Gravitron - 2047 by RAC-Games

Equipped with a reality bending fusion gun, you venture into a futuristic city illuminated in hostile neon lights, releasing your weapon's gravitational forces at your whim and throwing all into disarray. Experiment as you unleash objects into a whirlwind of movements and catapult your enemies to the peaks of several story high buildings. Following the glowing arrow at the top of your gun, you set out on a quest to assemble missing parts of a mysterious construction, as you inescapably watch your purpose seemingly repeat.




Keyboard & Mouse Mapping
WASD - Move
Mouse - Look around
Left Mouse Button - Set fusion points
Right Mouse Button - Release ray
Space - Jump
Shift - Dash into movement direction (You can dash upwards!)
Esc - Pause Menu
Controller Mapping
Left Stick - Move
Right Stick - Look around
Right Trigger - Set fusion points
Left Trigger - Release ray
A / RB - Jump
X / LB - Dash into movement direction (You can dash upwards!)
Start - Pause Menu
Edit (October 9th): We uploaded a new version with better performance (Less dynamic lighting, texture and minor bug fixes).
| Youtube | https://rac-games.itch.io/gravitron |
| Youtube | https://rac-games.itch.io/gravitron |
| Original URL | https://ldjam.com/events/ludum-dare/47/gravitron-1 |
Ratings
| Overall | 474th | 3.732⭐ | 30🧑⚖️ |
| Fun | 366th | 3.714⭐ | 30🧑⚖️ |
| Innovation | 396th | 3.696⭐ | 30🧑⚖️ |
| Theme | 1578th | 2.519⭐ | 28🧑⚖️ |
| Graphics | 424th | 3.964⭐ | 30🧑⚖️ |
| Audio | 278th | 3.804⭐ | 30🧑⚖️ |
| Humor | 663th | 2.87⭐ | 25🧑⚖️ |
| Mood | 276th | 3.9⭐ | 27🧑⚖️ |
| Given | 43🗳️ | 22🗨️ |
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?
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). 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!)
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
Cool aesthetics / graphics, especially like the particle effects on the gravity beam, very nice. And I'm always a big fan of bloom / neon!
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!
It was super satisfying shooting those enemies up into the air! :D
Wonderful entry, thank you!
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!
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! :)
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
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!
Obviously the graphics are great and I loved the neon. It's really satisfying sending the enemies flying into the environment! Great job!
Thanks for the entry