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A jam submission

Icarus's GravityView game page

Experimental gravity based platformer
Submitted by ZeroGaunaZX — 1 hour, 52 minutes before the deadline
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Icarus's Gravity's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#341.8492.222
Execution#341.6642.000
Enjoyment#351.6642.000
Sensory#351.8492.222
Overall#351.8862.267
Relevance to the theme picked#372.4042.889

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme Chosen
Out of Time

Engine
Godot

Team/Developer
GaunaZX

Reference info
zerogauna

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Comments

Submitted

To cut to the chase, moving around was a little janky, but I didn't mind that too much. What hurt my experience the most was not knowing what I was supposed to do. I collected several key cards but they didn't seem to do much, so I slowly lost interest.

Unfortunately, I think this game needed a lot more time in the oven.

Submitted

Well, it took me about thirty seconds to end up floating through space forever... not a great first impression. And when I managed to properly die after restarting the game just crashed...

As others have said the movement system is interesting but really really clunky and unfun in its current state. Both the mechanic itself and the level design need a lot of work to make the unorthodox movement feasible. The spacesuit also felt really inconsistent as to whether you would stick to walls or end up launching yourself the same way as if you weren't wearing it at all - it'd be a lot nicer to use if it consistently stuck you to walls and switching out of the spacesuit was required to launch yourself.

Submitted (1 edit)

As an experiment, that's vey good. You have a very unique idea, and I apreciate you going with it. But I'm really sorry man, I couldn't really enjoy this, sincerely :,3

The movement is pretty neat and not that hard to grasp once you figure it out, don't get me wrong, but it really is a little way too slow honestly, for most of the game you're really just watching your char slowly flying straight to somewhere you didn't want him to go at all, not to mention whenever he hits a corner he changes his ""rotation"", wich was pretty annoying considering you need him to be on the right position to go to places.

There's really a huge lot of potential here to make a cool puzzle-based exploration, but for that to happen the level desing will really need some overhauling. Pretty much every single tap on the arrow keys is essentially a blind jump, since most of the times the closest wall to your direction is waaaay ahead off-screen, It would have been just way better if you could always see exactly where you're gonna land on from any direction. That would have been easier to achieve if the game was divided by single screen rooms, but I think that's not entirely necessary, I believe you could keep the more open world while still getting a good level design if you made a few more iterations of it.

Also, the yellow pointy things REALLY look like spikes. I was very afraid of touching them the entire time, and only realized they were inoffensive once I messed up one time and ended right on the middle of one.

And honestly, the one thing that turned me off the most is actually kinda silly, but it was the music. It's just... off. It feels so needlesly eerie, almost like if it's something out of an horror game. It really made me very unconfortable the entire way throught. I'm kind of a guy powered by music, but unfortunatelly this time around that was a downside for me, really. No clue if that were your objective or not, but if it was then, good job! Iiiif it wasn't tho... then yeah... sorry x,3

(Also, the game crashed at one point, but I couldn't push myself onto trying again sadly, so I didn't finish it)

But hey, as you said yourself, this is experimental after all, and it's very welcome. I hope you or anyone else keeps on experimenting some more on this someday.

Submitted

This is a really interesting concept! The inertial movement really fits the space setting, and the goes well with your chosen theme. I found that the controls didn't quite behave in the way I was expecting them to sometimes, especially at the corners of  wall. I did find exploring with this movement system to be quite frustrating, though. I would often attempt to move in a direction and end up overshooting, then have to wait quite a while before I hit something and was able to reset myself. And there were even sections where I just threw myself into the cold dark of space for eternity and had to restart the whole game. Adding in a checkpoint system and some limited way to affect your movement once you get going would go a long way towards alleviating this frustration. This is a really cool start, and certainly an incredibly unique concept, so I am excited to see how it evolves from here!

Submitted

The zero-gravity movement is kinda janky so I struggled a lot with it at first, haha...

It's not my thing personally, but I think some work in making movement intuitive and smooth can make this game hit the right spot.

Submitted

This was a really neat concept! Once I grasped how to move around and that it's a Zero Grav environment, movement felt more intuitive. I had a little bit of trouble finding where to go, but it was fun to explore and try to nail the trajectory correctly to land where I intended. I think this could easily be expanded upon into something really special!

Great work!

Submitted

Interesting concept with some decent graphics. I also appreciate that you got a menu system working for the start. 

Some thoughts:

- Movement is a little janky. It took me a little while to figure out what was going on. I like the idea of a zero gravity environment where you have to jump off of the walls to control your character,  but it feels odd the way it's currently implemented. 

- Could be good to get some sound effect and music in the game to help liven the environment. 

Definitely keep working on it!