I got all the way to the top. I liked the movement demo and had a ton of fun with the grappling hook. The tutorial was decent and the obstacles were fair and gave a good challenge. I think with proper art and animations this would be a really great game. Are you planning on adding that? What direction are you taking this? Interested to see whats next.
Glad to hear you liked it! I'm definitely planning on adding art & animations along with sfx & music, along with a fleshed out single-player mode. What I have in mind right now is a very hard turn away from the current prototyping assets, so once stuff close to the final art assets are in it'll feel a lot different. But right now I'm just focusing on really polishing up the movement since it'll be so core to the game.
I wanted to give you a proper review to support my fellow movement prototype dev but I simply can't into the grappling hook, I just suck. I would like to think it's me, but I wonder what others think on its current usability.
Definitely not just you. After the rush to get a demo ready I played it a lot myself & also watched my friends play it, and they were having trouble with it as well. Getting a wallrun following a grapple is difficult so it's tough to do the grapple from the wallrun section to the yellow half-pipe. And it's just feels sluggish overall. I hoped you liked the other mechanics, tough!
(Played about 30 minutes, with mouse and keyboard)
Nitpicks:
Default camera sensitivity was a bit low for me, preferred it set to 250
Wallrunning is cool but the moment I got a grapple hook I wanted to do nothing but grapple :3
That said, I've got mixed feelings about the grapple hook, it's cool how it wraps around stuff but it feels kinda unreliable:
At first I thought I needed to press left mouse after it attaches to reel myself in, the pull is initially kind of weak so it took me a while to used to
If I'm falling and I desperately throw my grapple up to not die, I wish it'd stop my fall more often than it snaps
It seems to detach whenever I go above the point grappled which I could see being more annoying than helpful. Often I would've preferred it to stay attached longer so I slow myself down instead of flinging myself over the platform I was trying to jump on
I think it also detaches if I'm moving too fast or could just be something like^ not sure
In general, I'd recommend at least increasing it's pull strength a bit, either: >while stretching away from the thing you're grappled to, or >based on the distance to the thing you've grappled
If you wanna keep the grapple hook behavior most the way it is, sound effects would help a ton for player feedback even if they're just placeholder, specifically a sound for:
Grapple thrown
Grapple retracted
Grapple attached to object
I know this is a wall of complaints, but I had fun swinging around!
30 minutes? Nice! Yeah, everyone seems to love the grapple but also has great advice on how to improve it. I'm definitely going to be working on it all a bit more until its behavior is a lot more intuitive. And I agree, good sound effects would help a lot, I haven't put them at a specific point in the development roadmap yet but I'll try to get acceptable placehold sfx in by DD44. Thank you for the feedback!
Comments
I got all the way to the top. I liked the movement demo and had a ton of fun with the grappling hook. The tutorial was decent and the obstacles were fair and gave a good challenge. I think with proper art and animations this would be a really great game. Are you planning on adding that? What direction are you taking this? Interested to see whats next.
Glad to hear you liked it! I'm definitely planning on adding art & animations along with sfx & music, along with a fleshed out single-player mode. What I have in mind right now is a very hard turn away from the current prototyping assets, so once stuff close to the final art assets are in it'll feel a lot different. But right now I'm just focusing on really polishing up the movement since it'll be so core to the game.
Had a lot of fun! Hope this is useful
I always love watching people play things I've made, it's definitely useful! So far everyone seems to love how fun the grapple is to use!
I wanted to give you a proper review to support my fellow movement prototype dev but I simply can't into the grappling hook, I just suck. I would like to think it's me, but I wonder what others think on its current usability.
Definitely not just you. After the rush to get a demo ready I played it a lot myself & also watched my friends play it, and they were having trouble with it as well. Getting a wallrun following a grapple is difficult so it's tough to do the grapple from the wallrun section to the yellow half-pipe. And it's just feels sluggish overall. I hoped you liked the other mechanics, tough!
I did, and can see the potential is there. I really enjoyed what I saw of others players playing it and seeing how crazy the level got
(Played about 30 minutes, with mouse and keyboard)
Nitpicks:
Default camera sensitivity was a bit low for me, preferred it set to 250
Wallrunning is cool but the moment I got a grapple hook I wanted to do nothing but grapple :3
That said, I've got mixed feelings about the grapple hook, it's cool how it wraps around stuff but it feels kinda unreliable:
In general, I'd recommend at least increasing it's pull strength a bit, either:
>while stretching away from the thing you're grappled to, or
>based on the distance to the thing you've grappled
If you wanna keep the grapple hook behavior most the way it is, sound effects would help a ton for player feedback even if they're just placeholder, specifically a sound for:
I know this is a wall of complaints, but I had fun swinging around!
Good luck with your game!
30 minutes? Nice! Yeah, everyone seems to love the grapple but also has great advice on how to improve it. I'm definitely going to be working on it all a bit more until its behavior is a lot more intuitive. And I agree, good sound effects would help a lot, I haven't put them at a specific point in the development roadmap yet but I'll try to get acceptable placehold sfx in by DD44. Thank you for the feedback!