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(+1)

Really nice concept. Noticed how no one was giving you feedback on the controls, so here I am to save your day xD
Your current idea is really funny right now, but the game is pretty much luck based (the physics have a lot of influence on where the ragdoll will go). The player doesn't have much control over where the ragdoll will go. For example:
- There is a wall to your left. So you need to go right. You manage to go right but the physics take you back to the left.
- There is a wall under you. So you need to go up. You go up, realize you need to turn to your side because you legs will touch the wall under you, so you turn, but your legs/arms get pulled down by gravity and you touch the wall anyway.

How to fix these? Well I'm not a professional when it comes to ragdolls, But when you want the ragdoll to go left/right, maybe make the rope itself go left/right? As for the wall on the bottom, when the player needs to go up, maybe a keybind that will make the players legs and arms strech out so that he imitates a plank?
Just wild thoughts :)

Anyways, you did a great job, keep it up!

(+1)

Thanks for playing! I really appreciate you took the time and effort to leave a feedback on the controls :)

So the way I play to avoid wall left / under in your examples, I actually try to stay still until the last moment. When the wall is about to touch me, I will try to move accordingly. It is a timing/puzzle-ish game. After the wall passes, my goal is to stabilize so I will be ready for the next wall.

I do understand it is my fault (as a game designer/creator) if the players feel frustrated. 

I thought a bit about changing the rope physics (for example: friction, springiness...) but you made a good point about giving the players someway to control more the rope. Your idea about the plank gives me another idea which is having some key binds that can initiate some specific crazy/funny body positions (plank, handstand, flag...), I will give it a try :)

Thanks again for your wild and insightful thoughts!