FoonLudum Dare ExplorerLD47 → Gravitron - 2047

Gravitron - 2047

By rac-games, hybitous, step4, WeKri and Konrad

View on ldjam.com

CategoryRankScoreCount
Overall4743.7330
Fun3663.7130
Innovation3963.6930
Theme15782.5128
Graphics4243.9630
Audio2783.8030
Humor6632.8725
Mood2763.9027

Comments

rac-games 2020-10-06 00:11

We are very sorry to reupload this game slightly after the deadline. The lighting needed re-baking to accomodate performance. We hope you enjoy our game!

ree-rolph 2020-10-06 00:29

I like where you're going with this! However, I did have some difficulties with it. Most significantly, it was unplayably laggy. I think I downloaded the newer version, but it was still almost impossible to play. Most of the other problems descend from that one. I could never really figure out the range of the gun I was using. The spread seemed to imply close range shotgun, but sometimes I accidentally killed people from far away, and sometimes people I was right next to didn't go down when shot. The game also ended up pointing me to a random pink thing on a dead end staircase? I don't know if that was the end, or if a level trigger failed to load. The mood was good, and I liked the music, but the lag really hurt it.

vesk 2020-10-14 15:05

I can see that it is probably a cool game, but the way it is presented is very unintuitive and confusing.

acuriosity 2020-10-14 15:47

Wow, just wow. Awesome mechanics, Beautiful graphics. It took a little longer than I care to admit to understand what I was doing, or supposed to do. But once I got it I was playing around, finding fun ways to kill everyone, I found myself wishing there were more gruesome ways of disposing of my enemies.

It took me a bit to see that by obtaining the core pieces I was progressing, for a while I had no clue what the core pieces where, after I got maybe 3 of them I saw that it was containing the core, and that drove me to continue onward.

Jumping mechanics need some work, I am in a habit of holding forward while I jump, and when I am against an object, the frontal collision seems to consume my jump velocity.

Shooting marker needs to be played up/exaggerated, it seemed like the collision bounds for my beam where generous which I liked, but it wasn't apparent that the beam was anchored to the enemy/object, especially at range. More attention needs to be drawn the the "selected" objects, maybe an aura type glow.

When I was faced with the platforming section I was nervous that I was going to fall a bunch and get frustrated, but somehow I managed to make it first try, felt much fairer than I had anticipated.

Overall awesome job, love the menu options, everything worked great, I am not sure about theme, other than when I complete the game and it restarts(that was a restart yes? I did a quick survey and things didn't look changed).

Fun and polished, Portal meets super hot?

hawkin 2020-10-14 20:40

Wow! I really loved the environment and mythos you were developing for this jam title. The graffiti on the walls hinted at something hidden, and encouraged me to explore to find those hard to reach places, even before the arrow was pointing me there.

I was definitely a fan of the core mechanic. It was a lot of fun to sling things around, and I even used it to place objects that I could jump off of! In fact, I used a physics cheat to reach a higher ledge (before realizing there was a staircase around back).Untitled.png I ended up wishing I could sling myself more easily, like attach one of the end points.

For a jam game with admittedly sensitive controls, I was thankful for the forgiving hitboxes and enemy damage. That way, I wasn't so stressed about the difficulty as I was focused on having fun!

I do wish that the vertical dash was more intuitive. I figured it out way later that if I looked up and held W (and maybe jumped at the same time), then I dashed vertically.

And the music rocked, too!

(Thanks for uploading a performance fix. Ran fine for me!)

100th-coin 2020-10-15 17:31

Woah, the main mechanic is absolutely amazing! It almost reminds me of Portal. I'm a huge fan of the Cyan Magenta and Yellow color palette! Also the jagged shape of all the UI elements in a really cool style! Incredible work all around, seriously! Those particles though- wow. I'm seriously impressed all around.

toccio94 2020-10-15 17:41

My only major complaint was about mouse sensitivity, and I see you have a menu for that so great, but maybe you could advertise it since the standard sensitivity is very low (and I'm not a badass fps player) and I've seen the menu just when quitting.

Other than that cool style, nice music that fit it, and the ray mechanic was satisfying. At first was a bit unclear because I thought that only the purple boxes could be used, but I quickly discovered it was not just by trying, therefore I think it is ok like this, I like to experiment and discover the mechanic and you made them easy to understand, it was also cool to find by myself I could just stick the enemy to the wall, or even better, 2 enemies. I liked the kind of aim assistance because I'm not very good at aiming, and also made it less focused on aiming and more on smashing. Made the smash even more satisfying and powerful!

Movement was ok, like the dash, but could be improved, I felt like a more ninja/dynamic style of movement could better fit the game. The objective of the game is somewhat clear, I manage to understand it but maybe a bit weird for someone else: you have the arrow to the piece thing, but it's not very obvious that it must be linked to the sphere, maybe a more matching shape could help in making the connection. The purple color is the same, but eh it's all purple. In the end, there is not much in the level that can grab your attention so I guess you end up trying that.

The game was also very easy. I've to say that for a jam game is ok, since you let everyone explore and complete it, surely better than super hard, and I had fun smashing the guys on the wall and stuff, but with a better balancing it could have been more immersive and fun.

I couldn't find the connection with the theme though =/

That said, you need to vote more entries otherwise you will not receive enough feedbacks to make this into the rankings! you need 15 more!

Edit: reading the comments I decided to give it 1 more try to explore the map with the dash and it was funny =) Even though I couldn't find anything special. Also it seems that in the comments they talk about 3 pieces to end the game but I only needed one

konrad 2020-10-15 18:09

@toccio94 Thank you very much for your feedback! There are actually 7 different purple pieces that assemble a cube around the sphere, with one being positioned in each iteration of the level. You will notice the arrow pointing to a different location after each restart. We do agree though that there could be some more transparency around some concepts.

thulium-games 2020-10-15 18:47

Very cool concept and great graphics!

joedev 2020-10-15 19:15

This had a fun main game mechanic, it made me think a lot of the gravity gun in the Half Life games and it was similarly fun to mess around with (getting multiple enemies downed by one good 'slingshot' was quite satisfying). There wasn't a strong connection to the theme that I could see though?

Cool aesthetics / graphics, especially like the particle effects on the gravity beam, very nice. And I'm always a big fan of bloom / neon!

garys 2020-10-15 20:00

Nice mechanic and great graphics... I too found it a little difficult to understand what was going on and how the mechanic worked, but it was pretty cool once I got my head around it.

dedicave 2020-10-15 20:35

Great game for a jam, fun and interesting concept. I think it needs a better UI to get a better understanding about how to play.

vphyre 2020-10-15 21:09

Wow, you produced an incredible game with a lot of potential. It is very fun, and has very interesting mechanics. I liked the game's vibe, the whole ambience, the graphics and the sound too. Good job.

toccio94 2020-10-15 22:00

Lel I thought that the reset was a game completed and that's it. I've played it again and reached the end (I guess?) but even then is a reset to the tutorial ahah Another "bug" I noticed is that sensitivity (as all the other settings I guess) is reset every run =/ So I had to set it again

Well the game is longer for sure, but maybe it is not that interesting after the 3-4 times, maybe there could be fewer pieces. The one where you need to jump is cool, but if jump becomes a core thing to do to advance I think it should be made a bit easier or at least intuitive. If it wasn't for the comment that says how to dash upwards I wouldn't have made it! I can also see a bit more the connection with the theme (repeat the thing) but is a bit of a stretch.

Killing the guys though is very satisfying for sure, you've managed to make the beam mechanic really well!

sleepystudios 2020-10-15 22:24

Loved the aesthetic and the main mechanic. Wasn't really sure what the objective was but that didn't really matter cause I had a great time working out ways to ruin the enemies' lives.

trexxak 2020-10-15 23:07

Amazing! Hope you work on it, I'd love to see the introduced mechanic explored even more, the atmosphere is fairly unique and completely different from Portal or Super Hot, which is good!

It was super satisfying shooting those enemies up into the air! :D

Wonderful entry, thank you!

kaldrin 2020-10-16 11:47

That was fun ! The mechanic is a little strange but you can master it quite easily! It just lacks more obvious feedback on where it has been grapped, is it grapped to something currently, is it too far to grap, etc...

You tried hard to make a city looking level, good job! The graphics have many issues of course but for a jam that's impressive!

Restarting the level and exploring a new area of the level design each time is an interesting idea, could have done something better with the theme but it's nice it works even if it can feel a little repetitive ^^

The audio is super nice too, well done, and the ragdolls of the enemies are veyr fun when we kill them xD

Congrats this is a very nice entry!

wahooney 2020-10-16 15:25

I like the idea, Just Cause 3 meets Portal inside Syndicate. You got a really good mood going. The controls are a bit stiff though, took me a while to get a reliable jump-dash going. All in all, pretty good.

nevernox 2020-10-18 23:40

Went kinda laggy for me (on performance version, but thats just my system i guess), but I liked the idea and aesthetic so much, that I made it through! :) I also liked the possibilities of this mechanic for variative gameplay (my favorite so far is chaining 2 enemies together xD)

Music and graphics are superb too. Obviously that would be good to have more levels and some mechanics, but for a jam thats a really great game, keep it up! :)

skleembof 2020-10-22 22:08

Kinda reminded me of half life.

The fusion gun was really satisfying to use and fun to mess around with. The graphics would have definitely benefited from a longer development. The level design was well done and it felt like i was walking through a futuristic city where all the citizens (and textures) abandoned it.

My biggest issue with the game is the player movement. It felt really weird losing all momentum when I jumped which made platforming an awkward experience

acdia 2020-10-23 08:29

This was really cool! It's just awesome to let two enemies crash into another. One mechanic for both tasks (killing and collecting these core things) is a good idea. I think we don't need to talk about graphics and sound - even the dead bodies look amazing. After finishing and going back to the tutorial stage I thought at first I need to do the whole core building process multible times but then I remembered that there was no main menu. So some screen at the end would have been nice. Another small thing: The settings for sound were safed, the setting for the mouse sensibility not. Other than that this was a really fun and visually pleasing experience. Thanks for this entry

robonaut121 2020-10-23 14:06

What a mechanic! Most Ludum Dare games don't have anything half this innovative, our game included. Because of the lag (even in the performance fix version) I couldn't play it, probably because of my crap laptop. But I did think it would at least be able to run something like this - it runs Portal 2 max graphics no problem!

I wish there were more uses for the dash. It's a good idea, since most FPSs don't have platforming mechanics like this, but as someone else said in the comments, dashing upwards should be easier.

Oh, and by the way, maybe have something to stop players from yeeting the thing the arrow points to off the map? Other than that, great entry!

codertrevor 2020-10-25 21:08

Really liked the aesthetic and mood. The music was good too, but I wish the loop was longer. Sometimes the mechanic just didn't seem to work (or I didn't understand it) but the mechanic was really innovative and cool. It might have worked better if you made left-click set one endpoint and right-click set the other. I completed a few loops, I guess there's no end screen? I really appreciate that you erred on the side of making the game too easy instead of too hard (which is the mistake that so many other game jam entries make).

Obviously the graphics are great and I loved the neon. It's really satisfying sending the enemies flying into the environment! Great job!

narom42 2020-10-27 11:47

Nice aesthetic and graphics, the OST is good but a bit too repetitive. The gravity mechanic is great, it could have been used for other things than killings maybe like puzzles of some sort. Thanks for the entry

peace-of-cake-games 2020-11-04 00:07

Fantastic! Too bad I didn't find this until after the jam. Very creative! The controller controls are perfect! The right stick camera adjustment felt like it could be slower at lower tilt angles though. Mt. Olympus was a bit too hard, you really challenged my FPS skills!