Pseudogravity - You Control Gravity by Going Through Doors! by Remus Rain
What is the game about?
You're stuck in an endless pseudo-gravity cube. Whenever you go through a door, the gravity changes that direction and you come out on the other side. The goal is to get a cube on all of the switches in a level via gravity. Whenever all switches are activated, all doors become exits to the next level.
How to play?
- WASD: Move
- Mouse: View
- Space: Jump
- Hold R: Reset
How was this game made?
This game was made in 15 hours (1 day) by @RemusRain and @Nothingness. We used Unity, Blender, Photoshop and Visual Studio for it.
Other
There is no sound in this game. We did not have time for it.
If you enjoyed this game, please leave a rating and a comment <3.
Please follow us on twitter: @RemusRain.



| Youtube | https://remusrain.itch.io/pseudogravity |
| Youtube | https://remusrain.itch.io/pseudogravity |
| Original URL | https://ldjam.com/events/ludum-dare/47/pseudogravity |
Ratings
| Overall | 683th | 3.58⭐ | 27🧑⚖️ |
| Fun | 602th | 3.5⭐ | 27🧑⚖️ |
| Innovation | 244th | 3.86⭐ | 27🧑⚖️ |
| Theme | 1056th | 3.36⭐ | 27🧑⚖️ |
| Graphics | 487th | 3.9⭐ | 27🧑⚖️ |
| Mood | 1116th | 3.087⭐ | 25🧑⚖️ |
| Given | 25🗳️ | 14🗨️ |
Figured the mechanics in a second gameplay :)
Thanks
We are aware of the many issues that you pointed out, but unfortunately since we only had one day for the jam we had to make many compromises. We already have many ideas on how to improve on the issues that you pointed out:
- the beginning can be improved by a better tutorial
- The disorientation Problem can be solved by making the doors be actual portals that you can see through and make the transition between the portals “seamless”
- we already had a lot of audio ready but didn’t have time to put it in
But given the short time, we are super happy how it turned out. We are also super thrilled by this prototype and already have so many ideas for what could ultimately form a full game release. Of course it needs a lot more work but we will tackle it! Thanks again <3

This is a very unique and fun game though. Definitely causes one quite a headache to imagine how the room will be once rotated.
You screenshot shows not a bug, the doors are just too high to reach them in the state that you ended up in. Little tip: try to have the three boxes stacked like a staircase in the end so you can climb to one of the doors. This level is definitely the biggest jump in difficulty ;).
Anyway, glad that you liked it! We are planning on working further on the game :v:
Strong puzzle game mechanics, and polished graphics ... an even a secret exit! ;-)
I think I found a little glitch though, it seems you can "hang" to vertical red switches. This can be useful to start a new jump from there ... but maybe unintended :D
It took me nearly 5 portal transfers before fully grasping the mechanics, but hey, it's a first-person puzzle game, so I'm not going to complain for the game making me think ;-) ( BTW if you like 3D mind-twisting mazelike tricks, I suggest you have a look at my game ).
Kudos for your impressive work in such a short amount of time.
PS: who is Jakob ?
Our biggest hurdle right now is to onboard the player and to teach them quickly how the mechanics work. We have refine this process ;).
Well... Jakob seems to be the protagonist that you're playing. How did he end up in the testing facility? And even more importantly, who is talking to him? Will we ever find out?
I will play & give feedback to your game for sure :)
I couldn't get very far though... Seems I'm getting old, but I felt nauseous after every time walking through a portal. I do agree however that this is a fixable problem!
Thrilled to see where you will go with this prototype!
My 2 cent idea : when the player enters a portal:
1) switch to colored wireframe rendering. The blocks, doors and switches must be clearly visible.
2) switch to a 3rd person, by continuously moving away the original camera from the player, until the whole room fits on the screen, when the bottom of the screen corresponding to the direction of gravity.
3) rotate the cube room, which is now fully visible so the player grasps what's going on.
4) undo step 2), by moving back the camera to 1st-person.
5) undo step 1), by switching back to polygon rendering.
The whole process could take less than 5s - and a lot more time to implement, actually I wouldn't be surprised if you told me you already thought about something along these lines :D
I really like the idea and how you implemented it (15 hours...), I got stuck at some point because I'm not smart enough but it was really fun.
I found a bug we jumping into the ceiling, you just get out of the level.
Great job! :D
I am pretty bad and not into puzzle style games so I didn't get too far currently but I am intrigued enough now that I sort of know what I doing to keep playing and trying!