Developer NiNja Thumbs • P RICE Tba www.teamninjathumbs.com
Why is this called Grabity? Terrible spelling mistake, or clever double reference to the game’s most important features? As artist, Moritz Schlitter, tells us, “The core mechanic is grabbing objects from the environment and utilising them as makeshift projectiles or shields.” My kids and I discovered that the arena-style setting is even more fun when you turn off gravity and float around murderously. With a range of game modes and options for customisation, this is both for the couch at home and, conveniently, to play with friends (or strangers) at a gaming convention.
We spent almost as much time customising our game as we did playing, so I asked Schlitter what his favourite settings were. He says, “My favourite mode is limited lives, 10, and either Juggernaut with items set to Explosive, or Standard with standard items and unlimited time. When lives are limited, people play conservatively and become more competitive. This creates intense situations, like players desperately clinging onto their last life as you chase them down. Sometimes they manage to clutch it out and stage a comeback, leading to an awesome high-stakes finale.”
Grabity is a straightforward experience that nonetheless creates excessive, and varied, drama. The art is clean and to the point, leaving an impression of thoughtfulness and polish. Schlitter cites Rocket League and Halo as the team’s “go-to lunchbreak games” and biggest influences. So, find this on the Indie Showcase and get ready for grabbing, throwing, hiding and obliterating everyone. Schlitter promises access to a range of game modes and settings, and says, “You can tell people are enjoying themselves when the trash talking begins!” Oh really? Well, I will hit you all with my crate. It’s a fun game.
Moritz Schlitter ArtiSt