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Gravimo

by


'The fast-paced platformer where gravity moves with you.'

Think that about sums it up.

Any and all feedback is appreciated, and don't be afraid to be honest, even if you feel a bit harsh doing so. Only way any of us can improve.

Oh, and if you'd be as nice, could you also give your opinion on the the potential alternative names, or better yet, suggest one yourself?

Thank you. :)

  • Proper menus
  • Fixed various bugs and typos
  • Made tutorial slightly less punishing

  • More enemies
  • More songs
  • Tighter design
  • Whatever great improvements you suggest :)

Roasts

garlicgames 6 years ago

Mechanics
Nice game!

The text in the tutorial could perhaps rotate with the player. It would be easier to read the instructions.


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CoastinForaRoastin 6 years ago

Thank you. :)

It's unfortunate that both you and arkusnexus-mindlabs feel the same way about this. Other playtesters I asked really like the rotating text and felt it helped teach you how to right the camera and get to a specific angle. I'm thinking of redoing the tutorial anyway, so it might change.

Cheers for your feedback.


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arkusnexus-mindlabs 6 years ago

Mechanics Tutorial/Learning Curve
Minor Bugs:
Selecting scrolling through the menu on the first or last option kind of flickers for one frame an invisible option before scrolling back to last or first option.

QoL Suggestions:
Some angles that look like would make the character slide, don't; not sure if this is a design choice or just needs some more tweaking.
For tutorial:
Reading the instructions was counterintuitive to the game mechanic itself, maybe make the Tutorial Text rotate along with the player so there is no difficulty in reading it.
I skipped all the enemies from the start, so had to backtrack to complete the level, perhaps just add one final room where you have to eliminate all those enemies or a different tutorial complete trigger.

In General:
I had trouble during normal gameplay identifying where the enemies were; not sure if it's simply rotating too fast or there isn't enough contrast between the enemies, background, and floor.
Even when I knew how health was represented, in the heat of the moment, I had difficulty determining how much life I had; perhaps a different sprite or color tint for the character when life is low?

Overall:
I like the idea and implementation so far.
Some tweaking to some of the rotation speed and minor QoL improvements and it feels like a fun game.
Oh, and I guess I should take a shot at the name.... uh... VERTIMO! (No?, ok, I'll see myself out now...)
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CoastinForaRoastin 6 years ago

I'm aware of the menu flicker. That's what I get for separating logic and drawing. :P

Regarding the angle sliding issue, do you feel that sliding should start at a less steep angle, like 300 degrees or so?

Tutorial is definitely one thing that needs a full overhaul alright. Should be redone in the second to next update.

"I had trouble during normal gameplay identifying where the enemies were; not sure if it's simply rotating too fast or there isn't enough contrast between the enemies, background, and floor."

If it's the rotation speed at fault, that will be tweakable in the next version. As for visuals, they definitely need tweaking. I'll try making enemies and current health stand out a bit more.


That's actually a pretty good name suggestion, but right now I've leaning towards the uber-cheesy "GRAVITY FLUX: The Rise of Falling".


Thanks for the excellent feedback. :)
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CoastinForaRoastin 6 years ago

* 30 degrees, sorry
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