Gravity Pods 2


PsychotronicGravity Pods 2Actionscript guru Keith Peters has released a sequel to Gravity Pods, his unforgiving physics puzzle challenge from last year. This time out, not only will you need superhuman patience to defeat all 50 levels, but also fist-clenchingly perfect timing. If your brain has the intestinal fortitude for it, Gravity Pods 2 will let you make the impossible seem possible.

The object of each stage is to hit the purple exit gate with a projectile fired from a turret. Click on the turret and drag to set your aim loosely, or make fine adjustments with the [>] and [<] keys. Fire with [space]. Your path to the goal will be indirect, to say the least, lined with obstacles that will both help and hinder you. The plain green barriers stop projectiles cold, dark blue circles repel them, red stars attract them, and light blue circles (new to Gravity Pods 2) reflect them from their surface.

After a handful of training levels, the game opens up (to an overwhelming degree) by allowing you to place the gravity pods yourself. Anywhere on the playing field is fair game, even inside of a wall or on top of another pod. After you've placed a pod, you can select it with the mouse and fine-tune its positioning, step by step, with the [arrow] keys. Even a one-pixel change can make a dramatic difference here.

You can choose your starting level freely, and the game will remember which levels you've beaten. But strangely, there is no Menu or Back button, so if you stumble into a difficult puzzle and want to extricate yourself to the main menu, your only option is to reload the entire game.

Analysis: It's safe to say that Gravity Pods 2 isn't for everyone. There's an exacting, cerebral tone to it that could be considered off-putting, and the gameplay is all about trial-and-error. Shoot, move a pod one pixel to the right, shoot, adjust the turret angle by 2 degrees, shoot—it's enough to give you the heebie-jeebies. Thankfully, there are no longer any limitations on your ammunition, so experiment to your heart's content.

The reward here is in overcoming instance after instance of wonderfully cruel level design. By the final stretch, they no longer even resemble levels. They look like jokes.

"Hey," says Keith Peters, "Wouldn't it be funny if you had to shoot between the blades of three different rotating walls through a narrow corridor in the shape of a "U", and you only had a single gravity pod to place? Wouldn't that be hysterical?"

"Yes it would," says you, "I sure am glad you're a kind soul, and you would never actually ask me to do such a loony thing."

Says Keith Peters, "I have some bad news for you. Welcome to level 45."

The new bounce pods are often too small for the kind of precise calculations this game needs; their surfaces reflect projectiles unpredictably, behaving more like crazy little polygons than perfect circles. Also new to Gravity Pods 2 are rotating walls, which are, trust me, the most annoying things ever invented. They sometimes require such split-second timing that you'll wonder if you might have inadvertently insulted the game's mother, and this is what it's going to do to you in lieu of reaching through the screen and breaking your septum.

But this kind of adversity can be rewarding. You have all the time in the world to get the answer right, and when you do, you'll know you've reached perfection. It's like boot camp for your cortex. "This is my vector turret. There are many like it, but this one is mine. I must master it as I master my life. Oorah!"

Play Gravity Pods 2

Walkthrough Guide


(Please allow page to fully load for spoiler tags to be functional.)

Some of these took me a long time, but I've finally gotten around to compiling working setups for all the levels:

Lv1

Angle: 0

Lv2

Angle: 17.2

Lv3

Angle: 16

Lv4

Angle: -15.5

Lv5

Angle: 27.5

Lv6

Angle: -45

Lv7

Angle: 0
Timimg: Shoot when the gap passes the middle, going upwards.

Lv8

Angle: 0
Timing: Shoot a little bit after the cross is aligned like a "+" sign.

Lv9

Angle: 0
Timing: Shoot when the cross is aligned like a "+" sign.

Lv10

Angle: -128.6

Lv11

Angle: 10
Attractor: (550,155)

Lv12

Angle: 2.9
Attractors: (600,100) and (600,350)

Lv13

Angle: 130
Repeller: (347,435)

Lv14

Angle: 90
Repellers: (665,430) and (30,315)

Lv15

Angle: -5
Bouncer: (570,360)

Lv16

Angle: 0
Bouncers: (665,405) and (541,35)

Lv17

Angle: 90
Attractor: (630,270)
Repeller: (15,430)

Lv18

Angle: 0
Repeller: (185,35)
Bouncer: (570,405)

Lv19

Angle: 0
Attractor: (340,95)
Bouncer: (373,405)

Lv20

Angle: 0
Attractor: (100,360)
Repeller: (685,35)
Bouncer: (604,429)

Lv21

Angle: 180
Attractors: (90,70) and (90,375)
Timing: Shoot when the bar is at the bottom.

Lv22

Angle: 42
Bouncer: (346,330)
Timing: Shoot when the gap on the right is just about to close.

Lv23

Angle: -150
Repeller: (630,386)
Timing: Shoot when the gap is the largest.

Lv24

Angle: -120
Attractor: (90,10)
Repeller: (640,357)
Timing: Shoot when the bars are matched with each other, with the right bar moving upwards.

Lv25

Angle: 57
Attractor: (200,225)
Repeller: (100,30)
Bouncer: (555,280)
Timing: Shoot when the bars are the farthest to the right.

Lv26

Angle: -10
Attractors: (20,230) and (580,165)
Timing: Shoot when the first bar is parallel to the cannon angle.

Lv27

Angle: 0
Repellers: (680,85) and (618,435)

Lv28

Angle: 16.6
Bouncers: (499,174), (480,350) and (17,336)
Timing: Shoot when the cross is aligned like in this picture: http://i39.tinypic.com/3vmzt.jpg
[solution by bpanama]

Lv29

Angle: -4.2
Attractors: (672,24) and (639,394) [The third one isn't needed]
Timing: Shoot when the cross is aligned like an "X".
[solution by Trenin]

Lv30

Angle: 0
Attractor: (350,355) [The other one isn't needed]
Repellers: (645,425) and (100,10)
Bouncers: (677,42) and (29,331)
Timing: Shoot when the rotating bars are aligned like a "-" sign.

Lv31

Angle: -39
Attractors: (440,225) and (605,200)

Lv32

Angle: -27.9
Bouncer: (402,378)
[solution by Alex H.]

Lv33

Angle: -170
Repellers: (540,165), (410,285) and (280,165)
Bouncer: (225,280)
Timing: Shoot when the middle gap is closed.

Lv34

Angle: 0
Attractors: (365,180) and (605,135)
Timing: Shoot when the cross is aligned like a "+" sign.

Lv35

Angle: 0
Repellers: (260,368) and (260,82)

Lv36

Angle: -155
Repellers: (25,305) and (490,0)
Bouncers: (320,165) and (478,185)

Lv37

Angle: -90
Attractor: (70,80)
Repeller: (670,400)
Timing: Shoot when the bars are fully extended.

Lv38

Angle: -12
Attractor: (550,95)
Repeller: (589,51)

Lv39

Angle: -136
Attractor: (41,240)
Bouncer: (699,251)

Lv40

Angle: -83
Attractors: (675,40) and (155,95)
Repellers: (480,0) and (200,-10)
Bouncers: (550,130) and (10,40)

Lv41

Angle: 15
Timing: Shoot when the goal is just below the top of the screen.

Lv42

Angle: -0.5
Attractors: (610,378) and (350,35)
Timing: Shoot when the goal is right above the gap.

Lv43

Angle: 180
Attractor: (200,380)
Repeller: (160,30)
Bouncer: (595,36)
Timing: Shoot when the cross is aligned like an "X" with the goal on its top.

Lv44

Angle: -126
Attractor: (535,80)
Repeller: (600,300)
Bouncer: (178,42)
Timing: Shoot when the goal is about halfway across the screen and is moving downwards.

Lv45

Angle: -9
Repeller: (619,388)
Timing: Shoot when the goal is near the top of its path. As far as I can tell, the crosses will get in the way most of the time. Shooting at this time is the only way that you can make sure the goal is in place for when your shot actually makes it past everything else.

Lv46

Angle: -90
Attractors: (70,70) and (565,380)
Repeller: (350,175)
Bouncer: (136,269)
Timing: Shoot when the passageway on the top is completely closed.

Lv47

Angle: 0
Attractors: (640,70) and (640,370)
Timing: Shoot when the goal is on the "3 o'clock" position on its path.

Lv48

Angle: -90
Repellers: (32,45) and (260,470)
Bouncers: (675,61) and (683,421)

Lv49

Angle: 90
Attractors: (70,400) and (550,140) [The third one isn't needed]
Repellers: (190,455) and (415,10) [The third one isn't needed]
Bouncers: (194,265), (685,441) and (415,190)
Timing: Shoot just after when the cross on the bottom right looks like a "-" sign. This one may take a few attempts because the movements aren't exactly matched with each other.

Lv50

Angle: -81.2
Attractors: (154,64), (619,200) and (645,350)
Repellers: (198,10) and (452,445) [The third one isn't needed]
Bouncers: (189,404), (683,42) and (673,443)
Timing: Shoot when the bar on the top is on the left.
[solution by bpanama]

Thanks goes to bpanama, Trenin, and Alex H. for some of these solutions.

27 Comments

Would love to play but just like #1, space bar does nothing nada zip.

Stuck on level 10!

The closest I can get is

-124.2 degrees. Any more, and It doesn't hit the transporter, and less, and it doesn't work.

Am I missing something?

For Number 10,

You bounce it into the repel orbs and loop it around to the transporter. How you do that, I have no idea

GOT IT!

-128.6

Wait, i got it

lvl 10: -128.6

I've gotten to lvl 20 so far, still playing.
=D

level 11 via trial and error:

Selected Object
x:583
y:188

turret:14.7

walkthrough levels 1-20

level 1:

pre-set

level 2:

17

level 3:

-14.2

level 4:

-11.3

level 5:

27.6

level 6:

46

level 7:

pre-set

level 8:

pre-set

level 9:

pre-set

level 10:

-128.6

level 11:

Gun: 19.4 Attractor: 499,226

level 12:

Gun: 3.5 Attractors: (615,395) and (586,106)

level 13:

gun: 128.8 repeller: (366,427)

level 14:

Gun: 90 Repellers: (23,243) and (664,399)

level 15:

Gun: 0 Bouncer: (601, 405)

level 16:

Gun: .1 Bouncers: (501,31) and (606,407)

level 17:

Gun: 90 Repeller: (15,421) Attractor:(628,263)

level 18:

Gun: 0 Bouncer: (532,404) Repeller: (33,106)

level 19:

Gun: 0 Bouncer: (358,410) Attractor: (325,103)

level 20:

Gun: 0 Bouncer: (663,45) Repeller: (669,426) Attractor: (103,334)

I've done more, just didn't write down the coordinates. :P

For #10:

Try -128.6

Check out level 29!

Managed to beat with just 2 gravity pods instead of the 3 given!!!!

Cannon: -4.2
GP1: 672, 24
GP2: 639, 394
Launch just before wheel is pointing at GP in upper right corner

Is it just me or is the collision detection iffy? I've certainly fired a ball through some of the rotating objects. There is also a bug in the calculation of angles when using the bounce object.

first of all I'd like to thank Kloi for helping me though a lot of levels :)

The game's idea is pretty simple and get's quite addictive but the lack of music/graphics spoil it a bit. Even though I am more pleased to see great gameplay than epic graphics this game really needs the looks. also the difficulty is way to high.
I'm sorry but 2/5 :(

I am not a fan; the brain-engaging part of the answer is immediately obvious, and then you spend 5 minutes pixel-nudging things. A challenge, yes, but so is counting sand with tweezers.

Level 45 is actually one of the easiest in the last 10.

As a glutton for punishment, I had to skip to the last level and not stop until it was solved. Solution below for the frustrated:

Angle

-81.2

1st Red

154, 64

1st Blue

198, 10

1st Bounce

189, 404

2nd Bounce

683, 42

2nd Red

619, 200

3rd Red

645, 350

3rd Bounce

673, 443

3rd blue

452, 445

Yeehaw - one left!

Level 32

-27.9 x:402 y:378

This game seriously need a button to go back to the menu when you give up. Some levels are just too hard, and then you gotta reload the game. Why can't developers think a little, and do stuff like that.

Fun until level 10. Then nightmarish.

I can not get level 28 I know it should be more simple then I am making it but this is frustrating I have not needed help till now if anyone can help PLEASE!!!

Level 28 - timing is key

angle

16.6

bounce

499,174

bounce

480,350

bounce

17,336

Some of these took me a long time, but I've finally gotten around to compiling working setups for all the levels:

Lv1

Angle: 0

Lv2

Angle: 17.2

Lv3

Angle: 16

Lv4

Angle: -15.5

Lv5

Angle: 27.5

Lv6

Angle: -45

Lv7

Angle: 0
Timimg: Shoot when the gap passes the middle, going upwards.

Lv8

Angle: 0
Timing: Shoot a little bit after the cross is aligned like a "+" sign.

Lv9

Angle: 0
Timing: Shoot when the cross is aligned like a "+" sign.

Lv10

Angle: -128.6

Lv11

Angle: 10
Attractor: (550,155)

Lv12

Angle: 2.9
Attractors: (600,100) and (600,350)

Lv13

Angle: 130
Repeller: (347,435)

Lv14

Angle: 90
Repellers: (665,430) and (30,315)

Lv15

Angle: -5
Bouncer: (570,360)

Lv16

Angle: 0
Bouncers: (665,405) and (541,35)

Lv17

Angle: 90
Attractor: (630,270)
Repeller: (15,430)

Lv18

Angle: 0
Repeller: (185,35)
Bouncer: (570,405)

Lv19

Angle: 0
Attractor: (340,95)
Bouncer: (373,405)

Lv20

Angle: 0
Attractor: (100,360)
Repeller: (685,35)
Bouncer: (604,429)

Lv21

Angle: 180
Attractors: (90,70) and (90,375)
Timing: Shoot when the bar is at the bottom.

Lv22

Angle: 42
Bouncer: (346,330)
Timing: Shoot when the gap on the right is just about to close.

Lv23

Angle: -150
Repeller: (630,386)
Timing: Shoot when the gap is the largest.

Lv24

Angle: -120
Attractor: (90,10)
Repeller: (640,357)
Timing: Shoot when the bars are matched with each other, with the right bar moving upwards.

Lv25

Angle: 57
Attractor: (200,225)
Repeller: (100,30)
Bouncer: (555,280)
Timing: Shoot when the bars are the farthest to the right.

Lv26

Angle: -10
Attractors: (20,230) and (580,165)
Timing: Shoot when the first bar is parallel to the cannon angle.

Lv27

Angle: 0
Repellers: (680,85) and (618,435)

Lv28

Angle: 16.6
Bouncers: (499,174), (480,350) and (17,336)
Timing: Shoot when the cross is aligned like in this picture: http://i39.tinypic.com/3vmzt.jpg
[solution by bpanama]

Lv29

Angle: -4.2
Attractors: (672,24) and (639,394) [The third one isn't needed]
Timing: Shoot when the cross is aligned like an "X".
[solution by Trenin]

Lv30

Angle: 0
Attractor: (350,355) [The other one isn't needed]
Repellers: (645,425) and (100,10)
Bouncers: (677,42) and (29,331)
Timing: Shoot when the rotating bars are aligned like a "-" sign.

Lv31

Angle: -39
Attractors: (440,225) and (605,200)

Lv32

Angle: -27.9
Bouncer: (402,378)
[solution by Alex H.]

Lv33

Angle: -170
Repellers: (540,165), (410,285) and (280,165)
Bouncer: (225,280)
Timing: Shoot when the middle gap is closed.

Lv34

Angle: 0
Attractors: (365,180) and (605,135)
Timing: Shoot when the cross is aligned like a "+" sign.

Lv35

Angle: 0
Repellers: (260,368) and (260,82)

Lv36

Angle: -155
Repellers: (25,305) and (490,0)
Bouncers: (320,165) and (478,185)

Lv37

Angle: -90
Attractor: (70,80)
Repeller: (670,400)
Timing: Shoot when the bars are fully extended.

Lv38

Angle: -12
Attractor: (550,95)
Repeller: (589,51)

Lv39

Angle: -136
Attractor: (41,240)
Bouncer: (699,251)

Lv40

Angle: -83
Attractors: (675,40) and (155,95)
Repellers: (480,0) and (200,-10)
Bouncers: (550,130) and (10,40)

Lv41

Angle: 15
Timing: Shoot when the goal is just below the top of the screen.

Lv42

Angle: -0.5
Attractors: (610,378) and (350,35)
Timing: Shoot when the goal is right above the gap.

Lv43

Angle: 180
Attractor: (200,380)
Repeller: (160,30)
Bouncer: (595,36)
Timing: Shoot when the cross is aligned like an "X" with the goal on its top.

Lv44

Angle: -126
Attractor: (535,80)
Repeller: (600,300)
Bouncer: (178,42)
Timing: Shoot when the goal is about halfway across the screen and is moving downwards.

Lv45

Angle: -9
Repeller: (619,388)
Timing: Shoot when the goal is near the top of its path. As far as I can tell, the crosses will get in the way most of the time. Shooting at this time is the only way that you can make sure the goal is in place for when your shot actually makes it past everything else.

Lv46

Angle: -90
Attractors: (70,70) and (565,380)
Repeller: (350,175)
Bouncer: (136,269)
Timing: Shoot when the passageway on the top is completely closed.

Lv47

Angle: 0
Attractors: (640,70) and (640,370)
Timing: Shoot when the goal is on the "3 o'clock" position on its path.

Lv48

Angle: -90
Repellers: (32,45) and (260,470)
Bouncers: (675,61) and (683,421)

Lv49

Angle: 90
Attractors: (70,400) and (550,140) [The third one isn't needed]
Repellers: (190,455) and (415,10) [The third one isn't needed]
Bouncers: (194,265), (685,441) and (415,190)
Timing: Shoot just after when the cross on the bottom right looks like a "-" sign. This one may take a few attempts because the movements aren't exactly matched with each other.

Lv50

Angle: -81.2
Attractors: (154,64), (619,200) and (645,350)
Repellers: (198,10) and (452,445) [The third one isn't needed]
Bouncers: (189,404), (683,42) and (673,443)
Timing: Shoot when the bar on the top is on the left.
[solution by bpanama]

Thanks goes to bpanama, Trenin, and Alex H. for some of these solutions.

Level 24 anyone? The moving walls seem to move too fast to get the ball through. It's obviously possible, but I'm stuck.

Level 24

I put the reverse gravity very close to the shooter on its right. This gives it speed.

The gravity ball goes around the center of the arena, you will have it close to right when it starts curving toward the goal.

Crap!
The walkthrough for level 24 doesn't work! (I don't know the others)
What worked for me is:

Angle: -120
Repeller: (640, 357)
Gravity Pod: (310, 245)

And shoot when the right bar is next to you, and starting to retreat (go up)

Andrew

Something on lvl 11...

It said that you could nudge the attractor with the arrow keys, but it won't work for me. Anyone know what i'm doing wrong?

thanks for the walkthrough! i had done the first few on my own, then i just used the walkthrough for the last!:) so i beat the last level. lol.

Level 30:

My take on it! =)

Cannon: 0
Repellers: 672,32 + 23,440
Gravity Pods: 631,413 + 17,29
Timing: Fire when right rotating obstacle is horizontal.

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