A minimap could help with the sudden turns you can't see coming, but so could pushing the camera forward a bit. It's also difficult to look at a minimap when you have to keep watching the track you're on to react to stuff on time.
Khyi
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I'm usually not a fan of Sokoban-style puzzles, but this one's really well executed and the minimal artstyle feels intentional. Perhaps if your past clones were different colors depending on iteration it would help rethink your path if you get stuck, if the whole board is full of grey guys I won't be sure where I messed up.
Neat game, I like the core idea. One game design pitfall is that you don't actually have to use all the lanes, you could just pick two and alternate between them, if you want to keep working on this project I would start by introducing a mechanic that forces the player to consider the entire playing field.
Love the concept, if you polished the car controls and made the second track visible before you switch this could be a real hit. The tracks could be laid on top of each other with transparency, running parallel, or even two sides of the same road. In 3D I would have the second road above the current one, upside-down, and reverse gravity to shift between the two.
Neat game for such a short time. One limiting factor is that the fruits always take a certain amount of time to roll down the path, so you can't speed things up, if you either had multiple lanes to adjust (maybe even within the same system, like a marble machine), or just moved the baskets around it would allow for faster paced gameplay as well.
Very nice overall game concept, I like the idea of an endless runner where you build your own path. It is a little too easy because of how far you can jump, so I rarely needed to build, but it is a cool idea, I would prefer not to use mouse to build though and instead use keys/buttons to spawn a platform some distance in front of the character.
Thanks for the comment!
I agree with a lot of what you said, I addressed most of these issues and also added a lose condition in an updated version, just didn't have time for enough playtesting within the 3 hour deadline. The black hole might still be a bit loud even though I reduced its volume, I'll probably limit the number of overlapping sound effects in a second update later today.
New version:
https://khyi.itch.io/gravity-galaxy-merge-complete
I had a lot of fun overall, but there are definitely a few things I'd change:
With my resolution the speech bubbles often covered up my character
If you land incorrectly once the scooter starts spinning and there's no way to stop it, I'd either introduce angular damping or let the player control the rotation while in mid-air (like in Tony Hawk, Need for Madness, Distance etc.)
Otherwise the abilities were really interesting and I liked how you introduced them one at a time.
Great concept, I enjoyed how the rhythm and combat game mechanics were tied together and the graphics remind me of He is Coming.
I wasn't sure why some of the gems were smaller or larger, made timing a bit more difficult, and when the bombs come it should say "press space" not "hold space", but an even better solution would be to either include a tutorial that explains bombs, or have [Space] somewhere on/near the first few bombs that appear.
One thing I would definitely change is the white flash each time you attack or parry a bomb, makes it harder to see the falling notes and in a rhythm game even a split second difference can be crucial for the timing.
Overall I enjoyed it and kept playing until I beat the boss, so I'd definitely recommend expanding on it.
Great concept, I enjoyed how the rhythm and combat game mechanics were tied together and the graphics remind me of He is Coming.
I wasn't sure why some of the gems were smaller or larger, made timing a bit more difficult, and when the bombs come it should say "press space" not "hold space", but an even better solution would be to either include a tutorial that explains bombs, or have [Space] somewhere on/near the first few bombs that appear.
One thing I would definitely change is the white flash each time you attack or parry a bomb, makes it harder to see the falling notes and in a rhythm game even a split second difference can be crucial for the timing.
Overall I enjoyed it and kept playing until I beat the boss, so I'd definitely recommend expanding on it.
Very enjoyable rhythm game with polished graphics that fit the feel of the song nicely, but I have to agree with a previous commenter in that it would have been better to combine the notes and the bowling into one lane instead of having them separated. I'm far too focused on the left side to see what's happening on the right, but if you could fully combine the two concepts, for example if the pins were the notes you have to hit and the ball (and its powerups) were controlled with the same keys, or even if the notes just appeared on the same lane with nothing else changed, it would be easier to see what the bowling ball is doing. Still a very fun game though!
Cute and satisfying simulation, looks very polished. Perhaps a bit too easy, I hat to actively try to lose by the end of it. If the early game was more difficult and players could buy upgrades between runs I think it would stay engaging for longer.
Also initially I didn't get the tutorial and had to figure things out by trial and error, it would be better to present players with one piece of information at a time (this is a space station - it produces circles - it can take in squares - the spacetruck will pick up everything automatically and drop it off at the nearest station with the same shape etc.)












