Gravity Well

Introduction

Gravity Well's level layout was broken up from a main hub into mini hubs that led into several puzzle rooms themselves, with the mini hubs and rooms connecting being considered "tiers". These tiers were then tied to the progression of the game, going in order from tier 1(the tier you start the game in before reaching the main hub) all the way to tier 6( a mad dash escape). For Gravity Well I chose to handle the rooms included in Tier 3, as well as one room in Tier 5. Tier 3's focus was on the acquisition of the ability to utilize the double singularities permanently, thus giving the player the power to have gravity affecting in two different areas while not worrying about time to solve puzzles. For tier 5, the focus was on the acquisition of a time singularity, which slowed objects.


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Tier 3, room 1

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To acquire the verification for this room, the player had to cross a gap with a death floor by jumping on the top of large test tubes, as well raising lowered platforms onto higher pillars to allow further progress.

The second half involved another glass container and battery, but if the player was using one negative singularity to hold up the first battery, then this only provided the player to use a single singularity to get the battery in place. There was yet a final platform that required to be moved as well before reaching the door, thus the player would realize that it needed to be moved with the remaining singularity before completing the second glass puzzle. In the verification room itself, on boxes near the stairs a prized audio log awaited the player.

In the first room in tier 3, I wanted to create an easy environment for the player to get used to having two singularities that were permanent, but also to amp up the difficulty of platforming as the player had spent some time in the previous 2 tiers performing jump puzzles.

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The puzzle of the room was to trigger two battery nodes that would open up a door at the end of the room that contained the verification as well as an easy route back to the front of the room. The challenge was guiding the batteries through glass pathways that the player could see while having to move a closure as well as getting the battery above a small moving platform. When the player could use a negative or a positive singularity to hold the battery in place over the node, half the puzzle was done.


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Tier 3, Room 2

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For the second room, I wanted to add threat to the player besides a kill floor, and this came in the form of bringing back the turrets from the second tier. However, in this room, the concept was simple: Get to the other side of a slim walkway; the hard part was avoiding the deadly turret fire.

After possibly the first death or warning shot, the player would realize that running across was not an option. However, as the player had learned by now within the game, objects lined with glowing green edges could be manipulated by the singularities, and the player would see them about halfway down the walkway on either side. The trick of course would be for the player to use double singularities to hold both movable screens in place to protect themselves as they crossed the walkway. Making sure to be in the center of the screens while moving them was important as the turrets could see and shoot the player in the front of back of the screens.

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When the player managed to finally cross the walkway, they would be greeted with another verification, as well as an easy way back to the tier three hub. If the player was searching for audio logs as well, one was within easy view, as long as the player wasn't rushing to leave!

They may not have souls... but they are definitely taunting you to try to cross...

They may not have souls... but they are definitely taunting you to try to cross...


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Tier 3, Room 3

The third room I envisioned having the verification within view, but behind a sealed door, with 3 rooms adjacent having puzzles that allowed you to progress to the center. If the player could solve each of the 3 rooms mini tasks they could then advance via a gravity stream to a second level above the entryway.

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The tasks themselves involved the use of battery nodes again, but this time guided by rails, as well as locking the batteries in place once they touched the nodes. The trick here of course was to pull out the node supplanted on a slim wall slider that would retract back into the main wall without external force, and then push or pull the free sliding battery to lock in place into the node. The player could then deactivate their singularities and move on to the next 2 spots, with the same puzzle but with the sliders placed in different locations. The player themselves could not cheat and jump into the room, courtesy of death floors.

Once the player activated all 3 battery nodes, they player would be able to ride a singularity stream up to a small platform, activating a laser barrier that offered death if the player fell. The play would then see a small platform connected to a green-lit slim wall which could then be pulled down, and used to cross over to the center above the room containing the verification box. From here, the player would then pull another platform out connected to a battery that would deactivate a laser box, allowing the player to access another gravity stream, ride up to the top where a console could be activated, dropping the player down directly into the verification room, as well as opening the door.

If you're looking for another audio log, don't be so hasty in jumping off that middle platform...

If you're looking for another audio log, don't be so hasty in jumping off that middle platform...


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Tier 3, Room 4 (Sticky Upgrade Room)

Being an upgrade room, I had to go all out, churning out 3 puzzles to solve the center puzzle, which would grant access to the sticky singularity upgrade. The puzzle was to get 3 batteries placed within the glass box held above the room containing the upgrade. The trick, if the player had a battery, would be to place the battery within the glass tube in front of the room, wait until the moving platform with a rogue negative singularity appeared above, and to shoot a positive singularity at the floor, launching the the battery straight up and into the hold of the negative rogue. This would then carry the battery into the box above, and the battery would be slipped off via a small angled opening.

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Each of the puzzles could be done in any order, but provided is the counter-clockwise fashion. The first puzzle was a glass emplacement on a wall, with a battery contained within and high up. The challenge for the player was to use permanent singularities to move the battery down through the puzzle without having it drop on the kill fields, thus resetting the battery. If the player managed to guide the battery all the way down to the bottom, it would then slip out, and into the players reach to deliver to the center of the room.

The second puzzle was a mild callback to Jenga, in of the fact that the player had to pull out block sections within a glass tower to allow a battery to fall through. However, in order to add some challenge to the player, I wanted to first take away one of their singularities as well as stress the use of permanence by placing a small room nearby with a few turrets that would shoot the player as they walked into view, with a rogue negative holding up the gate to the room. The player would then have to use either a negative or positive singularity to keep the gate down, blocking the turrets, and all them the time needed to pull out all the boxes from every side of the tower, allowing the battery to then drop out of the bottom and into the player's reach.

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The final puzzle was a long glass tube pathway in which the player would have to guide a battery through from start to finish. Along the pathway there would be kill spots that would reset the battery, rogue singularities to affect the battery's location, and gravity streams that could be altered but would exert force on the battery. If the player managed to activate the correct singularity streams, avoid the kill spots, and use the rogue singularity to their advantage, they could then pull the battery through and take it to the center of the room. With all 3 batteries placed in the chamber above the sticky upgrade room, the player could then acquire the upgrade, and then head for Tier 4!


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Tier 5, Room 1

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At this point in the game the player has acquired the time singularity, but must pull enough power from the space station in order to allow access to the room containing the dark matter. Thus, the utility room concept of tier 5 came into place. For the first room I wanted the player to establish what a time singularity could do and its basics, but then throw the player a fun challenge at the end due to the point in the game the player had reached. With a series of 3 hallways, the first contained large gaps with death floors and out of control moving platforms going up and down. There was no normal way to cross these gaps by jumping on the platforms at their speed, and so the player had to use the time singularity to slow the platforms enough to allow the player to jump on them and across.

3 deep gaps later, and the player would be presented to a shorter, but more challenging hallway, with even a hint of what was to come further up! This time the out of control platforms would be moving back and forth, and even if the player were to land on one, the speed at which they moved would make it very difficult for the player to time the next jump to make it to the next platform. Thus, using the time singularity once again to slow 2 platforms at a time granted the player the ability to jump to each of the platforms easily, and then transfer their time singularity to the next opening to slow down the platform they were on as well as the next moving platform. Once fully across, the player would be greeted a nightmare...

 

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Get ready for a tough kiss to the face.

Get ready for a tough kiss to the face.

The Death Wall, or so dubbed by the entire team. This final long hallway consisted of a floor with many holes to fall into, which of course would come in handy to hide under from the death wall moving very fast back and forth along the hallway. The trick here of course was to shoot a time singularity at the right moment and activate it before the wall could destroy the shot, and once activated would slow down the death wall at the location of the time singularity, granting the player time to run and jump into the holes in the floor, and time their next advance to the next hole. Eventually, if the player managed to use their time singularities effectively and time their movements to the next hole, they would then escape to the other side, to access the verification box and leave to the tier 5 hub.