Gravitator4K (2836 bytes)
Play at JavaUnlimited
Discuss at JavaGaming
See source code
This game came in 39th place out of 55 with a score of 79.0000.
See my other Java4K games
The game is fairly simple in concept, and is controlled via mouse.
There's a particle fountain randomly placed on the screen, with a
blinking target randomly placed elsewhere. You click on the screen
to create gravitational masses (left click for attractors, right-click
for repulsors). You have a limited number of masses you can place,
and you cannot place them inside the target area. On the first level
You need to get 100 particles to the target in the specified time limit.
As you clear each level, higher levels have multiple fountains and
multiple targets. You are allowed to place more masses, and the required
number of particles for each target goes down. However, you must match
the particles to the correct target by color!
After you've cleared 5 levels, the target size starts to decrease for
additional difficulty.
Strategy Hints
- Setting up multiple successful streams at once is cool, but sometimes
it is easier to concentrate on one at a time... as long as it doesn't take
you too long to set it up.
- When placing masses (or anti-masses) far away from the emitter/fountain,
gravitational effects will add up significantly by the time the particles
travel far enough. Also, since all particles are affected when you place
a new mass, even far away ones, expect your particle stream to change
sometimes ten or fifteen seconds AFTER placing the mass (enough time for
further away particles that were perhaps just emitted when you were placing
the mass to travel across the field).
- Anti-masses (repulsors) are good for completely reversing particle flow
when the emitter is facing entirely the wrong way... otherwise they can be
used to "nudge" a stream, but should probably be placed further away from
the stream than you think.
- When you place a new mass somewhere down the "chain", it affects
everything on the field, even particles very far away. What happens next is
that you see your mass immediately affect nearby particles in some fairly
obvious way... usually the way you intended. However, over time, as the
distant particles finally arrive near the mass, they will behave slightly
differently than the nearby particles did and will take on new trajectories.
This behavior is pretty non-intuitive and can occassionally look like the
particles are affecting one another. Also, there is a granularity to the
simulation - this means that even if you settle down to a steady-state
situation and never add new masses you'll still see occassional variations
in particle trajectories from one another as they pass the onscreen masses,
even though they are starting at the same point at the same velocity being
affected by the same masses.