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I think if this 3 button grapple system is introduced in the full game, perhaps the starting area could only have 2 choices, one or the other to introduce players who may not be able to memorize the combinations right away. Adding the third, or even fourth in more difficult areas/enemies. 

I myself am mediocre at rhythm games, where you press the same color/symbol, but mapping one color/symbol to another from the start whilst under tension breaks my brain for whatever reason.

I have found it easier to map the color to the direction I need to press, rather than to another color/symbol. Check color, press direction. A simpler thought process than perhaps: color -> color -> direction, and having the chance of getting the colors mixed up. Cutting out the middle step of that whole triangle/circle.

Like, the left color (purple) when used by the enemy requires a blue (up) is much more difficult than right color (orange) when used by enemy is simply the directionality opposite color (purple).

But even as I typed that all out I just realized a simpler method would be to take the color of the enemy and using it's default direction (purple/left) and make a clockwise rotation to (blue/up) in the grapple menu.

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tl:dr
New system broke my brain, but spending time to think it through and not getting attacked by strange goopy things has come up with effective strategy/understanding.

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Misc Questions/bugs

Are the "hand" traps supposed to have the same grapple direction/color (orange) instead of random or is that intentional since they're a common "encounter"?

The door renders above Grove's head at the first building by the tent.


To be clear, the game is amazing and wonderful as many other comments have made clear. I'm just a huge nerd lol.

We're definitely thinking about adjusting the 'Grapple Triangle' so it goes clockwise instead of anti-clockwise. Though it might seem like a small thing it seems to have thrown a few people off. So yeah, we'll be adjusting that down the line.

And yes, the Hand Traps are meant to be a bit simpler. The enemies are more variable.