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Gravity Flipping Platformer's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #3638 | 3.133 | 3.133 |
| Creativity | #6134 | 2.933 | 2.933 |
| Narrative | #6705 | 2.067 | 2.067 |
| Artwork | #6870 | 2.533 | 2.533 |
| Audio | #8181 | 1.933 | 1.933 |
Ranked from 15 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?
The player only has a few uses of their "gravity flipping" skill. It's a pretty basic "counting down the uses of their ability" mechanic.
(Optional) Please credit all assets you've used
see description for full credits
(Optional) What would you like to be called if GMTK features your game?
The GOAT
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Comments
So basicly had the same core mechanic idea. The cool down is the action counter going down. The Gravity mechanic is some unique platforming mechanic that has a lot potential to design some bigger levels with. In our game we didn't thought outside the box and just went with "Jump, dash and walljump" Actions that count down whenever you use them.
Give it a try i think you would like our game aswell :))
I like the idea of gravity flipping (So much so that I've experimented with it quite a bit before), I'd be careful with forced deaths (i.e. take level 2 for example if the player sees they will need to flip in a bit so instead of jumping they flip gravity, they are kind of guaranteed (or very likely) to die for something they did not know (that there was death above them). It isn't that bad for this, since it is right at the start and the levels are short but if you continue with the idea, I would be mindful of that. Whilst I understand the reason for the limited amount of flips is because of the theme, Where to use the flips felt very trivial and wasn't really puzzling to where it didn't seem like the limited flips achieved much but just prevented the player from messing about. I'm not suggesting the game needs to be puzzling for that mechanic of gravity flipping, it doesn't However if a counter only achieves limiting the player arbitrarily, then it doesn't feel great. I know this is a long enough comment and probably feels quite negative (is not my goal) but I feel like this feedback could be useful.
Fun game, Windows sticky keys got me lol
Fun idea, would love to see more levels! Congrats on finishing your first game!
This is a really solid start, especially for a first game! I do wish there were more levels, though… the last level was both unusually easy compared to the one just before it and didn’t use the flipping mechanic at all, and then the game ended unexpectedly. Nothing wrong with a short game, of course, but I think one final level to test the player’s skills might help the ending feel less abrupt. Additionally, though this is a small complaint, the “FLIP” prompts are probably unnecessary past the first level, since the player probably understands the mechanic by that point.
A small piece of advice, though this is somewhat up to preference: I found it a little awkward how all the game’s bindings were on my left hand. Shift to dash especially was a bit uncomfortable for me - it’s common to bind actions to Shift in 3D games, but for 2D games I think having actions controlled with the opposite hand as movement is more ergonomic. Perhaps J/K could be used for jumping and dashing? The common arrow keys + Z/X scheme could work as well. Just a thought.
For a first game, this is really impressive! The physics felt quick and responsive, which (from experience) I know is very difficult to achieve lol
Nice, quick, and cohesive!
Snack sized quick fun :)
Kinda short and decently fun
Could you rate my game too?