I really like the art style of the game and the how the physical system feel in the game, specifically with the landing of the character.
This game had awesome concepts. I fell like the gravity reversal and the ability to hit back projectiles were both cool concepts an executed well. The art style and main character design were both pretty sweet, and the world design was super cool as well. I really liked the cave sprites used in level 2
I thought the level select making you use gravity was super cool, and i liked how the levels themselves introduced simple gravity puzzles before introducing monsters. The monsters where you needed to deflect attacks was a super cool concept and implemented well.
The game is so janky that it's actually kind of endearing in a way. It encourages a lot of crazy plays. The start menu involving the primary mechanic (gravity shifting) to proceed is a great integration of a tutorial within the start menu.
its a pity that on my device, pushing right shift has no effect. I cannot reverse the gravity. But the way of choosing level is really creative.
really cool concept and executed well! the sprites and animations are also awesome
Wow, I really love the game entry screen, as well as the transition into the different levels. While there is not a lot of things going on, the simplicity of having the foreground, background, player, and the enemies allows the player to focus on the game objective. I also loved the cohesion that you were able to pull off in your sprites, specifically your level design/color/material variation as well as your enemies.
Like the vibe of the game! It really bring me the old arcade game vibe. Also the up and down jumping is very interesting. Also, the music is vibrating with the overall game feel. Nice Work.
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What could this game have done better?
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Maybe consider adding more feedback to the attack when hitting enemy and a clear introduction to the mechanics of reversing damage
Some of the game object interactions felt a little glitchy. Performing the attack felt odd, and the animation didn't always show up. I pretty much ended up spamming it in order to deflect attacks. I also never used the slow time feature, although I could see this being useful against enemies with a lot of projectiles. I think this would be a great game if the interactions between game objects were smoothed out a bit!
The camera feels a little zoomed in for a game that requires players to have spatial awareness about threats above or below them when gravity-shifting. The attack mechanism feels a bit too janky to be used effectively, requiring spamming to make it work. The enemy bullet reflection mechanic isn't explained and was only learned through commentary from the devs during their presentation. Recommendations for improvement are a zoomed-out camera, fixing the attack mechanism's timing or hitbox, and integrating the bullet deflection into some onboarding or tutorial session would be most welcome.
Fix the bug that right shift does not work
audio/more evident visual feedback would be nice to know when the player got hurt by certain enemies or map hazards!
One thing that I have a small critique on is the player movement mechanics. I think that the movement is slightly too abrupt, and definitely hindered my ability to get the hang of it. I did see that there was an option to slow down time, but I think a more evident ease in and out on that would have been great. Overall, I thought that this was a very well executed game.
The reverse gravity is kind of confusing at first. But after playing for a while, it is okay.
Comments
What did this game do well?
****************************
I really like the art style of the game and the how the physical system feel in the game, specifically with the landing of the character.
This game had awesome concepts. I fell like the gravity reversal and the ability to hit back projectiles were both cool concepts an executed well. The art style and main character design were both pretty sweet, and the world design was super cool as well. I really liked the cave sprites used in level 2
I thought the level select making you use gravity was super cool, and i liked how the levels themselves introduced simple gravity puzzles before introducing monsters. The monsters where you needed to deflect attacks was a super cool concept and implemented well.
The game is so janky that it's actually kind of endearing in a way. It encourages a lot of crazy plays. The start menu involving the primary mechanic (gravity shifting) to proceed is a great integration of a tutorial within the start menu.
its a pity that on my device, pushing right shift has no effect. I cannot reverse the gravity. But the way of choosing level is really creative.
really cool concept and executed well! the sprites and animations are also awesome
Wow, I really love the game entry screen, as well as the transition into the different levels. While there is not a lot of things going on, the simplicity of having the foreground, background, player, and the enemies allows the player to focus on the game objective. I also loved the cohesion that you were able to pull off in your sprites, specifically your level design/color/material variation as well as your enemies.
Like the vibe of the game! It really bring me the old arcade game vibe. Also the up and down jumping is very interesting. Also, the music is vibrating with the overall game feel. Nice Work.
========================================
What could this game have done better?
****************************
Maybe consider adding more feedback to the attack when hitting enemy and a clear introduction to the mechanics of reversing damage
Some of the game object interactions felt a little glitchy. Performing the attack felt odd, and the animation didn't always show up. I pretty much ended up spamming it in order to deflect attacks. I also never used the slow time feature, although I could see this being useful against enemies with a lot of projectiles. I think this would be a great game if the interactions between game objects were smoothed out a bit!
The camera feels a little zoomed in for a game that requires players to have spatial awareness about threats above or below them when gravity-shifting. The attack mechanism feels a bit too janky to be used effectively, requiring spamming to make it work. The enemy bullet reflection mechanic isn't explained and was only learned through commentary from the devs during their presentation. Recommendations for improvement are a zoomed-out camera, fixing the attack mechanism's timing or hitbox, and integrating the bullet deflection into some onboarding or tutorial session would be most welcome.
Fix the bug that right shift does not work
audio/more evident visual feedback would be nice to know when the player got hurt by certain enemies or map hazards!
One thing that I have a small critique on is the player movement mechanics. I think that the movement is slightly too abrupt, and definitely hindered my ability to get the hang of it. I did see that there was an option to slow down time, but I think a more evident ease in and out on that would have been great. Overall, I thought that this was a very well executed game.
The reverse gravity is kind of confusing at first. But after playing for a while, it is okay.