David Supanz
Creation of gameplay mechanics, visual effects and 3D models
Manche Menschen kommen ohne Axt auf die Welt, können aber trotzdem Bäume fällen.
English
Polarity Shift is an engaging first-person puzzle game that challenges players with a mix of
inventive movement mechanics and interesting puzzles. As you navigate through a series of dynamic
environments, you'll encounter a variety of puzzle elements, buttons, lasers,
movable platforms, cubes and intriguing Echo Orbs.
The Echo Orbs play a pivotal role in the gameplay, offering players the ability to manually shift
their polarity. These orbs come in two types – one imploding and the other exploding – each
corresponding to a specific polarity. The clever use of these orbs allows players to manipulate
their surroundings and overcome obstacles in creative ways.
A standout feature is the Gravity Shift Module, a cube formed by combining the Echo Orbs. This cube
defies traditional physics by altering its gravitational pull according to the polarity,
adding an extra layer of complexity to the puzzles.
To aid in the navigation of these challenging environments, players can leverage a time-slowing
feature, providing the opportunity to execute precise movements and solve puzzles more effectively.
Polarity Shift offers a balanced and immersive puzzle-solving experience, making it a compelling
choice for fans of the genre.
Deutsch
Polarity Shift ist ein fesselndes First-Person-Puzzle-Spiel, das die
Spieler mit einer Mischung aus innovativen Bewegungsmechaniken und interessanten Rätseln
herausfordert. Während du durch eine Reihe dynamischer Umgebungen navigierst, wirst du auf
verschiedene Puzzle-Elemente stoßen, wie Schalter, Laser, bewegliche Plattformen, Würfel und
faszinierende Echo Orbs.
Die Echo Orbs spielen eine entscheidende Rolle im Gameplay und bieten den Spielern die Möglichkeit,
ihre Polarität manuell zu verändern. Diese Orbs gibt es in zwei Typen – einer implodiert, der
andere explodiert – und jeder entspricht einer bestimmten Polarität. Der geschickte Einsatz dieser
Orbs ermöglicht es den Spielern, ihre Umgebung zu manipulieren und Hindernisse auf kreative Weise zu
überwinden.
Ein herausragendes Merkmal ist das Gravity Shift Module, ein Würfel, der durch die Kombination der
Echo Orbs entsteht. Dieser Würfel trotzt der traditionellen Physik, indem er seine Gravitationskraft
entsprechend der Polarität verändert und den Rätseln eine zusätzliche Ebene der Komplexität
hinzufügt.
Um die Navigation in diesen anspruchsvollen Umgebungen zu erleichtern, können die Spieler eine
Zeitlupen-Funktion nutzen, die die Möglichkeit bietet, präzise Bewegungen auszuführen und Rätsel
effektiver zu lösen. "Polarity Shift" bietet eine ausgewogene und immersive Puzzlespiel-Erfahrung und ist
somit eine fesselnde Wahl für Fans des Genres.
The goal of the game is to solve puzzles and proceed in levels. Throughout gameplay you are able to find "reality essence" that unlocks certain features or new game mechanics. You need to obtain all the essences to save the structure of reality.
Here is a short summary of how the Player Assets and the Puzzle Elements work and interact with each other.
Echo Orbs
The echo orbs are the most important part of the game, they allow you to solve many
puzzles and enhance the way you move/navigate through the levels.
Echo Orbs can be changed by shifting the polarity, in one state the orb is red and makes
an explosion on activation and in the other state the orb is blue and creates an
implosion.
The implosions and explosions affect many different Gameobjects including the player.
Gravity Shift Module ( GSM )
The Gravity Shift Module, short GSM, is also an important player asset.
It can be used to activate buttons and block laser.
The special feature it has is manipulating the gravitational pull of itself, which makes
it very versatile.
This feature is also able to be triggered manually by changing the polarity.
Doors
Doors play an important part, because they are the thing that keeps the player inside of
the level. Most of the time, the player needs to open them to proceed.
Doors can be activated by all "input actors" / gameobjects, like buttons,
switches and receivers.
Some doors also come with a terminal/interface, if so, the player can open them just by
interacting with the terminal.
And a few of them can also be seen as "AND-Gates" and will only open if all
corresponding input
actors are active.
Buttons
Buttons are one of the three "input actors".
They can be used to activate all the "output actors"
like Doors, Hatches, Platforms and Laser.
The button can be activated by:
Standing on top, using the GSM and by objects the player
is able to move around.
Switches
Just like the button, the switch is also one of the three "input actors"
And they can also be used to activate all the "output actors".
The switch can only be activated by interacting with it via the interaction key "e" on
the keyboard.
Laser
The laser is interesting because it can be activated via "input actors", but is also
able
to activate other input actors "receivers" which activate certain "output actors".
The way the laser works is very intuitive, the laser emits a laser (no shot), in the
direction the object is facing, which is able to activate the receiver "input actor"
when hit.
Receivers
The receiver is the last of the three "input actors".
The receiver can only be activated when hit by a laser.
Just like the other "input actors", it is able to activate all the "output actors".
Movable Platforms
The movable platform is an "output actor" which moves into set directions on activation and on deactivation the platform will navigate back to its original position.
Launch Pads
The launch pad launches, like the name implies, certain game objects into the direction
the overlapping component was originally heading towards to.
The launchpad also indicates the direction the object is getting launched into.
The force of launch pads can vary (intended).
Bounce Pads
The Bounce pad works just like the launchpad but instead of using the velocity of the
overlapping component, the bounce pad takes all the velocity of the component and
launches it into the direction the pad is facing.
The force of bounce pads can vary (intended).
Sticky Pads
Sticky pads slow down objects that collide with them (only the Player and "Echo orbs").
Echo orbs are completely stuck on impact but the player is just getting slowed down.
Physics Cubes
Physics cubes can be found in some levels and can help you solve puzzles.
Cubes can be moved around by ether pushing it or with the help of echo orbs.
Physics cubes can activate buttons and are affected by launch pads, bounce pads
and echo orbs.
Orb Passable Walls
Echo orbs can pass through but everything else can't.
If an echo orb is near to the wall, the wall will change colors and adapt regarding the
distance and the polarity of the orb.
Interactive Lights
A light that can be activated by input actors.
But most of the time activated via an invisible trigger.
It can vary in size, color, light type, intensity and attenuation radius.
LEVEL 4