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A jam submission

I can't believe it's not Celeste 2: Lani's TrekView game page

It isn't
Submitted by M-AS (@matthewrobo), Racheltrq, Orbitalics — 5 hours, 11 minutes before the deadline
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I can't believe it's not Celeste 2: Lani's Trek's itch.io page

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What did this game do well?

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I like that theres an indicator of what mechanics player are using so it helps the player practice the controls better. The tutorial was also well made as it focuses more on the controls instead of avoiding obstacles so the player do not have to worry about dying in the first level

The game is really fun to attempt once we get used to the way the player can combine the movements

The mechanisms of this game are definitely interesting. The player need to combine dash, grapple and jump in a very interesting way to swing and avoid obstacles.

I like how there is a string attached to the player and let's players know what direction they are going. I also see that there's 8 possible directions, which is pretty nice to have. Overall, I like the idea.

very interesting and a little bit difficult for me, lol. I like the grapple hook and only orange rail-y surfaces make this more interesting.

The game gives many options to control the character such as movement, dash and grapple. The level is well design with very nice graphics and challenges. There are good amount of puzzles in the game that requires both skills and critical thinking to pass the level.

Easy to learn, difficult to master. The game has a good set of actions that can be performed and a good skill curve too. On the tutorial level and the 2nd level, it was all good. I then went to level 3, and I could not get to level 4.(Maybe cause of my skills? idk)

Easy to understand graphics and the color shift of the trail during the mechanic performed was really good!

It's a fun game, once you learn the mechanics for wall jump, timing the grapple, using the dash. Simple, yet playable for hours (totally not frustrating)!

The color coding to see what functions you're using/combining is VERY helpful

Based on the demonstration (compared to my own attempts), I can see that this is definitely a game with tons of room for skill improvement. It makes me want to keep trying, since I've seen someone be SO good, I know its possible.

The game feels smooth to watch.

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What could this game have done better?

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I feel like in the first level there should be more opportunities for the player to practice the grapple mechanics. Additionally, I prefer the first level to put hints on what mechanics to use because some mechanics are new to me so it took me a while to complete it. And putting hints would also help player to use the mechanics more effectively instead of just guessing.

esdf movement controls

Perhaps you could consider adding more instructions and combinations in level one so that players don't need to figure out how to swing around after long struggle.

The first level didn't have as much of a 'tutorial' or guide as I like. I was lost for a while how to navigate and still have to look back at the description for help. The movement of the ball is a bit hard to control and predict.

I think the scene can be more beautiful and you can make the player more vivid.

I think the game could be easier to play if there is an instruction level that introduce different way we can utilize the character movement to overcome the challenges in the level. I find it's difficult to figure out how to pass the first level. The trailing effect is nice but I think the color red and green that indicate the character direction is unnecessary to the gameplay.

The controls - I could not get around to using ESDF or Arrow keys. Maybe a KbM combination set would've made the game a little easier to master?

The wall jumps had a cooldown and did not immediately reset after jumping to a new wall, or was it just me and my poor dexterity? It felt a little weird cause it kept happening just when I was about to reach the goal. I became a button smasher after that ^_^

The levels got progressively harder, but the jump in difficulty felt too sudden. If there were a few more easier to reach goal levels, it would've helped. (more of a suggestion, since the prototype required us to have limited levels)

As a beginner, it is mad hard though.

There are lots of controls to memorize and it can be a little confusing to figure out how everything works together.

I think the camera could stand to be a little wider, so we know what we're catapulting ourselves into ahead of us.

(It's too hard to play) I feel like the levels can be more in future versions to let the player practice the controls.