I really wanted to give the cape its own physics and then layer the wind effects on top to add that extra bit of dynamism. I’ve definitely taken note of the mouse issue for the upcoming fixes. Thanks for playing and for the feedback!
JadedPear
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Thank you so much! You hit the nail on the head: Gravity Rush was definitely one of the main inspirations for the movement system. I'm so glad it came through! I'm already thinking about how to expand the gravity mechanic, as there's definitely more potential to explore. Thanks again for the feedback and for playing!
Thank you for the feedback! I’m glad you enjoyed the gravity mechanics. You're right, I focused more on the mechanics and placed the gems to allow players to exploit the movement system. I'll certainly take your suggestions to better balance the gameplay and the art in future updates. Thanks for playing and for the 84 gems!
Thanks a lot for the feedback!
About the music: for some reason the web version lost the loop function, but the Windows build works correctly. I’ll fix it once the jam is over. For the cubes, yes i definitely need to speed up the approach and collection so it feels more responsive. As for the controls, the LMB click was added exactly to allow quicker gravity changes without switching to the “stop” mode, which can slow down the flow in some situations. but if you need to look around to understand where you are and where to go its helpful, the camera rotation with Q/E is mostly there to let you rotate the view in directions that wouldn’t be reachable past a certain angle. I want to replace this with a different system so those extra control won’t be needed anymore.
Thanks for playing, and nice score on the second run!
About the movement: I actually tried to make the player rotate while falling so you could do cool curves and maybe even orbit things… but the result was cursed. The character would stick to walls with their face or whole body halfway inside the geometry, yet still walk around like nothing happened. Funny to look at, terrible to play.
So for now it’s straight lines only, but I’d love to bring back a cleaner version of that system in the future.
Yeah, it takes a bit of trial and error to get familiar with the controls, but once you understand them you can basically fly around the whole area. I’ve also added a scarf that shows when the float state is active and always points toward the natural gravity direction, which makes orientation much easier to read. I still want to improve the float control a bit and make the transition between the old and new gravity direction smoother.
Very good pixel art and great weapon SFX. I don't like of the hurt sound at first I thought it was a reload or overheating effect, a mechanical with some bubbly damage sound would fit better, and adding a water‑level mechanic where each hit lowers the tank could make the save platform more meaningful, since it could also be used to refill the water.
Thanks so much, I'm really glad you liked it! You're absolutely right: I'm already working on reducing the number of clicks needed to make the gameplay smoother. I'm also planning to introduce levels with varying difficulty, where the number of plants to manage and the amount of cultivable land, changes based on the challenge. So each round will offer a different rhythm and require more strategic thinking! And yes... there's still one missing mechanic that will change the gameplay dynamics a bit.
Hi, for move around you need to grab your character(the Blue one) with the mouse and release on top of the girl with the balloon, after that an interaction window will appear where you can move a hand to interact with the girl's body. The markers you see on the clothing allow you to remove them.
I will add in the next version a control panel before playing with all the control.
Thanks for the feedback










