Thanks for the rerun! All four hold up. Appreciate the QA as always!
shaochhii
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Really strong opening - the gothic menu (dead tree, roses, red crosses) and that quiet graveyard music set the tone before the first turn. Got through the tutorial: 'skeletons throw their own limbs' is such a clean pitch - your army is your ammo. Only a few minutes in, curious how the boons shake it up later. Good luck with the full launch!
Fellow jammer here (I made Gravity Core). I really have to hand it to you - this is the most ambitious entry in the jam. The live-updating map pipeline is the kind of tooling trick that makes me jealous; it shows in how big and connected the world feels.
The color mechanic is the star: starting grayscale and watching the world bloom after each boss is a strong hook, and tying each color to a new power/map access is smart design. I grabbed the macOS build and it ran smoothly on Metal - though the web version really struggled on my machine (Bevy WASM with this many entities is a beast, so no judgment there; the native build is the way).
I'll echo Sampesss on the small black spiders on black background - your apology in the comments was heard, ha. A faint outline or a slightly lighter ground tone near them would fix it without hurting the look.
11 bosses and a map this size in 72 hours is just showing off. Good luck with the rest of voting!
Hi Eduardo — just emailed you. I've set up a Google Sheet for the PT-BR strings (around 90 short ones, English | Chinese | blank column for you). Placeholders like {n} and {time} are marked in the notes.
I'll credit you as "Brazilian Portuguese Localization by Eduardo Vilar" on the itch.io page and in-game, with links to your ProZ and your site.
We're still in the Out of the Drawer Jam voting period, so build uploads are locked for now. As soon as that wraps, I'll add PT-BR alongside EN/ZH and send you the build link.
Take your time — ping me here or by email if anything's unclear.
Thanks for giving it a shot — glad the hold-to-detonate loop clicked for you!
Happy to move forward with the PT-BR translation. Couple of quick things:
1. How would you like to be credited? Your itch.io handle works, or let me know if you prefer a different name / link.
2. What's a good email to send the string list to? I'll put together a simple sheet (English | Chinese original | your PT-BR) so it's easy to work through.
One heads-up: I can't push a new build this week — updates are locked for an ongoing voting period. But no rush on your end, you can translate at your own pace, and we'll ship the PT-BR version together once it reopens.
Talk soon!
Hey eduardovilla,
Thanks for reaching out! Happy to have a Brazilian Portuguese version — that's a market I hadn't really thought about.
Before we dive into the translation, could you try the game and let me know what you think? It's free and runs right in your browser:
https://shaochhii.itch.io/gravity-core
It's a 5-minute survival game — hold right side to pull enemies into a gravity well, release to detonate. Let me know how it feels on your phone, whether the UI makes sense, and any rough edges you notice. That'll give you a better sense of what you're translating, and I'd genuinely appreciate the feedback.
Once you've played it, I'll send over the full string list. It's compact — mostly button labels, upgrade names, and the victory screen. I'll credit you on the itch.io page and in the game's credits however you'd like.
Looking forward to your thoughts!
Thanks for this incredible write-up — easily the most thorough playtest I've gotten, and writing a kiting bot + headless runs over 20 seeds per setting is way beyond what I expected from a jam comment. You're officially my favorite QA.
I've fixed all of this locally and it'll go live as soon as uploads reopen after the jam:
- iOS filter: switched ctx.filter to canvas.style.filter = 'saturate(N%)'. Safari supports it, and it composites the finished frame once instead of per draw call. Color challenge should now work on iPhones.
- Upgrade eating the pull: instead of cancelling a held pull when the card pops, it now detonates it — you keep the blast damage, no free cooldown penalty. Same fix applies to pause.
- Upgrade grace period: picking an upgrade now grants 1.2s of invincibility (same length as holdMax), so you have time to get your thumb back on the stick and re-orient before the next bullet connects. That 0.2s death should no longer happen.
- Color reward feeling invisible: each restored color tier now adds +1 chain damage alongside the extra hop. At tier 2 chain damage equals blast damage, so the chain actually clears enemies instead of pinging them for 1.
- The double title in the English start card is gone, and the pause button is now 36px.
Really glad the core loop felt tight — the pull-as-decision feedback was exactly what I needed to hear. Good luck with Greystack!
Hi everyone!I just released Gravity Core, a short portrait-mode survival game made for phones, playable free in the browser:
https://shaochhii.itch.io/gravity-core
The hook: you don't aim or shoot. Hold the button and a gravity centre locks two body-lengths toward the nearest enemy cluster — everything in range gets dragged inward. Release to detonate, and the blast chains outward up to two more times. Hold too long and it fires without you, and every shot costs a 4-second cooldown, so each pull is a commitment.
What's in it:
- One arena, three enemy types, six upgrades, three difficulty presets
- A 5-minute run with a clear win/lose loop and a local best score
- Every run has a seed code — enter the same code to reproduce the same run
- Fully offline: a single HTML file, no ads, no analytics, no network requests
- Bilingual (English by default, switch to Chinese in-game); works with touch or mouse
I'd love honest feedback especially on the core decision: does the hold-to-gather / release-to-detonate timing feel good, and is the chaining readable when things get crowded?
Thanks for playing!
