SHiFT by Fanttum
In Shift, Gravity is you weapon!
Fight, Explore, and Test your Skills in this Unconventional Experience.
Use the arrows or 'a' and 'd' to move. Click to "Shift" Gravity.
Audio was optimized for use with Headphones. (Also some people are saying its a bit "loud")
Notes and Bugs:
Hit boxes too big; Confirmed.
If you get killed by a enemy, and then it gets killed soon after game will soft lock. Your gonna have to restart... sorry bout that.
Also has anyone finished it yet? I know it can get hard, but I'd love feedback from the later parts too.
5 levels by the way. (Not including the intro) You will know if you get there anyways ;) haha
Just put up a Windows Build (Which I like never do, but web player has been meh lately) and I am on a Mac so tell me in the comments (Or wherever really) if it doesn't work right. (Or if I even uploaded it right)
Some of the side walls might not show up correctly depending on your resolution.
Fight, Explore, and Test your Skills in this Unconventional Experience.
Use the arrows or 'a' and 'd' to move. Click to "Shift" Gravity.
Audio was optimized for use with Headphones. (Also some people are saying its a bit "loud")
Notes and Bugs:
Hit boxes too big; Confirmed.
If you get killed by a enemy, and then it gets killed soon after game will soft lock. Your gonna have to restart... sorry bout that.
Also has anyone finished it yet? I know it can get hard, but I'd love feedback from the later parts too.
5 levels by the way. (Not including the intro) You will know if you get there anyways ;) haha
Just put up a Windows Build (Which I like never do, but web player has been meh lately) and I am on a Mac so tell me in the comments (Or wherever really) if it doesn't work right. (Or if I even uploaded it right)
Some of the side walls might not show up correctly depending on your resolution.
Ratings
| Coolness | 92% | 2 |
| Overall | 2.92 | 782 |
| Audio | 2.60 | 596 |
| Fun | 3.04 | 560 |
| Graphics | 2.21 | 997 |
| Humor | 2.06 | 867 |
| Innovation | 2.27 | 1013 |
| Mood | 2.61 | 809 |
| Theme | 2.46 | 1028 |
I might work on getting some more builds out there, but it works fine on Chrome for me, but I have been using Safari to test.
The "Jittery"-ness is prob the camera movement, not anything about the actual game. I wanted a dynamic moving camera, but I didn't have too much time to polish it. I Just wanted to make sure it worked fine with the platforming.
Also I never played "vvvvvv" but I remember hearing about it. I know it's not the most original idea out there, and I am sure there are much better ideas out there for this cool jam idea, but was easy for me to do, can be expanded so much, and I had so many more ideas I wanted to put in but didn't have time.
Originally there was going to be a "gun" that would shoot. (That thing you pick up at the start), but it didn't look good (cause I'm no artists), and I thought it would look weird having you carrying it around all game. (It's actually still on the character, but I made it invisible, haha)
I thought the controls were a bit slippery myself at times, but I think it works itself out once your used to it. Unity's 2d physics is different in weird ways like how friction works, and I wanted the player's gravity to feel floating enough it would be fun, and have the enemy's gravity hold more weight so you can get around them.
Getting stuck on the walls is another thing because of the friction. I tried my best, but I didn't check every wall.
The hit boxes for the enemies were a little big, but I felt like it was't a big deal. Also I do remember that most people have smaller hit boxes, but I think I had the level design take care of it not being too big of a problem. Until the later and harder parts, but then it is meant to be hard.
Sorry the music is "loud", but just turn it down? Haha. When mastering the music it is a lot easier to just make everything louder then keeping things quieter, but with Unity's new audio tools I guess I could have then just lowered the volume on different tracks.
I'm also glad people are liking how the audio grows along with the level. Something I have wanted to do for a while, and glad I got to practice it here. Was a bit hard getting some of the loops to work right with compression and all that. But I mostly keep things the same tempo, and key for the most part, I think, haha.
I could totally make this into a mobile or even something bigger, but I would have to get a good artist or 5, haha.
Anyone made it to the end yet?
The gameplay is pretty good though, and while your original mechanic looks like it came from VVVVVV there are some major differences (e.x. how you can still shift the direction of gravity mid-air, how enemies work, etc).
The aesthetic is very pleasing.
Granted, I am skeptical about this fitting in with the theme. This mechanic only works as a weapon if the level design allows for it. But with that aside, great entry.
I wanted to put in checkpoints but ran out of time :/
I also wanted to use the shift key also but I ran out of time xD haha.
Also I think I should go play "VVVVVV" now, haha.
People are calling the idea unoriginal, but that is the only other game they are referencing. Guess it must be that popular? haha
My only complaints are with the movement and gravity; the character would occasionally run so fast he would jitter around, and VVVVVV did the gravity switching thing well by making the gravity shift immediate instead of gradual.
Also, I feel like there was a huge missed opportunity here. You called the game SHIFT, but you press the mouse to shift gravity instead of using the shift key to shift instead.
All in all, a fresh coat of paint, some tighter controls, and switching shift to the shift key would make this game far more fun, but it's still a neat game nonetheless.
there's even the free version that come with a level editor, but you can only play the fan made level with that
And I do love having me some nice level design, haha.
Also the shift in gravity is immediate, but because (Unlike "VVVVV") you can shift in the air, you have that momentum. Which I wish I could have done more fun things with too.
I'm still kicking myself I forgot to make it also the shift key to shift, but I bitterly ran out of time, haha. And does it really hinder your fun that much?
And if I didn't fade in the extra tracks then how would I have brought them in?
But the player control is very juddery on my browser and the camera didn't keep up with the player when falling so that led to a lot of deaths.
It's got potential. The mechanic feels good, so it comes down to making interesting puzzles out of it.
Great game :D Definetly gona try to beat it...
the gravity shift although good idea might need some tuning in how it's implemented
Had a good time playing this one!
I think the sideways movement is a bit cropped, I dont know if its just on my pc. Still, it was fun.
I also think every game in the compo could have used more fine tuned mechanics, but I deff didn't have the time for that. Oh well.
I know about the bug with the bad guys, but the enemies were made with minimal effort so wish I could have spent more time on them.
Also glad to see people loving the blocks! I was going to try and maybe use then for a puzzle or too, but it is hard when you have to think about the main mechanic too. I kept them in case I thought they were fun to play around with too, and they get in the way more then help you so they are kinda like a soft obstacle. They can save you from the spikes, or push you into them, haha. Such is life.
Really Enjoyable! Nice job
sometimes reminded me of my flappy bird experience