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(1 edit) (+1)

you have a fun concept but the main problem is the inconsistent physics, I would get frustrated when I click on washy one time and he goes flying then I click on him another and he stiffly drops into the spikes below, I pick him up once I hold him for what feels like 3 seconds the next I drop him immediately, there is no way to adapt and thus the only way to win is sheer luck. I like the music though.

(+1)

agree, the physics feels inconsistent..
the rules are consistent btw, but the feeling is definitely not.
just to try to clarify those are the grabbing logic behind the scenes:

  •  grabbing with the mouse is timed.. after couple of milliseconds you loose grip.
    if grip is not lost then you can finish the level in less then 10 sec - just grab Washing and move around however you want.. 
  • When Washy touches the floor (any of the platforms) you can not grab him. this is one is super confusing and makes it feel broken because he almost never "fully" touches a surface.. usually he will bounce a little bit or something which makes the grabbing mechanics less consistent.

so those 2 are consistent but feels confusing and their combinations even more.
I spent a LOT of time of the Game Jame (48 hours) on tweaking the controls and physics, ended up with a far from perfect result.. 
the conflict is between making it challenging but yet feel solid and consistent

as you can see I left it for in the first side of two :/
if you have any thoughts how to improve on this Ill be super happy to hear 

and thanks for playing and caring enough to comment - warms my heart :)

(+1)

Well, the main issue I was having is I kept trying to fling Washy into the air only to have the mouse let go sooner than I was expecting and have him plummet into the spikes, I'd recommend having a set amount of time that stays consistent that you're allowed to hold washy however brief, that allows the player to plan their clicks around when around when the time is going to run out instead of having to rely on the mercy of RNG and it doesn't ruin the challenge because if they mistime it, or misclick, they will lose, so I think that'd be a good place to start. :)

(+1)

thanks! yea its a good idea,  ill change it as you proposing.

I fell to the know trap of any developer - you play test your 
game so much during development that by the time you get to small balancing and tweaking 
you become a master and it seems "too easy" then you make it too hard to the new 
first time player.. it happens to me every time, EVERY TIME.. 
one of the reasons play testing are so important.

fun fact- at start I made the timeout for about 1.5 seconds than I got afraid that its to easy to move Washy around and started to cut
the time down, until I got to around 300ms in the final version :/

Thanks your feedback is valuable as gold for this game and my next ones :)
so highly appreciate it