Very fun turn based RPG game to play! Interesting how you utilized the action choices for the spin theme. I got to the final boss, but sadly lost to rng.
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The game got great concept with very cool gameplay. Having a tutorial is neat and nice visual too. However, the difficulty is very high. The rotation with the mouse can sometimes cancel itself out.
One of the main issues I found, even if there is no issue with the controls, is the lack of resources, like slow XP generation and planets being expensive. One thing I tried was buying all Earth planets and spinning for them for the entire round, at most getting up to 200 XP, but all that got me was two extra planets, which destroyed themselves after use.
Stage 3 is the furthest I could get, but the difficulty spike got really high there. Still a good job! Just needs a bit of balancing in the numbers.
Yes, for the ledge issue, you might want to look into coyote time. It gives the player a tiny extra window to still perform a normal jump right after walking off a ledge.
That way, if they press jump slightly late, the game can still count it as a jump first instead of immediately switching into flight mode. Flight mode would only activate after that small grace window is over.
(As a bonus, you could also look into input buffering. If used for jumping, it lets the game remember a jump input for a short moment, so the player doesn’t have to press jump at the exact frame they land.
For example, if the player presses jump right before touching the ground, the jump can still trigger once they land instead of being ignored. Combined with coyote time, it can make jumping feel much smoother.)
It’s a pretty fresh puzzle game where you manipulate gravity, which controls all the items affected by it. It also has cool little details, like how different sized objects move at different speeds, as well as how the space in the background shifts. Each level gets more challenging, but it still balanced. Nicely done!
The visual style is very cool. A mixture of pixel art and 3D is pretty rare. Environment is pretty chill too. While it’s a demo, it still has a good starting foundation.
I saw some complaints about the gameplay, specifically the boss, but understandably so. I can tell it’s not easy, and the most time-consuming part must have been the boss mechanics. The more patterns you want to give them, the more boolean conditions you need to manage in the code. If it’s hardcoded, the need for adding more conditions can grow really fast, might even need to reuse code across bosses to save development time.
Behavior Trees or Finite State Machines are worth researching if you’re curious about designing more bosses with more complex behavior (This is just my personal advice based on my experience coding bosses.).
Still, it’s a pretty solid game. Good job! A lot of love was put into it.
It’s interesting how you can break objects around you. That’s definitely what a cat would actually do. The flying mechanic is good too, and it helps compensate for a lot of the difficult sections.
One suggestion though: for the flying, I think it would feel better if you could use it anytime while in midair. That way, the player would have easier control and avoid issues with missed timing.
Overall, pretty solid platform game.






