It's impressive to see this quality of art on such a short portfolio. I hope you continue to make more!
Maaack
Creator of
Recent community posts
This was pretty cute! The art was nice and nostalgic, while still reminding me of modern game-styles that have gotten popular lately. It was a little slow to get through, both the movement and text. Navigating the menus was also rough. Maybe the inventory button could have swapped between two items instead of bringing up a whole new window?
I didn't know I had to circle the guess once I had it narrowed down, so I got a game over, but then restarted, guessed the same ghost, and won. Curious if it's always the same ghost? I did notice the room changed.
Overall, an impressive demake. Congrats!
Great job incorporating the theme in the mechanics. Uncovering secrets, while having to remain secret yourself... It's like this theme was made for a spy game, and not the other way around.
Nice use of audio cues and ambient sounds, too. The small 3D room was immersive. but I think that resulted in a less than ideal control scheme for the kind of actions required of the player. An understandable trade-off. All of the models looked good, too.
Great work to the team!
This was a neat little experience. Good use of ambient sounds, too. I couldn't make out what was said after getting 100%. It looked something like "Perfect Signal! Undying M????". It seemed like the game was still waiting for input, but I couldn't figure out what to do at that point, so I figured it was the end.
Nice work on this!
Yeah, that was pretty unique. Congrats on your placement!
After three attempts, I figured out what was messing me up and finished the game. Despite the instructions, it seemed my brain associated left character -> left control, right character -> right control. If I ever got Lapis on the right and the Rhubarb on the left, it felt like I was controlling the wrong one.
Other than control issues, this is great! Good job all around.
Nice models, UI and atmosphere to this. I'm running linux so I played the web version, and experienced an issue where the mouse wasn't getting captured properly, even in full-screen. I couldn't turn my character around because I think the mouse would still leave the edge of the screen. So I got killed by the first big wave.
This played really well on a gamepad! It was also the right amount of difficulty for me. The art was very pretty. The level design was solid. The transitions between scenes were smooth, and I liked the way the ghost followed and had comments on everything. Good execution on the wildcards, while the theme at least played into the story.
Really great submission. I look forward to seeing more!
I liked the work you put into the map. With enough exploring, I did feel like it led me to what I was supposed to discover. After that, I think I won, but the game just froze. Some of the mini-games could have more instruction and give more positive feedback to the player, too.
Good work on your first submission! Looking forward to seeing more.
Short and fun! I like the low-poly aesthetic as well. The audio got a little grating, though. I ended up getting the key really early in the last level, and just ran for it. I liked that knocking over pottery seemed to draw the ghosts, too, and it was very hard to avoid doing.
Great work! I look forward to seeing more.
Very cute! Nice art and music, and I found the writing light-hearted. This was an interesting combination of mechanics, too. I appreciated you guys trying something different, with a nod to Towers of Hanoi.
As others have mentioned, additional visual feedback on the wand control would help; I also had towers collapse on me unintentionally. I would like larger colliders on the frogs to grab. Also, the gameplay was getting redundant for me before I got to orders requiring the large frog. I noped-out at the request from the Eye, as that just felt like grinding. That said, I did enjoy most of the time I spent in-game.
Congrats to the team for your first GWJ submission. Really neat concept and I look forward to seeing more!
Very pretty art and the song was a delight. As others said, it was a bit tough to play. I seemed to get ships spawning on opposite ends from their targets in the very beginning both times I played. I would have liked to have seen the theme play a bigger role in the mechanics, too.
Great work to the team! I look forward to seeing what you all make in the future.
This was fun! I played it to the end twice, just to see the other upgrades. I had some control issues with how the balls launched, and sometimes they seem to break much sooner than expected. Still, I enjoyed wrecking the whole tower over and over. The rogue-lite elements fit well.
Congrats on your first GWJ submission! I look forward to seeing more.
I thought this looked great and was pretty fun to play, too! Beautiful artwork as always. I struggled with some of the movement controls, and sometimes had issues with the camera. There were also some issues of clipping through tower walls. Played a few times though and enjoyed myself. On my last playthrough, at the start of round 8, the tower instantly lost all its heath before I saw goblins reach it, so I stopped there.
Great submission! I'm curious what kind of strategies end up being dominant for other players.
That was fun. The initial experience was a bit like being thrown into the deep end of the pool, and I didn't quite understand why I won the first time. Then I played again, and also read the page. The jumping and movement controls felt responsive, so replaying was nice. I would have liked to have seen the theme play a bigger role in the game mechanics.
Congrats on your first submission to GWJ!
Very cute! I really liked the art and the movement controls felt responsive, too. I couldn't figure out the engine alignment puzzle, and I probably misunderstand the goal there. May come back to this later, as I'd love to see more of the content.
Great first submission to GWJ. Looking forward to seeing more!
Nicely polished and really delivered on the story experience. Great ending. Sad, but kind of made me chuckle, too. I liked that the theme played a role in the mechanics, even if taken very literally. I liked needing to drop the candle in places to continue forward. Also, the lighting was well used and enhanced the atmosphere.
I would agree with others that the controls felt pretty dated. I also think I encountered a bug where the grate would not respond to interaction.
Overall, fun experience, with some impressive cinematic qualities to it. I look forward to seeing what you make next!
Here's a version scaled for 1280x720: https://maaack.itch.io/a-darkness-like-gravity-low-res-edition
Hope you get to experience the game.
Great visuals and use of lighting! The movement and controls felt modern. The inventory system was very functional. The world was pretty immersive. I liked that the theme played a role in the mechanics, even if taken very literally. I really enjoyed this and intend to go back to it.
First playthrough, I got as far as getting the lab key, but fell through the floor running down the ramp from outside. There are other issues with meshes here and there. The gameplay did start feeling redundant, and some aspects hurt the immersion. But despite all that, I felt like I was playing an actual game.
Great work! I look forward to finishing this game and playing your next one :-)
Oh, good observation. I'm remembering now the dungeons are meant to introduce some of the first risk in the game, as you can miss a shot and need to restart. I wanted to avoid combat, too, but a sense of urgency could still be added. Puzzles could need to be solved in a certain time, doors could be on timers, etc. Thanks for the suggestions!