked the puzzle design on this. I wish the restart button just restarted the level instead of the whole game. I got to a point in one level where I couldn't get out, and restarted all the way back a few levels which wasn't fun. I think some music would really help the game feel. And some way to have dragging the block onto the platforms not move both simultaneously would have felt nicer too. 

But overall I think this is very well done :)

Developer

Thanks for your feedback.

You mentioned music would help the game - did you not like the existing track or did it not play while you ran through the lab? Regarding the reset, we already noticed it could have been better but was pushed back for other priority topics since we slowly ran out of time. This will definitely be fixed in the next release.

Affecting multiple objects with the gravity tool was executed as planned (f.e. in the last room, where you need both blocks) but we also noticed problems with the platforms. We are still looking for a good solution to have the option to manipulate multiple objects without running into said issues.

Submitted

I don't think it was playing, or if it was it was too quiet and I didn't hear it. I look forward to the next iteration :)

Submitted(+2)

I really liked the lab aesthetic and the controls and puzzles were very intuitive. Your tutorialization of game mechanics was on point.

That being said, the final room is a bit long to backtrack through if you drop the crate and have to go back for it.  And, being honest, it wasn't very satisfying to complete. The final challenge doesn't so much test the players mastery of the gravity mechanic as much as it tests their patience.

Developer

Thank you very much for your feedback. Could you elaborate on what would be a satisfying end to the last level? What would need to be different for you to be more satisfied?

Submitted(+1)

Thanks for asking,  I would love to elaborate because I honestly think this game has potential. well, for starters, you would want it to test the player's mastery of the gravity mechanic - the games signature mechanic.

So You want to make something harder but not necessarily longer. For instance maybe you could make a more complicated version of the "navigate-a-box-through-a-maze-while-on-a-moving-platform" section.  or maybe you could make the player catch a box from out the air with a well timed beam.  or combine the two, something the player can feel good about when they finally get right.

You know, something that makes the game more challenging by using the key mechanic in an interesting way rather than just make the player jump more times over longer distances while carrying a box.