Gravi é um jogo de puzzles e plataformas intenso que vai testar a tua tolerância à dor. Dispara e balança no teu caminho até à vitória como Gravi, uma adorável bola azul de energia. Enquanto te lanças através de armadilhas aterrorizantes e manipulas a gravidade à tua vontade, Anti-Gravi, uma bola atómica de raiva, está no teu encalço.
Data de lançamento: 8 Out 2013
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O que os desenvolvedores têm a dizer:

“We wanted to take a few minutes and discuss with you all what our plan is for Gravi, what will be included with Early Access, and what will be added into the final release of Gravi on Steam.

First off, for those of you who don't know, Early Access is a way that you can buy a game on Steam before all the features have been added to the game. It's kind of like Steam’s way of making a purchasable beta of the game. Some games in Early Access are more complete than others, and some games have the core concept down while the developers continue to add features, goodies, and polish to the game.

While many of Gravi's features are representative of what you should expect to find in the completed game, we felt a need to make the Steam version of Gravi the best it can possibly be. Therefore, anything we make from Early Access sales will be reinvested to make Gravi even better!

Here is the plan and what you get with Early Access.

Gravi currently has 40 levels of gameplay and you will get the ability to play all 40 levels.

Gravi already has 25 achievements that are possible to get and, with Early Access, you will be able to get these achievements as you would any other Steam Achievements.

We have added Trading Cards, which I've previously posted about, and those also will be available during Early Access.

Gamepad support will be enabled and working; however, we are going to need some time to ensure that ALL gamepad types are supported, so gamepad support may be partial, and we will rely on you to report if your gamepad is not working so we can fix it pronto!

Here is the plan for further development after the Early Access release, and keep in mind that those who have purchased Early Access will get constant updates as we add features.

We want to enhance the storyline of Gravi. Currently, the storyline doesn’t really carry over from the game trailer into the gameplay, and we aim to change that. For an evil villain, Anti-Gravi doesn’t really make much of an impact on Gravi for most of the game, only showing up at the end of each chapter. We plan to give Anti-Gravi more screentime by adding him to more levels and totally re-engineering his chapter-end battles so that they’re bigger and better.

We’ve also designed a new type of collectibles which act as energy pickups for Gravi. You’ll need to fill up an energy bar in order to proceed to the next level, as this energy will power a door at the end of each level.

These collectibles will serve two purposes. First, they will help to better define where you should be heading inside of any given level. Second, they will also add difficulty to each level and allow us to balance the levels in the each chapter a little better.

With the inclusion of new collectibles, we also have some plans to super-charge the current set of green collectibles found on each level — yeah, those ones that are a pain in the ass to get. Not only will you get achievements for collecting them, but you’ll also be able to use them to purchase items from the Gravi Store. While nothing is set in stone yet, these items can range from anything like new visual flair for Gravi to game-changers like power-ups and other playable characters...even the ability to roll out as Anti-Gravi.

On top of all that, we’ll be adding more achievements that you can acquire, rewarding players for taking risks and trying out some of the harder solutions to Gravi’s puzzles.

Of course, we also want to add some highly-desired language support, and while we have translations in the works, there is significant UI (User Interface) redesign that has to take place to support a variety of languages. So when the final product is released, you will find a whole new Menu System in place as well as multiple language support.

Last, but not least, we want to provide quality support for gamepads and controllers as well as Steam’s Big Picture Mode, so we will be dedicating quite a bit of resources to ensure that Gravi supports as many controllers as possible and guarantee that the game looks spectacular in Big Picture Mode. Can anyone say Gravi on Steam Machine? Yes!”
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Patches coming soon.

15 janeiro 2014

Hello Gravi-tier's

I know you all have been wondering what is going on and why you have not seen any patches for Gravi yet. Let me assure you that they are coming!

The Gravi experience is very important to us. While we have been just as anxious as you to get updates pushed out to you, we feel that it is important that we do it right.

We have been addressing some serious issues that you all have been expressing to us. Including, better controller support, fixes to the achievement system, cloud storage of player preferences, Linux & Mac support and many more.

Before I go into what is complete and what is not, I wanted to give you a little bit of background about Gravi. Gravi was first designed in the KillScreen OUYA Create Game Jam. We didn't win any prizes, though I thought we should have, but we did end up with a solid game concept that we could build off of and has formed into the Gravi you see today.

Part of this story proposed a problem for us moving onto the steam platform. Since the game was initially designed on the android platform ( which is what OUYA runs on ) we had a lot of unused and unwanted code that is floating around that is pointless to have on steam. The other major issue is that we designed the game and code in 10 days and built off of it from there, which means that our code was a little sloppy because we were rushing to get the game done for the contest. Essentially some key components of Gravi were not deisgned the way we wanted them to be designed and have been the cause of some of the bugs we see in Gravi today.

We are working very hard to re-write parts of Gravi so to fix the game so that we can improve upon it and make it the best game Gravi can be.

We have completed a lot of the bug fixes, including new Gamepad support, I am pleased to say that Gravi now works with every controller. We also have put in place a new popup that if your gamepad is not recognized by our Gamepad support, you can select what type of controller it is (XBOX, PS etc..) and it will remember that you've selected that for future use. We've also fixed some of the achivement support and various other reported and non reported issues.

We do have a patch coming soon! Once we complete a few more fixes we will release a preliminary patch. This patch will be fairly un-noticable to you, but the first patch paves the way for our future bug fixes. It will put in place a new architecture that will help us release patches and fixes faster and we'll be working off of a cleaner codebase.

Thank you all so much for your support, and thank you for being so patient with us as we are hammering away to make Gravi totally awesome!

-Hashbang Games Team

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Comunica a existência de bugs e deixa o teu feedback sobre este jogo nos fóruns


“Não é sempre que eu encontrar um jogo tanto frustrantemente difícil e divertido de jogar ao mesmo tempo. Mas Gravi faz exatamente isso”
9.5 / 13 –

“Gravi é uma experiência de jogo de plataformas quebra-cabeça apertada que deve proporcionar o equilíbrio de dificuldade e de prazer.”
7.0 / 10.0 –

“Gravi é certo apelar para jogadores que gostam de ação e quebra-cabeças em um pequeno pacote.”

Trading Cards

Platform Support

Released: Windows
Coming Soon: OSX & Linux

Acerca do Jogo

Gravi é um jogo de puzzles e plataformas intenso que vai testar a tua tolerância à dor. Dispara e balança no teu caminho até à vitória como Gravi, uma adorável bola azul de energia. Enquanto te lanças através de armadilhas aterrorizantes e manipulas a gravidade à tua vontade, Anti-Gravi, uma bola atómica de raiva, está no teu encalço.

Após te perderes no ventre ridiculamente recheado de armadilhas de uma instalação de testes alienígena, deves usar o teu senso comum e perseverança para resolveres uma séries de puzzles intrigantes. Pelo caminho os teus limites serão postos à prova por todo o tipo de perigos.

Amealha colecionáveis e luta contra o Anti-Gravi na tua late pela liberdade. Se conseguires sobreviver aos 40 níveis únicos de Gravi e levar a melhor sobre o Anti-Gravi no seu próprio jogo, talvez consigas sobreviver.

Requisitos do Sistema

    • OS: Windows XP, Windows Vista, or Windows 7 / 8
    • Processor: Any - 1 core and up 1.5ghz and up
    • Memory: 2 GB RAM
    • Graphics: Any - Supports Direct X9 and up
    • DirectX: Version 9.0
    • Hard Drive: 500 MB available space
    • Sound Card: Any Sound Card Device
    • OS: Windows XP, Windows Vista, or Windows 7 / 8
    • Processor: Any - Dual Core or Quad Core 1.5ghz and up
    • Memory: 4 GB RAM
    • Graphics: Any - Supports Direct X9 and up
    • DirectX: Version 10
    • Hard Drive: 500 MB available space
    • Sound Card: Any Sound Card Device
Análises úteis de clientes
8 de 10 pessoas (80%) acharam esta análise útil
1,027 produtos na conta
13 análises
1.4 hrs em registo
Análise de Acesso Antecipado
I would have to recommend against this game, even considering it is labeled as early access. The developers haven't delivered an update in almost six months (update: make that more than 9 months) and it feels like they have given up on this game.

Several things are broken in the game. Within the first 10 levels I found 3 that would not count getting the hidden object--even after completing the stages several times each. Almost every level has bugs and because of this you'll find yourself needing to restart the level several times in order to complete it.

The volume control menu doesn't work and the game volume randomly changes while you play. The ninja rope/grapple control seems to work okay, albeit rather clunky. The shrink power really doesn't seem to work at all. I dread when a level requires me to use the shrink power because I know I'll be dying a lot of times due to the shrink power not working like it should.

Playing the game felt like a chore.
Publicada: 19 fevereiro 2014
Achaste esta análise útil? Sim Não
7 de 9 pessoas (78%) acharam esta análise útil
254 produtos na conta
12 análises
2.9 hrs em registo
Análise de Acesso Antecipado
Too hard and stressful for me.
Publicada: 1 fevereiro 2014
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3 de 3 pessoas (100%) acharam esta análise útil
543 produtos na conta
54 análises
0.4 hrs em registo
Análise de Acesso Antecipado
This game is just awful. I played through the first 20 levels in about 30 minutes before I couldn't take any more. And I'm a completionist who hates leaving games unfinished.
First off, the in-game graphics are bad, it's hard to see what things are, or which way the blue and red streams are flowing (it's not always the same way)
The controls are terrible and very floaty. The acceleration of your Gravi is already very tempermental (moving one platform at a time to avoid spikes is nearly impossible, and the fact that it changes a lot more (read: becomes worse) when you shoot your matter out, makes attempting complex series of moves in a time limit (like after hitting a switch) terribly frustrating.
The menu screens are also poorly designed. I understand you want to keep the mechanical aesthetic, but when I can't figure out where the buttons are to change screens or close something, you have a usability problem.
And the whole trailer shows of an Anti-Gravi? At what point does that show up? Is there a story? Why am I moving this guy around these ridiculous trap-laden areas.

Thankfully I got this with a bundle of other games. But I wouldn't recommend spending any time on it even if it were free.
Publicada: 18 Mai 2014
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2 de 2 pessoas (100%) acharam esta análise útil
329 produtos na conta
10 análises
1.2 hrs em registo
Análise de Acesso Antecipado
Lousy controls kill what could have been a fun game.
Publicada: 31 Mai 2014
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3 de 4 pessoas (75%) acharam esta análise útil
637 produtos na conta
4 análises
1.8 hrs em registo
Análise de Acesso Antecipado
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
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Nomeado Melhor Áudio em um jogo
- Casual Connect 2013