
Gravity Castle is a 2D puzzle platformer where you explore mysterious subterranean ruins using gravity augmentation powers. Overcome impossible Trials, trudge past the remains of fallen explorers and make your way to the very bottom.
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About
Gravity Castle is a 2D puzzle platformer where you explore mysterious subterranean ruins using gravity augmentation powers.
Gravity Castle is a colossal structure leading into the center of the world. Anyone can enter, yet once the gates close, no one can leave. You wake up in the depths of this strange building, the origins of which are unknown.
You will have to uncover the deepest, darkest secrets hidden within Gravity Castle. Overcome impossible Trials, trudge past the remains of fallen explorers and make your way to the very bottom.
Your weapons against the ruthless, malicious Gravity Castle are your Antigravity Device and the Soul Stones that bring you back to life.
But your greatest strength lies in your relentlessness. The Castle is especially unforgiving of those who surrender. The deep, dark depths are yours to explore.
Your final journey awaits.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, Simplified Chinese, Traditional Chinese, Spanish - Spain, Japanese, Spanish - Latin America
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h2] Great game, but needs more playtesting [/h2] This game is incredible in terms of visuals and easy to pick-up mechanics, and I thoroughly enjoyed my playthrough. This negative review isn't meant to sway you away from playing (far from it) but there are many bugs and issues which I found throughout the game, through normal means you are unlikely to encounter any but if you try to experiment or stray off of the intended path then you may encounter several. If you plan to play the game then go ahead but I warn you of one issue: [b] The game is currently impossible to 100% [/b] , I mention this later in the bugs section but to keep it brief here: level 3 has a max collectable count of 8/10 and level 4 has a max collectable count of 9/14. Also FYI the user tags are incorrect, this is [b]not[/b] a Metroidvania. The negative review is to get the developer to notice these issues and hopefully fix them as this is an otherwise fun albeit quick game. The game has been released roughly a month ago and other reviews have mentioned issues but many have gone unfixed. [h3] Minor/QOL Issues [/h3] [list] [*] English translation for controls menu is a bit off, 'move do[i]nw[/i]side' should be 'move downward', and 'running left/right' should just be changed to 'run'. [*]You can pause during a screen fade in (e.g., after dying) causing it to also freeze meaning you are stuck with a black screen until you unpause again. [*]Every flip object has 'E' listed but this is not the right button to use it, rather the up button is. This incorrect button prompt on flippers persists through the entire game. [*]When the player presses against a lever on a wall, the player sprite is slightly visible between the wall and lever. [*]Player is forced to repress [up] to grab a ladder after jumping off of it, possibly change to automatically regrab after a set amount of time has passed. [*]The shadow sprite at the bottom of ladders also overlaps with the player. [*]The player can attach to a ladder further than they can climb up one normally by jumping off and re-grabbing it. [*]The death sound does not play if the player is climbing a ladder. [*]Some blocks that are moved by lever can be controlled to move continuously against walls causing the move SFX to rapidly play. [*]Large elevator activation sequences have no (or too quiet of) sound so can be a bit confusing to wait for a second or two where the elevator doesn't move. [*]The music in sub-area transitions (which use the same music) restarts awkwardly. [*]The pit under the last elevator in the lava forge has blocks you can land on both sides which you can land on safely provided you don't touch the middle killzone. [*]Player can softlock themselves in multiple different areas, there is no restart button so the player is forced to either exit to the main menu or go to the map selection to unstuck themselves. [*]You can stand inside of arrow/missile turret blocks without taking damage. [*]Too often the player is forced to rotate a certain way as otherwise they fall right into spikes without anyway of recovering, very bad level design that needs to be replaced by a flip object that turns you a specific direction instead. [*]Character can attempt to pull a box off a ledge causing a prototype sprite of the character to appear. [*]No guidance on where the hidden braziers could be, making the task of finding them all quite tedious. (The pause menu has a dial that shows your current rotation but this doesn't serve much functionality, might be good to repurpose it to point at braziers possibly?) [*]The 'point of view' eye icon is visible during the end cutscene. [/list] The game sometimes features movable flip objects but they aren't clear at all and aren't taught initially, often you will waste a lot of time in a puzzle trying to solve it without knowing you can move a flip object. -This happened to me 3 times These need a better tutorial and possibly have more distinguishable features other than being on a stand, possibly change the colour of the flip icon from blue to pink? [h3] Major Issues [/h3] [list] [*]Player character can get squished in several different places but won't die, this sometimes results in them getting softlocked inside objects. [*]Player can often run back out of puzzle rooms before the gate fully closes causing them to get softlocked. [*]The blocks destroyed by the bell in the underground fortress return if the player dies causing them to get stuck in the bonus room. [*]Various other softlocks which include using the physics to get the blocks into places which allow the player to climb out of rooms at the wrong angle and get stuck in pits. [*]The player can easily skip the flip object before 800m causing them to freefall through the next rooms and eventually fall into the abyss if they walk right. [*]Placing a movable flip object on a edge and using it while falling will cause the character to slow fall and will break the object when they flip as well as doing a 180 degree turn instead of a 90 degree turn. [*]Player can move the movable flip at 1100m before the moving object gate closes causing it to be inaccessible. [/list] I spent a while going around level 3 and 4 looking for the remaining braziers but got stuck at 8/10 and 9/14, eventually I gave up and decided to check the Unity project files, as it turns out; the game is missing the second areas for both of them. This meant that level 3 was missing the 4th and 5th collectable and level 4 was missing all collectables 5 through 9. Despite being skipped; their collectables are still counted towards the final counts and therefore the (possible) hidden cutscene at the end can never play. I want to give this game a positive rating but there are far too many small issues with it currently.
픽셀 아트와 잔잔한 브금이 잘 어울림 퍼즐 디자인도 마음에 듦
Very bizarre game. The UI choices are interesting. No controller support, but also no mouse support. You navigate the menus with space and Q, In the menus space is labeled as "Click". Like they specifically call it click, but you can't click your mouse or hit enter. Q is back. not escape, but Q. When you go over to the gravity flip pedestal, it shows a big "E" above it, But the key you use to interact with is actually the up key, and E does nothing. The puzzles are equally weird. A lot of them rely on timing, but lining up timings for several things in the future, which is rather difficult. At one point I got squished, and the game didn't respond, I was just stuck inside a block. I had to return to menu and start again. The tutorial was over explained. It called out every single thing and explained it instead of just letting you try it and see what happens. Overall just seems like a half baked game.
虽然是个完成度只有56%的EA版,但创意不错,而且关卡设计不尽是物理机关。且因为是大地图,也有“通过另一条非通关路径回到之前进度位置以获得收集物”这种联通地图的设计。 Artless说平台跳跃解谜式微其中之一的原因便是独立游戏开发者不会调教Unity,原生Unity跳跃手感不可谓不糟糕,好巧不巧,重力城堡就没有调教过。重力城堡还跟递归不一样,重力城堡有致命机关,甚至非必要尖刺远多于解谜引导所需的数量,常常小半个小时毫无进展。TX录的实况里,基本每经过一次存档点就要剪辑一次。 我玩节奏跳跃SP也才死了50次,在重力城堡某处死的次数比节奏跳跃SP更多。
玩的時候還在EA階段,目前含第一關共四大關,期待後續開發 只遇到過一次陷阱沒有顯示的BUG,BGM好聽 解謎的過程蠻享受的,不會覺得重複感太重 [spoiler] 但藏東西的方式都差不多,但還是很容易不小心略過(幹 [/spoiler] 會覺得旋轉不直覺的問題可以在遊戲設定內更改旋轉方向 部分關卡似乎可以不只有一種過法? [spoiler] (因為不小心用手速硬A過去,也不確定是不是關卡設計就是這樣解[/spoiler]
픽셀 아트 너무 귀여워요 뇌지컬+피지컬 필요한데 저는 뇌지컬이 좀 딸려서 아직은 완전 조금 깼네요ㅎ.... 머리 쓰는 게임이 오랜만이라 그런지 몰입도가 엄청나네요 NPC만나는 이벤트가 되게 귀엽고 반가운데 너무 적어가지구 아쉬워요 더 많으면 더 스토리도 잘 따라갈 수 있고 귀여울듯!!
[h1][b]烧,太烧了,烧脑的重力城堡[/b][/h1] [h1]前言[/h1] 如今旋转场景的机制也不是新鲜事了,这部《重力城堡》依然能够围绕旋转机制展开一系列谜题设计。 解密过程非常烧脑,不断重试的过程也很充实,唯独一些不合时宜的即死型尖刺让人抓狂。 [h1]音画表达还不错[/h1] 《重力城堡》采用了永不过时的像素画风,区域之间风格鲜明、近景远景层次清晰,场景外围用黑色填充,更加凸显游戏解谜主体。 本作的主角是一个身穿红色衣物、头戴兜帽、并且有两只角的朝圣者,为了解开隐藏在其中的秘密,进入了这座神秘的重力城堡。 值得一提的是,本作的配乐很不错,给人悠扬凄凉的感觉,部分音乐环节让人想起了《空洞骑士》和《精灵与黑暗森林》两部作品。 [h1]谜题分布在大场景内[/h1] 一开始是段教程性质的关卡,简单的教学了重力旋转后,逐渐引入了可攀爬的绳索、受重力影响的物体、被封印的石像等物。 需要注意的是,旋转时是以角色为参考来进行的,而非地图,这点在初次游玩时很反直觉,要多适应。 进入到第二个大场景地下要塞时,游戏才算正式开始,而这里的谜题也全部焕然一新,各种新机制和难度都非同一般。 游戏是以大型关卡展开的,一个大的场景内会包含多个谜题,这些谜题按照不同的规划散落在场景各处,并不割裂开来,有的相互之间还会有影响。 [h1]围绕重力和旋转展开[/h1] 谜题设计方面简单点的有旋转场景通过之前无法通过的地方,比如换个角度,原本挡在面前高高的墙壁就变成一个小平台了。 又或者是面临一个低矮道路,由于角色不能蹲下或趴下通行,会无法通过,此时旋转场景后低道就变成能供角色跳下的深坑了。 本作中大部分物体是不受重力影响的,旋转之后只影响视觉,少部分物体会随着重力的变化产生反应,比如一种石头就会在重力改变后上下掉落。 游戏根据此设计了一系列谜题,比如将这种石头当作落脚点,又或是让其掉落进深坑,从另一个旋转后不会使其掉出的重力环境中通过。 游戏为了增加谜题难度,增加了一种非常讨人厌的尖刺,碰上后会直接死亡,从上个存盘点重生。 想要通过只能利用石块踮脚或是旋转重力来躲开,这个机制和开合机关、反重力石块等融合后就能衍生出各种不同的谜题。 比如有一个场景中,尖刺会不断冒出,这时就需要在尖刺收起来的间隙,利用推拉等方式用石块创造落脚点前行了。 [h1]尖刺机制真的很要命[/h1] 《重力城堡》的解谜环节非常不错,但偏偏在这之间交杂了太多令人抓狂的即死型尖刺。 一个场景中,玩家要在两面以不同规律出现的刺墙间来回攀爬以到达高处,这里的问题是尖刺出现的频率太快了,导致玩家必须要在墙面零点几秒内跳到另一面枪,否则就会被尖刺伤害导致失败。 更要命的是,向上攀爬的过程中要长按上箭头,跳到另一面墙时,之前按的“上”无效化,要重新按键才可以,玩家必须要重复这样高频率低容错的连续跳墙,一旦按错、没及时松开再次按下、起跳过快或过慢、跳的过高或过低,都会导致失败。 另一个场景,玩家要在不断开合的尖刺地面上移动石块来落脚,这期间还会有只能容石块和角色其一通过的平台,导致玩家必须要间断利用推和拉两种方式来进行,最后还要将石块移动到对应位置和角色一起旋转。 较长的过程中只要出现一个小失误,就会被尖刺打回重来,给人的挫败感非常强。 思来想去我觉得难不是问题,对比以往有尖刺类设计的游戏,本作缺少了最基本的提示,如果在尖刺出现前给个闪红的提示也不至于如此。 [h1]结语[/h1] 《重力城堡》围绕重力和旋转场景这一早已不在新鲜的机制展开了诸多设计,精彩的谜题与边探索边解谜的形式结合的很好,令人上头。 但同时,缺乏任务引导和缺少提示的即死型尖刺,又将解谜带来的体验拉到了零点,制作组也许应该反思一下,在解谜游戏中加入即死陷阱机制的得失。 [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
重力の方向を変更することで進めていくパズルアクション。 ひとまず2階の部分まで攻略が終わった所だが、頭が固いので中々悩みながらプレイ中。 私はメトロイドヴァニアのタグ経由で購入したが、いわゆる隠し部屋(=パズルステージ)が用意されているだけで パワーアップアイテムを手に入れてエリア探索を広げたりとか 探索を楽しんだりとかそういうメトロイドヴァニア感は全然ないので そっち方面を期待している人は注意。 重力方向を変更させることで落ちる足場などを上手く使って部屋を突破して 突破したら次の部屋も色々な工夫を突破してをひたすら繰り返していくゲームで 悩んだ末に攻略法がわかったときの達成感は素晴らしい。 ただ、時間制限とか落下のタイミングに合わせてギミックを動かさないといけないようなタイプのは 純粋にタイミング合わせるのが大変だなと感じた。 頭の体操と考えながらゆっくり攻略しようと思います。 以下気になった点 ・2階からは箱を動かすアクションが必要となるが、2024/11/21現在ではキーコンフィグで設定を変えても何故かこのアクションはGキー固定のままのバグがある。一応操作説明が出るのだが、説明文はキーコンフィグした後の設定で説明をしてくるので紛らわしい ・ディスプレイ回りの設定がなく、全画面固定になっている。起動したら必ずメインディスプレイに映るので他のことができなくなる ・はしごから別のはしごに飛び移りたい場合上キーを押しっぱなしだとはしごをつかんでくれない(一度上キーを押し直す必要がある。)上キー押しっぱなしで自由落下中なら自動でつかむ動作にならないだろうか
재밌음
Ta bueno, pero pongan soporte nativo para jugarlo con mando ⡿⣡⣿⣿⡟⡼⡁⠁⣰⠂⡾⠉⢨⣿⠃⣿⡿⠍⣾⣟⢤⣿⢇⣿⢇⣿⣿⢿ ⣱⣿⣿⡟⡐⣰⣧⡷⣿⣴⣧⣤⣼⣯⢸⡿⠁⣰⠟⢀⣼⠏⣲⠏⢸⣿⡟⣿ ⣿⣿⡟⠁⠄⠟⣁⠄⢡⣿⣿⣿⣿⣿⣿⣦⣼⢟⢀⡼⠃⡹⠃⡀⢸⡿⢸⣿ ⣿⣿⠃⠄⢀⣾⠋⠓⢰⣿⣿⣿⣿⣿⣿⠿⣿⣿⣾⣅⢔⣕⡇⡇⡼⢁⣿⣿ ⣿⡟⠄⠄⣾⣇⠷⣢⣿⣿⣿⣿⣿⣿⣿⣭⣀⡈⠙⢿⣿⣿⡇⡧⢁⣾⣿⣿ ⣿⡇⠄⣼⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠟⢻⠇⠄⠄⢿⣿⡇⢡⣾⣿⣿⣿ ⣿⣷⢰⣿⣿⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⢰⣧⣀⡄⢀⠘⡿⣰⣿⣿⣿⣿⣿ ⢹⣿⢸⣿⣿⠟⠻⢿⣿⣿⣿⣿⣿⣿⣿⣶⣭⣉⣤⣿⢈⣼⣿⣿⣿⣿⣿⣿ ⢸⠇⡜⣿⡟⠄⠄⠄⠈⠙⣿⣿⣿⣿⣿⣿⣿⣿⠟⣱⣻⣿⣿⣿⣿⣿⠟⠁ ⠄⣰⡗⠹⣿⣄⠄⠄⠄⢀⣿⣿⣿⣿⣿⣿⠟⣅⣥⣿⣿⣿⣿⠿⠋⠄⠄⣾ ⠜⠋⢠⣷⢻⣿⣿⣶⣾⣿⣿⣿⣿⠿⣛⣥⣾⣿⠿⠟⠛⠉⠄⠄
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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