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Gravity Balls's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #89 | 4.333 | 4.333 |
Gameplay | #168 | 3.452 | 3.452 |
Overall | #214 | 3.556 | 3.556 |
Originality | #509 | 2.881 | 2.881 |
Ranked from 42 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
I love the psychedelic colors and the craziness around the game!
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Comments
This game’s simplicity and fun are things you can only adore and learn from. Congratulations on making an excellent game. Built with simple elements, it has a lot of fun. Most of the levels were relatively easy. Instead of pixel challenges, there was a space for experimentation and progression. This is especially pleasant for a jam platformer. (And somewhat rare in my experience)
Congratulation for finishing the game 👏
Frustrating as hell (or maybe i'm just bad), but really fun :)
Really nice art and cool visuals, but I feel like the cool visuals are so detached from the gameplay they are a little wasted, there's not really an interesting transition when you hit stuff, and the enemies and spikes feel a bit unimaginative compared to the wild background art.
Platformer controls had a few issues, the player moves in weird ways, especially when falling off ledges there is some weird hyper acceleration going on, the hitboxes are also quite unforgiving, pickups are small but enemies are large compared to their visuals (at least it feels that way) and the player moves almost uncontrollably fast given the tiny screen size.
It feels like the player movement and power up design is designed around a fast paced flow state game where you're moving through the levels smoothly, but the reality is quite the opposite, you need to be slow, methodical and careful. Potentially this is an issue on my end for putting my own expectations on how the game should work, but it felt like there was a disconnect.
Tweaking level designs to be more flow statey, where you can maintain high speed, rapidly dodge or hit specific targets etc. I think would have made this actually very very fun, and a few early levels feel this way to me, so potentially there was just not enough time to iterate on the levels in testing.
Great work again with the visuals, I feel like this criticism is a bit negative but this game is one of the most eye catching I've seen which is impressive and shows clear capability, the tricky part now is building gameplay that's just as solid and exciting as the visuals, when you can nail both you'll have something truly amazing on your hands and I look forward to seeing it!
very polished art and loop. Wish there were a few QOL details like jump buffering or some coyote time on the spikes, but overall very fun entry.
Lovely pixel graphics puzzle game! I like the funky design, 8-bit sounds and the tiny player character. :)
Great work!
That was fun!The sound effects and colourful shapes really make this game stand out!
Physics is a bit funky, but funky can be FUNky, and I had a lot of fun with its eccentricities. I noticed that you can jump at any time after falling off a platform, is this intentional? Anyways, its nice to see how a different game handled gravity swapping balls : ) . The background changing with gravity was a nice touch!
Brilliant, I especially love the presentation and how organic the animated character looks and feels. After a lot of trying I had to give up at level where you're supposed to zigzag between gravities (though I got pretty close), and it seemed unfair that hitting the orb in time would randomly still see you flying through to spikes.
That's a solid game, visuals are stunning and I loved the levels
Very, very cool visual representation.
Perhaps the hitboxes of the balls could be slightly larger, especially during jumps. I often find myself narrowly missing them to the left or right, and that can be frustrating when you're just managing to jump past the snails. ^^
thank you for your feedback!
you’re right: the hitbox cannot be improved. The one with the balls might be too small and the one for the player too big 😅
Will think more about that for my next game:)
Absolutely love the gameplay and art. 10/10
love the artstyle!
It looks very appealing though playing, the background and the things blend a bit, maybe a different tone for it would make it better.
thanks. I feel that too sometimes but at the same time I wanted to stick to my colours palette.
maybe I could outline more other elements
Great aesthetic. Great art. Great sound effects. Tight controls. Just stellar. Sad there weren't more levels but glad I got what I did out of it! If you decide to keep working on this game after the jam I will definitely play it!
I love the pixel art and colors on this game. Well done!
really well executed visuals and I think they work really well to compliment the gameplay
I really like the art. the colors and the “80s bus seat” style are a perfect fit.
I absolutely love the graphic style and color palette. As a fan of pixel art, I have to say that the character animations and various feedback elements are all exceptionally well done. Overall a great entry. Congrats!
it's a simple concept but the presentation really is a highlight for me. Really love the scene transitions and death screen particularly
I like the jumping part of the of the character animation. the legs splitting is a smart idea from a single leg.