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(+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!