Gravity Hook is a new Flash game from Adam (Atomic) Saltsman and Danny Baranowsky. It’s based on a game prototype by Niklas “Arne” Jansson where you climb higher and higher by grappling onto mines and swinging yourself up. The catch is that the mines arm themselves when you’re hooked onto them!
Like Thrustburst, Gravity Hook rewards risky behavior – releasing yourself from a mine when you’re right next to it results in a significantly larger boost. It feels good to catch the wind with a series of dangerous jumps. So good, in fact, that I’d like to see a visual or aural reward when I nail one… perhaps a little spark or a different sound effect?
Another thing I like about the game is how quickly you can retry after dying – your highest score is submitted only when you exit to the title screen. It may seem like a small thing, but for a score-based reflex game like Gravity Hook, every second between death and the next attempt can seem like a freaking eternity. For me, anyway.
Now if only I didn’t suck so hard at it…
Hope all you American TIGSource readers had a great Labor Day weekend! I got to hang out with some old friends, which was great.
But enough about me, eh? I wanted to bring to your attention the blogs of two artists and game designers that I have severe mancrushes on. The first one is from Cryptic Sea, home of Alex Austin and Edmund McMillen, the creators of Gish. Now, I was already VERY excited about Gish 2. (From what I’ve heard, it’s going to be Gish, but bigger, better, yadda yadda.) But after seeing this teaser image, well… I’m at “pee pee pants” level of excitement. And that’s a very high level.
I really loved Edmund’s previous work, but it’s obvious that he’s getting better and better! He’s a hilarious dude, too, and incredibly genuine. I wish the best for him.
Which brings me to Niklas Jansson, the artist for Cortex Command. He’s a talented technical artist, to be sure, but what I love about Niklas is his broad understanding of game design. Whereas any artist can take an old design and “modernize” it by making it dark, overwrought, and angry (cough Bomberman: Act Zero cough), Niklas stays true to the original essence of the old school. If only the games that he designed made it beyond the conceptual stage!
In his new blog, which supplements his portfolio site, Niklas shares his artwork and his thoughts on games, old and new. It’s fascinating stuff, so check it out!