I really wanted to like this game, and even accounting for it being "Early Access", but I keep finding myself irritated and wanting to play anything else.
To begin with, the idea sounds awesome. Roll around, fire out your little gravity bender, get pulled to it. You can "resist" the pull, and use that to your advantage. However, where this whole mechanism falls apart is in both the control scheme and the implementation.
Your projectile also has to follow the standard parabolic path any first year physics student would be familiar with. Trying to accurately aim this parabolic projectile with the mouse, while also controlling Gravi with your keyboard, seems to be entirely an exercise in frustration. If this is where the developers were getting the "puzzle" part of "Puzzle platformer", I think they should revisit what that means. There weren't times where I was trying to find my own path through a level, or trying to figure out which switch to pull when. They levels were incredibly linear, and the only puzzles I could find were the mechanics.
For instance, there are areas near the end of chapter 1 that require you to "swing" from the ceiling, while avoiding the fire jets above, and the spikes below. This turned into pure frustration for me- minor changes to the angle of my projectile caused it to miss the ceiling pillars entirely, or catch the side instead of the bottom and pull me into the flames. When I could successfully hit the first pillar, transitioning to the next one seemed to be "how fast can you slightly adjust the mouse and fire again so that the projectile hits the pillar before you fall to the spikes below", not "can you make a good plan through this gauntlet". Super Meat Boy was fun because of the precision required and how exact the control felt. Gravi is not, because it requires similar levels of precision but has controls that feel much less exact.
Perhaps it would be better with a controller, but I feel that the problem is not solely to blame on the control system, but instead lies in the combination of cramped quarters and need to exact responses with pixel-perfect precision.
Control issues aside, the levels looked rather blah. Graphically they are detailed enough to have some character, but the limited palette leads to some visual confusion at times. It also felt at times like the detail of the background fights with the important information about dangers in the level itself.
The audio wasn't bad, but wasn't great, either. I would consider the sound and music to be a wash, all told.
Overall, I cannot recommend this. There are better platformers out there, and I didn't really find the "puzzle" aspect to this.
Publicada: 1 fevereiro 2014