Play game
The Kinky Cave of Trials's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audience's Choice - Asset Implementation | #2 | 3.053 | 3.053 |
Audience's Choice - Player Experience | #4 | 2.526 | 2.526 |
Audience's Choice - Game Design | #4 | 2.632 | 2.632 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Hard to believe this is in the 3 day category. Love the different bondages. <3
Aww, thank you so much! Honestly I'm pretty pround of how it came out considering it was only a 3 day jam. Im glad you liked it ^.^
So I realize that a lot of people are struggling at the beginning with the hands, so if that is the case and you need a little help, when you are at the points where you need to crawl, you can stand up and walk normally once you are actually under the block. This was unintentional, but it does make it so you should have an easier time outrunning the first hand so you wont get chain grabbed.
I didn't manage to get up on that moving platform.
Even before that, the hand enemies - they gave me a good fun spook when they first appeared, but in practice they're pretty annoying cos they just hang on you and stop you in your tracks every four seconds. Protagonist is cute though
I think a little extra animation here or there would do wonders. Perhaps a little vibration for building up a jump or increasing the animation speed when you struggle. doing button inputs and seeing nothing change is a little naff
Aww, Im sorry to hear that. Admittedly those platforms gave me an absurdly hard time to get working, and even then every now and again they break for no good reason. I even googled it and responses were basically just "yeah, after a certain update, that particular movement function I used is just not super reliable for some reason" and I didn't have the time or energy to change it. Im also sorry about the hands being so annoying. I honestly tried to space and position them so the first one would never reach you and would just kinda show it existed, and the second one was only ever supposed to be able to grab you once right before you go down the pit and out of its aggro range, so Im sorry it didnt work out that way and made the experience more annoying. As for other animations, I did have an animation for winding up the jump that for some reason based on the animation framework I had set up never ended up playing properly.
I get it, moving platforms are super hard. Once I had them in a game but couldn't get them to work right so I just delete them and replace them with conveyer belts. Dunno if I've ever made them work right.
I think the real appeal of the hands, to me at least, is that when they first appear that's a real WTF moment, y'know, it's memorable. you're expecting normal human stuff and spooky supernatural hands appear out o nowhere. I think it's worth keeping that but lowering the annoyance of getting grabbed so often. for that reason a quick solution might have been something like, if you struggle and escape them, then the hands go away and leave you alone for a while.
That was exactly the vibe I wanted to give, just a sudden, "oh shoot, what is that?" but not derail the game. Seeing now how rough the hands were for people, I absolutely agree with you that I should have made them just deactivate once you got them off of you once. Oh well, cant do anything about it now since I cant edit during the jam time, just kinda sad that my oversight with the hands has probably discouraged people from actually finishing the game (I even added a checkpoint because I thought the last part would be the hard one lol). Thanks for your feedback and suggestions though, I really appreciate it ^.^
I like some of the ideas with this game, it has a lot going for it considering the time constraints. That said I do agree with Kinktastic, the hands were a bit much, especially at the start when you're trying to figure out the mechanics for the jump. But the struggles and traps were a nice button mashing challenge. Would love to see a fleshed out version of this.
Thanks for the feedback. Im super bummed that so many people seem to have found the hands so difficult, because they were meant to just be a short little hurdle to be gone and dealt with after like the first 45 seconds of gameplay. I would like to return to this once I am a better artist, just means I actually have to do that lol.
It's not so much that the hands were difficult imo, was more that their attacks needed a little more delay after escaping and some spaces where they can't inherently grab you, like crouch spots. Something akin to how flying enemies worked in Terraria (Particularly the eyes) would probably do wonders and make the challenge of the hands more about hopping around the unpredictable patterns with hiding spots rather than the constant button mashing loop.
I like them in concept and were a unique hurdle for this kind of game, same for several other things presented here, I have faith in time you'll improve!
Liked the idea! Variety of enemies was kind of nice. Those dang hands were pretty annoying haha. Except when they were chasing me I enjoyed the long press to jump platforming mechanics
I can see the hands being annoying. Unfortunately I added their positioning rather late into the building process, so by that point I was very used to the movement, which meant to me they felt easy to out run, so I actually added the second one because the first one never got to me and I wanted to force at least one encounter with the hands, but I see that I lost sight of the fact that them being right at the start of the game when people would be just figuring out how to manage the jump would make them a problem, so I apologize for that. I hope the rest of the game was less frustrating.