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(+1)

I like the more narrative take on the theme here!

Wrapping your chain between multiple rooms is a very cool concept, and I like how it works very well with backtracking to old rooms with more length so you can optimize their positions. I do wish that with this, there would be some sort of puzzle that depends on how arranged a room you aren't in anymore. Like maybe you loop over it (but not enough to do the whole planet), and so you need to arrange it in a way so that you can get past your own chain thats blocking your way.

You could also maybe implement some objects that you shouldn't break, (easy option would be expensive pots, but you could also do like a space airvent or something else), which would cause the player to be mindful in where the chains are going to end up, making some puzzles that are inverted from the hedges mechanic.

The hedges are a nice touch to add some variety to the levels, making a certain arrangement to get rid of them is a nice break from the general draw the most optimal line paths. 

I wasn't able to get past the 3rd level. It seems like I should be able to grab the chain extender in the first left room, but I am just out of reach. Maybe this was a design error or something else, but it seems like a small fix.

Visuals are nice and cute, but some audio would help bring the game together.

Nice job!

Thank you for playing and for the detailed feedback. Indeed, when I was testing I had some scenarios crossing the chain and if I had more time I would definetely work on some levels like that. Also some extra mechanics when you're not carring the chain around.

You said you couldn't grab the chain extender in the first room to the left? Can you confirm it is this one? [screenshot]
That's strange... I just tested in two different computers and I'm able to reach it without problems.

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Yep, that's the spot. When I go in I can barely move any further than the doorframe. It feels like I can almost cheese it by using momentum to get up to it, but I never got close enough.

I doubt it, but I wondered if it somehow depended on how close you were to the chain when you pick it up and it starts counting the distance, but I tried to cheese that and it still didn't work.

(1 edit)

That's strange... I think there's some issue with my chain physics code. It seems to behave differently depending on the hardware.

It would be very helpful if you could share which browser, OS, and hardware you are using. Also, what CPU do you have

I was playing it on Chrome on windows, It could maybe be somehow tied to frame rate? Where if your frame rate is higher / lower the game might process more / less, and let you move further? Does your game incorporate delta?

Thank you for sharing.

You are correct. I forgot to use delta time in a specific spot of the elasticity calculation. Unfortunately, higher FPS makes the chain less elastic... The workaround would be to open a bunch of apps and other games in the background to slow it down to 30fps instead of 60. lol