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Discombobulated Gravity - (GMTK 2020)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #1932 | 3.136 | 3.136 |
Overall | #3452 | 2.409 | 2.409 |
Presentation | #3499 | 2.409 | 2.409 |
Fun | #4237 | 2.000 | 2.000 |
Ranked from 22 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?
My game fits the theme "Out of Control" in that the gravity is completly out of control, randomizing after a out of control amount of time.
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
Yes
We created all audio during the game jam
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Comments
It's a neat idea, but the game isn't a whole lot of fun waiting for gravity, and especially when it was shifting in the wrong direction for you. The sound effects got to be a bit much, but the music was nice! Great work in getting something done in 48 hours and I look forward to what you make in the future.
A worthwhile gameplay experiment, but I kept getting stuck waiting for the gravity direction to change. Wasn't sure how to achieve a goal.
Nice game! In my opinion, I feel like the character needs more ways to move considering that in this version, the only way to complete is to rely heavily on the gravity, which is kinda boring and frustrating at the same time considering you don't know when or where the gravity will take you, and finishing the level becomes a luck thing than a skill in platforming execution and puzzle solving. Maybe consider adding things like wall jumps, double jumps, or maybe more walls/platforms so that you can still complete the puzzle, even if the gravity is against you. The game is definitely interesting tho, and the visuals are great!
Thank you for the feedback!
The problem with making it rely more on skill than luck whilst keeping the gravity mechanic (The main concept the game is built around), is that there are only a few ways that would actually solve the problem across all the levels. Wall jumps might work but you'd still fall back to where gravity is taking you, although a double jump might be pretty useful (I found myself needing to jump higher once or twice in a level, and not being able too.) but ultimately won't fix a skill over rng problem. Adding in more walls and platforms would be challenging, as you'd have to balance out the difficulty of the puzzle with adding in walls and platforms for each and every gravity direction, even if their never used. I don't want the puzzles to be too easy and 'boring', but also not too hard and 'frustrating'. There's a little sweet spot there and its pretty hard to hit.
Thinking now, without a deadline/time limit over my head, I have one or two ideas that could fix this, such as maybe a grapping hook to 'launch' yourself in your choose direction. Or maybe a hover feature where gravity cannot pull you down but the hover uses fuel, and fuel takes time to regenerate? The hover idea might make it a bit easy to solve the existing levels, that and a double jump might make it much easier and a bit more skill based than luck. I was thinking about releasing a 'updated' version after the jam is over, but I'm not sure I will just yet (I do have other projects, with more polish and thought needing to be put into them then a 48 hour game jam game) but if I do I will probably make a checklist of things to do, and solving the "Completing levels requires luck" thing will probably be pretty high up.
I find it a bit confusing at start maybe a video with the game play would me understand it better ,over all nice concept , good job
Thank you! I have been receiving this kind of feedback a lot (People being confused on how exactly to play). If I release a updated version of the game, I will try to include a much more in-depth tutorial to the mechanics in either the beginning levels or a special 'tutorial' level.
Cool concept!
I was kinda confused I figured out what I can do but couldnt finish the first Level. I didnt quite understood why I could only interact with one Box but noone of the others. Maybe add a Help Menu next time explainning some of the Stuff a bit more.
There is only one interactable box in the first level, there are more in later levels but in the first level there is only one box (And you can only hold/carry one box at a time). In the very beginning, right after you press start, there is a 14 second screen (It was originally 6 seconds but I want it to last long enough to be noticed and read) stating the controls and goal of the game (I probably could have fleshed it out a bit more, but I didn't want to get people complaining about having to sit through some tutorial level or screen...turns out I should have just added that in.))
Here is a basic info of what to do:
thanks I will try it again.
I thought it was really cool. Good game!
i had had absolutely no idea what was going on. also the installer takes about 5 mins to install a tiny game that opened up in a tiny window. nit picky things but they do matter
About the installer, I don't know if it's something I did in the export settings or GameMaker Studio game's just have slower installers even for small games.
As for the tiny window size, I couldn't reuse my existing window setting code I made for another project (Due to only being allowed to reuse art and audio assets, not already coded code), and that code took me a week to figure out what worked (And I didn't memorize it), so I didn't have the time to re-figure that all out on top of making the game's mechanics. If I release a updated version after the jam is over, I will probably include this code along with some settings for window size, audio volume, and other basic things.