Grav Suit - A rotary game

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five golem elements Sprites Sheet.Best for enemy or villain game characters.
  • Grav Suit is now online in the Arcade!

    <img src="" border="0">

    <img src="" border="0">

    Play it here >> Grav Suit in the Arcade.

    It's not easy to be a maintenance worker in deep space. Especially when you get trapped in a maze of mysterious debris. What kind if place is this? There is no gravity and danger is everywhere.

    All you got is your life and your Grav Suit.

    Will you make it out alive?

    Give it a try and let me know what you think. This is also a contenter in the rotary competition so if you like the game, give it a vote!

  • pretty awsome man! I really enjoyed it in general but the damage you get from touching the walls is a bit over the top. If he slowly floats against the wall he should not take much damage.

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  • Thanks for the feedback Kraion. Nice to hear you liked it.

    It's hard to balance a short game like this so it's in that sweet spot for most players. In this case I just wanted to avoid the player bouncing all the way to the finish without much reguard for the platforms. The walls should feel dangerous...

    I have also noted on a few testers that the playstyle change rather quickly from reckless to careful. Wich is what I was going for.

  • Pretty fun game and nice graphic for a 2D game, the only thing that was a bit annoying for me was that you have to touch something to shoot the gravity beam, instead of just click an direction.

  • I agree, you take too much damage from touching the walls.. it's a bit unbalanced.. In the "vortex" level the issue is that you can't see enough of the level to plan and it ends up being a little frustrating, the exit thing is not clear as it has two arrows that seems to say: "carry on in this direction" you should make the first level end in a "cul de sac" so the player knows where he's supposed to go.

    The game is wonderful, the graphic stunning and it looks really polished, but you have to work on the mechanics because as it is it's too hard and for the wrong reasons.

    My 2 cents

  • Thanks for the comments guys.

    I have updated the game in the Arcade now to v1.2.

    Adjusted damage model. Previous there could be to much damage if the player "slided" on platforms. Now the damage occurs in short bursts in that case. The damage is now also clamped with a fixed max value.

    Tuned power consumption. Faster reload and a bit faster drain.

    Removed the arrows on the gates (that 0plus1 pointed out), instead placed some arrow markers in the scene.

    Also added some extra eye candy and some other minor fixes.

    Hope this will contribute to a more balanced game and a smoother experience.

  • Loved it DownInBlack.

    The music is perfect - no exaggeration.

    The game play is fun (though even after reading the controls it took me a min to work out how to move). The concept itself is awesome (very suited to the competition).

    The only thing i didnt like was the in-game text (are you using the in game text object?). Perhaps you should load in your text like a sprite.

    Looking forward to more of your work.

  • I actually like the in game text if we now are talking about the same text ;) Maybe add a simple Minimap or "radar" in this case in the corner in order to plan the path to go?

  • liking this game very much. Played it a week or so ago, but just had to come back and play it again. :) Keep up the good work.

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