Gravtonics by callumW
I chose the ability to control gravity to be The Unconventional Weapon. You need to find the diamond, which is off somewhere to the right. You use gravity to fly and to avoid obstacles. Dont worry if you die a lot.
The gravity is controlled by the vector from center of screen to the mouse position. So for a zero G effect keep the the mouse to center. For maximum strength move mouse to the edge of the screen.
You can move when grounded(WASD) and jump(Space) but it is not that useful. If you get stuck press R to die.
There is a score system so try to replay with least deaths or the fastest time.
Builds:
I have tested the webgl/html and the pc build but I haven't tested the others.
Tech:
I created the "ART" in PyxelEdit which actually a really nice tool. I coded in Unity and decided to not go for audio.
General:
It worked on it from 09:00 to 00:00 on Saturday and 09:00 to 17:30 on the Sunday.
The gravity is controlled by the vector from center of screen to the mouse position. So for a zero G effect keep the the mouse to center. For maximum strength move mouse to the edge of the screen.
You can move when grounded(WASD) and jump(Space) but it is not that useful. If you get stuck press R to die.
There is a score system so try to replay with least deaths or the fastest time.
Builds:
I have tested the webgl/html and the pc build but I haven't tested the others.
Tech:
I created the "ART" in PyxelEdit which actually a really nice tool. I coded in Unity and decided to not go for audio.
General:
It worked on it from 09:00 to 00:00 on Saturday and 09:00 to 17:30 on the Sunday.
Ratings
| Coolness | 24% | 2143 |
| Overall | 2.50 | 1048 |
| Fun | 2.56 | 916 |
| Graphics | 1.80 | 1073 |
| Innovation | 3.06 | 581 |
| Theme | 2.56 | 1002 |
The idea is interesting, but it still requires a lot of work. The controls are a bit difficult; also once gravity is too strong in a direction, it’s just luck. I think it’d be interesting to keep the gravity intensity constant, and just change its direction.
The nuances of the stage dynamics along with the delicate control give it some nice replay value. Abundance of debris makes it hectic, but definitely in a good way; slow homing turrets clog up the vortices, allowing one to escape after being sucked in.
A limited slow-motion ability (spidey-sense fuel?) might be good for players with less patience/midichlorians.