Gravitation
Our hero in this story takes the obvious course of action: play catch with a girl until your head sets on fire which allows you to fly and collect stars which turn into blocks that can be pushed into a furnace. Unfortunately, Jason Rohrer leans heavily on block pushing puzzles and collectathon mechanics akin to Banjo Kazooie, and I felt that perhaps after Passage he would strike at a more unique genre. As Derek Yu would say, "LET'S GET IT AWN: The bingo that is! I'm Derek Yu. Buy the award-winning action-adventure 'Aquaria' for $19.99!"
The Rundown:
* No Gameplay: Slightly more than Passage and slightly less than Knytt; Gravitation exists in gameplay purgatory along with good-hearted atheist games who did not accept Jon Blow as their lord and savior.
* Silly Title: I spent years thinking this was a sequel to Lunar Lander.
* Indie Trendy: In an innovative move, Rohrer breaks the mold by following his own indy trend.
* Lo-fi: If this game were any more "lo-fi" it would be a low quality speaker, because the term "low fidelity" has nothing to do with games when you think about it.
* Abstract Graphics: It might be a stretch since Passage didn't get a mark here. Everything's so low resolution that the line between abstract and actual art starts to blur.
* No Instructions: Are you an indie enough dude to figure out the abstract goal of an art game? Probably.
* Experimental: The experiment was to replace gameplay with metaphor and see if any of the test subjects noticed.
* Counter-Intuitive: I don't like describing both this one and "no instructions" in the same post, so if, in the future, you indie game developers could include one or the other I would appreciate it.
* 15 Minutes or Less: This one can describe both my attention span for playing this game, or its actual length. The latter is just a guess, obviously.
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