Gravity Quest
July 19, 2017 1 Comment
UPDATE: Gravity Quest added a run button. So ignore all the bitching about the lack of one.
Think of a video game like a strand of Christmas lights. If one doesn’t work, the whole strand doesn’t. It only takes one thing being off about a game to make it so you can’t enjoy the rest of it.
So I haven’t picked up a new game in a while, but I had some downtime the other day so I grabbed Gravity Quest by Alexandr Krivozub. It’s a weird name since there really isn’t a quest, per se. It’s a first-person maze game. And I don’t mean like Pac-Man where it’s called a maze game even though you’re not really trying to get anywhere. It would be like calling my neighbor’s car a musical instrument because if I beat on it with a golf club in just the right way it would make noise that could be interpreted as music. That’s just an absurd way of thinking, or so the judge told me. I mean it’s literally a “get from point A to point B” maze game. With mazes. I like those. I wish there were more of them. And this one had a nice visual style while combining the maze concept with the getting-stale-but-not-quite-tired gravity stuff. So I gave it a whirl.

Visually it’s nice. I mean, gee, look at it. Pretty.
An hour later, with about 80% of the game completed, I couldn’t really stay energized enough to continue on. This is one of those really tough reviews to do because the game does almost nothing wrong. It advertises itself as a 3D gravity-defying maze game and that’s exactly what it is. There’s no jumping, no puzzle-solving, no combat, no platforming, or anything besides the maze and a few switches that will either take you to a different section of the level or reverse you to the other side of the walkway you’re on. That’s fine. It’s basically what I wanted it to be.
So why didn’t I like it?
Because the moving speed is far too slow and as far as I can tell, there’s no run button. Yea, that’s really it. That’s the only thing Gravity Quest did to fail at getting my seal of approval. That omission, the lack of adjustable speeds, turns the game into such a slog that it saps the energy out of your marrow. If you make a wrong turn into a dead-end or end up walking in circles, and you will because, you know, it’s a game with 3D mazes, it’s borderline painful. The levels actually are well designed and make use of both gravity and the limited first-person perspective. But it’s hard to appreciate those things when the pace is on par with watching erosion in real time. It’s sort of insane to think about: lots of things need to work right in a game, yet it only takes one little thing to render a game completely boring. But, in Indieland there’s nothing worse than being boring, and Gravity Quest is boring. And it’s boring because it’s lacking one simple, obvious feature.

Can’t stress enough though: it looks great!
This is Alexandr’s first game on Steam, as far as I can tell. And, as far as first efforts go, it’s not that bad. The one thing wrong with it is a deal breaker, but it’s the easiest thing ever to fix. Just add a run button. Once he’s done that, I’d be easier to appreciate the relatively simple but somewhat challenging mazes, the cleverness of the design and the visuals. Don’t get me wrong, it’s not in contention to be a top Leaderboard game or anything, but it would still be on the Leaderboard. So Alex, add that run button and let me know it and I’ll club your baby with my seal. I’m not sure that came out the way I meant it to but hopefully you get my point.
UPDATE: I’m clubbing this baby with my seal.
Gravity Quest was developed by Alexandr Krivozub
Point of Sale: Steam
$2.99 sang “Run Run GET A RUN, I wanna Run!” in the making of this review.
Gravity Quest is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard
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I don’t know why each of these developers decided to make their games free. Look, we all like getting free stuff, and yea, people are more likely to enjoy something they got for free than they are if they have to pay for it. That’s one of the main reasons I pay for all the games I play at Indie Gamer Chick. For me at least, I think it helps me to focus on the value of a game. While I enjoyed both Mandagon and Baezult, maybe I wouldn’t have liked them as much if I paid for them. I don’t know. I do know that, as flawed as both are, the developers clearly worked hard on both and I can’t really justify the lack of a price tag on either.
This goes to all developers whether I’ve liked your games or not: the vast, vast majority of you work hard on your projects. Your time is worth some money. Hell, throw a $1 price tag up. Something. Anything. Even if you feel you don’t need the money, just save it up so that you’ll have a war chest for the future and might not need to turn to something like Kickstarter just to get a title screen on your future projects. Or put a buck on it and give the money to a charity like, say,
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