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A jam submission

Winston the WebslingerView game page

Submitted by peter_makes_games — 17 hours, 16 minutes before the deadline
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Winston the Webslinger's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#14.1114.111
Overall#2n/an/a
Concept and Creativity#34.0004.000
Artwork, Aesthetics, and Overall Presentation#83.3333.333

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme Interpretation
Speedrun through the caves by killing the bugs.

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Comments

Submitted

As much as I do really like the concept, and I'm a fan of grappling hooks and momentum based movement games, there were a couple things that kept me from enjoying it quite as much here:

1. I personally really didn't like the shooting. This might just be a me thing, but I remember hearing that the web shooting was intentionally based on momentum rather than going to exactly where your cursor was, and it might just be a skill issue, but it was a little weird for me to get the hang of. The most fun parts of the game for me were figuring out the correct routing to get a fast time and using the grappling hook, and this to me felt like unnecessary difficulty. Now this was by far my biggest gripe, and it was by no means a complete dealbreaker for me, but I do think just having the webs shoot at the cursor would make the game more fun to just pick up and play.

2. Now onto the much smaller details. The actual grappling hook movement had a little bit of clunkiness. I wonder if making the player character smaller and/or lighter would make it feel a little more responsive, but it really wasn't that big of a deal. 

3. Having the main sprites and the background be different pixel resolutions felt a little weird to me. I think it would've been better if the walls and background were the same resolution, and adding parallax on the background could've given the game a higher level of immersion. (Remember that these last two points are most definitely nitpicks and not something to worry about).

Overall, this is a really cool entry. As I said earlier, I really like these kinds of movement games, and you guys mailed it with the star system (I think these kinds of games are perfect for the star system), and it was very reminiscent of older mobile and flash games (like that one motorcycle game I used to play on cool math games), to the point of being a little nostalgic. Great work!

Submitted (2 edits)

The control scheme in this looked really satisfying during the showcase and it absolutely was. It’s simple but allows for a good range of fun and challenge in a way that reminds me of 2010s mobile games like Cut The Rope. The nonlinear design of the levels and star rating system make this very replayable despite a small set of mechanics.

I was only able to complete up to Level 6. The difficulty doesn’t feel unfair or frustrating, though. I will say that it is quite hard to take out enemies via web shot since the projectile is so small and moves decently slow. Some “simple control scheme with tight precision” style games (i.e. Geometry Dash) work around problems like these by making hitboxes larger or smaller than the visual, to make things easier to hit or harder to dodge - that might help the difficulty curve a little.

Also I appreciate the “personal caves” joke.

Developer

You saying Cut the Rope just brung back so many memories thank you