- Release Year: 2016
- Platforms: iPad, iPhone, Windows
- Publisher: astragon Software GmbH
- Developer: Clemént Willay Games, ILIKESCIFI Games
- Genre: Action
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Platform, Puzzle elements
- Setting: Fantasy
- Average Score: 73/100
Description
Gravity Island is a charming 2D side-scrolling platformer set in a vibrant fantasy world. Players control Shiro, a cute creature whose magical fireflies, the Lumies, have escaped from a broken lantern. Teaming up with the magician Seraphin, Shiro must traverse over 80 challenging levels across diverse environments like a Jungle World, Fire World, and Ice World to collect the Lumies before his gravity-manipulating powers fade away completely. The core gameplay involves using these gravity powers to solve puzzles and navigate the treacherous, often upside-down, landscapes.
Gameplay Videos
Where to Buy Gravity Island
PC
Guides & Walkthroughs
Reviews & Reception
steambase.io (73/100): Gravity Island has achieved a Steambase Player Score of 73 / 100. This score is calculated from 22 total reviews on Steam — giving it a rating of Mostly Positive.
christcenteredgamer.com : Gravity Island is a puzzle platformer centered on the simple premise of solving mazes while collecting Lumies.
mobygames.com : Gravity Island is a loveable, colorful platform game that will really put your skills to the test.
Gravity Island: A Forgotten Gem in the Platformer Pantheon
In the vast ocean of indie platformers that flooded digital marketplaces in the mid-2010s, a small, charming title named Gravity Island briefly flickered into existence. Developed by the modest collaboration of ILIKESCIFI Games and Clemént Willay Games, and published by astragon Entertainment, this game presented a deceptively simple premise wrapped in a colorful, family-friendly package. To many, it was a fleeting distraction; to a dedicated few, it was a compact, clever puzzle-platformer that deserved more than its fate as a footnote. This review seeks to excavate and examine this curious artifact, analyzing its mechanics, its heart, and its ultimately unfulfilled potential.
Development History & Context
The Studio and The Vision
Gravity Island was a product of its time, born from the fertile ground of accessible game development tools. Built using Clickteam Fusion 2.5, a engine renowned for empowering small teams and solo developers to create 2D games, it emerged from a partnership between two seemingly small entities: ILIKESCIFI Games and Clemént Willay Games. The vision, as articulated through the game’s presentation, was clear: to create a “loveable, colorful platform game” that was “easy for people of all ages to play, but difficult to master.” This was not a game aiming to reinvent the genre or make a grand artistic statement; it was designed as a tight, focused experience centered on a single, well-defined mechanic.
The Technological and Market Landscape
Released initially on iOS in April 2016 before coming to Windows via Steam in September of that same year, Gravity Island entered a crowded arena. The mobile market was saturated with casual puzzle-platformers, while Steam was becoming the go-to platform for indie darlings and smaller-scale projects. Its minimal system requirements—a Radeon HD 4850 and only 80MB of storage space—highlight its origins as a mobile-first title, scaled up for PC. It was a era where a game could be developed by a handful of people, published digitally worldwide, and find its niche audience, however small. Gravity Island was a testament to that democratization of game development.
Narrative & Thematic Deep Dive
A Simple Tale of Loss and Recovery
The narrative of Gravity Island is straightforward, almost archetypal in its construction. The player controls Shiro, an “unbelievably cute, cuddly creature” whose favorite pastime is collecting magical fireflies known as Lumies, which he keeps in a charmed lantern. The inciting incident is one of clumsy misfortune: Shiro breaks the lantern, scattering the Lumies across the four distinct worlds of the eponymous island.
This premise establishes a clear, motivating goal: retrieval. The story is not one of epic conflict or deep character arcs, but of diligent collection. It evokes a childhood sense of loss and the determined effort to set things right. Guiding Shiro is Seraphin, an “expert magician” who acts as a wise counselor, providing tutorial guidance and narrative context. The stakes are personal and small-scale, perfectly matching the game’s intimate scope.
Thematic Underpinnings: The Weight of Power
Beneath the cute exterior lies a subtle thematic layer. The Lumies are not just collectibles; they are the source of Shiro’s power to manipulate gravity. The game explicitly states that without them, “your powers to influence gravity will get weaker and weaker, and eventually disappear altogether.” This creates a direct link between narrative progression (collecting Lumies) and mechanical capability. It’s a simple but effective metaphor: the things we value and seek not only bring us joy but also empower us. The journey to recover what was lost is simultaneously a journey to reclaim one’s own strength.
Gameplay Mechanics & Systems
The Core Loop: Gravity as a Puzzle
At its heart, Gravity Island is a precision puzzle-platformer. The core mechanic is ingenious in its simplicity: scattered throughout each of the 80 levels are blocks marked with directional arrows. Touching one of these blocks instantly shifts the direction of gravity for Shiro, allowing him to walk on walls and ceilings as if they were the ground.
This single mechanic is the foundation for all the game’s challenges. Progression is not just about navigating left to right; it’s about mentally reorienting the entire level space. A chasm below can become a wall to your side or a ceiling above, completely changing the path forward. This requires a constant, fluid spatial awareness that is the game’s primary cognitive demand.
World Variety and Evolving Challenges
The game is structured across four distinct worlds, each introducing new environmental hazards that interplay with the gravity mechanic:
* Jungle World: Features “biting tendrils” that threaten a “magical feast.”
* Fire World: Requires careful navigation to avoid burning hazards.
* Ice World: Introduces slippery surfaces that can send Shiro “careening into deep chasms,” adding a layer of momentum-based challenge.
* Dream World: Described as a busy place where lost dreams help regenerate the island, it likely serves as the culmination of the game’s mechanics.
Each world layers its unique hazards onto the gravity-shifting puzzles, forcing the player to adapt their problem-solving strategies.
The Flawed Genius: Design Shortcomings
While the core concept is strong, contemporary reviews (notably from ChristCenteredGamer) highlight significant design flaws that prevent it from achieving greatness.
- The Trial-and-Error Trap: A critical absence is the lack of a full-level view or map. Combined with the multi-path design of many levels—where one path leads to a Lumie and another to the exit—players are often forced into blind choices. Choosing the exit path first can sometimes make it impossible to backtrack to collect missed Lumies, necessitating a full level restart. This transforms clever exploration into frustrating repetition.
- The Leap of Faith: The perspective, locked closely to Shiro, often obscures dangers that are several gravity shifts away. Players must commit to complex sequences of maneuvers without full knowledge of the obstacles ahead, leading to “cheap deaths” that feel unfair rather than challenging.
- Length and Pacing: The entire game can be completed in roughly two hours. While the responsive controls (praised for their tightness on both keyboard and controller) make repetition tolerable, the short runtime and sporadic difficulty curve—with hard levels sometimes followed by trivial ones—leave a feeling of underdevelopment. The in-game timer for speedrunning is not saved, further diminishing its replay value.
Technical Quirks
The game was also noted for bugs, such as Shiro occasionally clipping through walls during gravity shifts and unreliable Steam achievement unlocks. These issues, while not game-breaking, contributed to a slightly unpolished final product.
World-Building, Art & Sound
A Charming, if Simple, Aesthetic
Gravity Island leverages a bright, cheerful 2D art style that aligns perfectly with its family-friendly target audience. Shiro is designed to be immediately endearing, a small, white, bear-like creature whose animations, while described as “a bit awkward,” sell his vulnerability and determination. The four worlds are color-coded and distinct, using palette swaps and new background art to differentiate the Jungle, Fire, Ice, and Dream environments.
However, the review notes a key visual flaw: environmental hazards like spikes can sometimes blend into the scenery, exacerbating the trial-and-error problem. The tutorial sketches, presented as cute chalkboard-like drawings, are a delightful touch that adds to the game’s charm.
A Forgettable Soundscape
The audio design is functional but unremarkable. The soundtrack consists of “generic children’s cartoon-styled tracks” that service the atmosphere without leaving a lasting impression. A notable exception is the final level’s music, which stands out as more memorable. The sound effects are serviceable, though the “startling popping noise” that accompanies Shiro’s death on spikes is jarringly out of place with the otherwise gentle tone.
Reception & Legacy
Initial Reception and Lasting Presence
Upon its release, Gravity Island garnered little critical attention. It holds a “Mostly Positive” rating on Steam based on 22 user reviews, with a player score of 73/100. The most detailed contemporary review, scoring it 74%, praised its charm and core ideas but criticized its short length and design frustrations.
It was not a commercial hit. Its legacy is one of obscurity. It has no critic reviews on MobyGames, and its player base remains minuscule (only 3 players have registered it in their collections on the site). Discussion forums on Steam are sparse, with threads highlighting technical bugs and missing achievements more than celebrating the experience.
Influence and Industry Impact
To claim Gravity Island had a direct influence on the industry would be an overstatement. It was a small droplet in a large pond. However, it exists as a perfect case study of its era: a game built on an accessible engine, released simultaneously on mobile and PC, that executed a single novel mechanic competently but was ultimately hampered by a lack of scope and some critical design oversights. It serves as a reminder that a great idea requires equally great execution to resonate beyond a niche audience. It shares DNA with gravity-manipulation games like VVVVVV or Gravity Rush, but lacks their precision, polish, and expansive vision.
Conclusion
Gravity Island is a game of compelling contradictions. It possesses a genuinely clever and engaging core mechanic wrapped in a delightful, charming presentation. For a brief two-hour experience, it offers moments of genuine puzzle-platforming satisfaction. Yet, it is undeniably flawed. The lack of a map, the over-reliance on trial-and-error, and its short length prevent it from being the hidden masterpiece it might have been.
Its final verdict is that of a flawed gem. It is a fascinating artifact for students of game design—a clear example of how one or two key oversights can cap the potential of a strong foundational idea. For players, it is a pleasant, forgettable diversion, best picked up on a deep sale for an afternoon of casual play. Gravity Island does not claim a throne in the platformer hall of fame, but it earns a respectful nod as a competent, heartfelt attempt from a small team that understood fun, even if they couldn’t fully master flow. It is a ghost of a game, briefly shining like one of Shiro’s Lumies before fading back into the vast, crowded sky of indie games.