Rocket punch your way into scoring goals on this gravity twisting trill.
A new sport was invented in a galaxy far far far away! (well, not that far, but whatever) Gravity Ball! You have a ball, you have gravity, everything is here! Try to score using your trustworthy RocketArm (patent pending)!
GAMEPLAY
-Your orientation will shift depending on your current gravity.
-Multiple things affect your gravity differently.
CONTROLS
WASD to move.
Space to go up current orientation
Left Control / C to go down current orientation
Hold and release Left Mouse Button to charge Rocket Punch
Right Mouse button to cancel rocket charge.
CREDITS
Arthur Costa Sousa - Programmer / Designer
Andrea Di Bartolo - 3D Models / Visual Effects
Brainoid - Music / Sound Effects
While I didn't feel sick playing this, I can only agree with what the others have said before me, the gravity gimmick in this game ends up being kind of a hindrance regarding the movement, you can't really move too far without having the gravity changing and your control scheme and trajectory somewhat changing, sometimes because of a gravity sphere that you haven't noticed because the game is in 3D. It ends up being too unpredictable to really feel in control.
Other than that, the graphics are amazing, and the audio's really great!
Fun, but too long (581.22 was my time T_T)!
Fortunately, I didn't feel sick playing this, but yeah, I can see why this would feel disorienting. Making the player be part of the gravity system maybe wasn't the best? It flipped too often to make it possible to really navigate the space efficiently, and everything felt super floaty. The gravity system also didn't help with the balls too much: there were always a couple of balls on the outer sphere (the ones I actually tried to push into the goal) and then bunches that would find sweet gravity spots between the inner spheres. I tried to break up the bunches, but I don't think it helped very much.
I wonder why the punch was a charge-up action? I think the game wouldn't lose too much of its gameplay if I could just hold LMB to rocket forward, then let go when I wanted to stop. RMB could even be a reverse thrust for more 6DoF-like navigation. Charging up a thrust, then missing the ball you were aiming for, then having to sit through the full thrust to far away felt unnecessarily punishing.
Oh boy! The visuals were really impressive but i almost puked trying to play. Its quite difficult as well. I only managed to get 2 balls in the hole before bailing. It's an impressive game from a technical aspect tho, lots of work went into it!