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Unstable Gravity Platformer's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #22 | 4.000 | 4.000 |
| Fun/Gameplay | #85 | 3.385 | 3.385 |
| Theme | #97 | 3.538 | 3.538 |
| Overall | #103 | 3.369 | 3.369 |
| Art/Graphics | #157 | 3.154 | 3.154 |
| Audio | #168 | 2.769 | 2.769 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did your team create most/all of the graphics yourselves?
Yes
Did your team create most of/all the audio yourselves?
Used https://sfxr.me/
How did you incorporate the theme "UNSTABLE"?
Initially it was unstable gravity, but later on it also became distorted areas in the map, and unstable character which will die if you are in a level too long
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Comments
I really liked this game, its very enjoyable.
I like the idea! Maybe polish it a little bit and that is it
its a good game im just bad at platfomers
It's a very enjoyable game. I like the concept of using gravity as a core mechanic, and I think it has the potential to become a really compelling game. Nice work!
It turned out to be a black-and-white platformer that’s easy on the eyes. Naturally, there are some shortcomings—after all, game jams are short—but anything can be fixed if you keep developing it. If you're interested, feel free to check out my game as well. (Rated)
This is such a good game! I love the distortions and all it's one of the best implementations of the theme I've seen! Awesome game!!! [rated]
Rate my game?
Great game. The gravity idea is super cool.
Great game. I really liked the concept and the visuals. Great job.
Thank youu! I'm glad you liked it
The movement mechanics are fun, the tight screen space is an interesting choice, making the levels a bit maze-like at times. Bit disorienting, but I suppose that's sort of the point. The 'wait here to recover' system worked well when there was time pressure, and it became a risk vs reward element.
The minimal graphical style was interesting. It did make the distnictly blue healing locations (and the coloring effect they had) realy stand out. The UI wasn't terribly legible, in part because the back was transparent black over an often black background, and they were done in count up style, so it wasn't super obvious where they ended. The wavy effect for distortion was very striking visually. Nice bit of shader work.
The SFX were well implemented. I quite liked the text audio, which isn't something I've done much of, but was a nice add-on, and drew some attention to it.
Some nice to haves would have been to put it in a text area to improve it's ability to stand out, and it might have been nice to do a bit of UI (a gradient, compass directions, whatever) to help you orient a bit. And even some light music would be helpful, and help set the tone.
Yeah, I do agree I should have added a compass, honestly I just didn't think of it, but it would have been easy to do. In terms of music I just couldn't agree on what genre to put lmao, but I'll keep it in mind when I make another game, or if I ever decide to come back and explore this concept further. In terms of UI I would love to improve it as I get better with godot, but that is definately the weakest aspect imo.
Great game <3 Love the aesthetic :D
Thank you! I changed the artstyle a bunch as I was developing it, it was originally going to be white with a space aesthetic, but it just didn't look right in my eyes, but I do want to one day make a game with that space aesthetic.