Gravity Well by Arch

[raw]
made by Arch for LD 42 (JAM)

Description

From the minds that brought you "Collosal Cat Adventures 2", and "Eskimonster: Pingus Rising" comes their new title "Gravity Well".

Take control of your crippled vessel and utilize dangerous singularities to reach the jump gate at the end of each level. With only direct control of forwards and reverse thrust you will have to deploy singularities to effect your ship's trajectory. Be careful! If you get too close to the singularities you will get shredded by their powerful gravity wells!

There may be plenty of room in space, but in space there is no room for error.

Screenshot

GravityWellGif1.gif

How-To

This is a top-down action puzzler. Alternate between placing singularities in 'Edit Mode' and flying your ship in 'Play Mode'. Reach the gate to progress to the next level.

Edit Mode:

Click and drag singularities from the toolbar into the starfield. Click on placed singularities in the starfield to remove them. Press the play button to transition to 'Play Mode'.

Play Mode:

Left Mouse Button -> Thrust Forwards. Right Mouse Button -> Reverse Thrust. Press the restart button to transition to 'Edit Mode'.

GravityWellGif2.gif

Tools/Resources Used

Engine

Unity 2018

Audio

NewGrounds

freesound.org

Bsfxr

Assets

Piskel

OpenGameArt.org (50% original assets. 50% premade assets.)

Ratings

Overall 145th 3.86⭐ 27🧑‍⚖️
Fun 140th 3.75⭐ 28🧑‍⚖️
Innovation 41th 4.038⭐ 28🧑‍⚖️
Theme 1068th 2.78⭐ 27🧑‍⚖️
Mood 515th 3.208⭐ 26🧑‍⚖️
Given 22🗳️ 25🗨️

Feedback

Guilhermoni
13. Aug 2018 · 02:07 UTC
Great game, a little weak on the theme aspect, but it plays really well, nice concept and gameplay, well done!
SeaFishelle
13. Aug 2018 · 02:18 UTC
Okay, this is one of the best ones I've played yet. It's got a listenable soundtrack, comfortable art, and a tutorial that didn't hold my hand. This is really good. Be proud of what you made. :D
mshopf
13. Aug 2018 · 13:47 UTC
Wow, very *very* nice, addictive game. The theme isn't 100% hit, but I don't care. Audio and graphics fit well, even if not self-created.

Game mechanics works well, though I'd love to have an better way to select replay (I often accidentally pressed replay).
FTL_Sloth
14. Aug 2018 · 01:51 UTC
Love this game. Simple but addicting. Every time you crash you feel like your just one try off from hitting that portal. The intro levels to the games mechanics were a great touch. Very polished.
Cincerteri
14. Aug 2018 · 01:57 UTC
The mechanics are really interesting. However, I did find it rather frustrating to have to remove and replace the singularity instead of being able to drag it around.
TheCommonThug
14. Aug 2018 · 03:06 UTC
@seafishelle couldn't have put it better. I haven't tried the same level of a game so many times since that trial bikes game from like 10 years ago. You all know which one I'm taking about. This is addicting.
hiFructose
14. Aug 2018 · 04:39 UTC
Awesome. Very addicting gameplay. Although it doesn't quite fit the theme, it doesn't matter too much. Very well done.
ThePelranthean
14. Aug 2018 · 22:50 UTC
Very simple. Very good. I approve of this game.

Now, if I could control multiple ships at a time, that might be even more insane... but then I don't know if I'd even complete the tutorial on a multi-ship version. :)

The puzzle progression was well designed, so good job on the game design front. Mechanics were simple, but that's all they had to be. It works well.
RyanJavanshir
18. Aug 2018 · 17:17 UTC
Really fun game here! Not sure it matched the theme, but it's pretty good. I wasn't sure about the turning mechanic, but I loved the use of the singularities to bend the ship around. Graphics were simple yet worked very well. This could make a very good mobile game.
Injured
18. Aug 2018 · 20:40 UTC
I personally think you took the theme and gave it a liberal interpretation - and I enjoy that, I think its creative and simple - a winning combination.
devharts
20. Aug 2018 · 01:42 UTC
Very interesting mechanic! I like how it combines puzzle (where to put the black holes) with skill (how fast to make the ship go) and I found it to be a bit addictive to keep trying until I could get the level right. Nicely done :)
Andaron_Noob
21. Aug 2018 · 03:50 UTC
Really interesting game! would be cool if you could see your previous path or move Your singularities.
🎤 Arch
22. Aug 2018 · 00:51 UTC
Yes I totally agree with you @cincerteri and @andaron-noob. In fact, the first post-jam feature I added was re-positioning singularities (and a better way to delete them). Unfortunately that can't be the version that gets rated. Thanks for the feedback all!
wisstopher
03. Sep 2018 · 19:29 UTC
I was actually going to mention re-positioning the singularities but it looks like you beat me to it. It's an interesting concept and it was fun to play. Great work!
gustavo.christino
03. Sep 2018 · 23:11 UTC
The game is very good. I will do the evaluation in the next comment.

![Home.png](///raw/bc7/6/z/1aa37.png)
gustavo.christino
03. Sep 2018 · 23:19 UTC
Evaluation ...

0 - Main Mechanics:
The main mechanics based on physics, in positioning massive bodies to reach the exit of each level became very interesting.

1 - Secondary Mechanics:
I believe that the "meteorites" and the possibility of accelerating the ship (or not accelerate the ship) are the set of secondary mechanics. Also quite interesting. There is not just one way to beat each level, so it was even more fun to try in a number of ways.

2 - Learning Curve:
Quickly learn the main mechanics and the secondary. The set of commands is simple and clear.

3 - Flow:
At each level the difficulty actually increased according to my skill climb. I think in terms of game flow is adequate (there is room to create more intermediate levels and add new mechanics).

4 - Love Points:
The use of gravity. The challenge itself.

5 - Presentation of the Narrative:
There is not a very large narrative presentation, it seems. Looking in a subjective way, I believe that (with the messages and the challenges) I was someone who went away from home and was on a journey to return (with the playful question of the entity that placed super massive bodies and infinite meteorites in the way).

6 - Art Polishment:
For Ludum Dare's time is excellent, and goes beyond (in both sound and image). There is always room to polish and create new elements, it can be a good case of continuity of the project.

7 - Monetization Attractiveness:
I believe that (in case of continuity of the project) could sell as a casual game for smartphones. It would then be necessary to evaluate whether it would be through sale of the game, consumables (rebuilding the maximum number of items to be used per level) and many other possibilities (in case of game design expansion). It can also monetize with advertisements.

8 - Community Generation:
If you create a Facebook page invite me to follow. It may be that the game grows in terms of community. :)

9 - Cultural Dialogue:
The game talks about outer space, so it attracts those interested in the theme (getting enough of the culture in that sense). For the game to influence culture (in the opposite direction) it would be necessary to generate a good community and, preferably, to have a more elaborate narrative. Overall, it's very cool! :)