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The audio is great, from the adaptive soundtrack, to the satisfying sound effects, and of course to the deadpan voice lines, it's perfect, and the art serves it well.

The grappling hook is obviously super fast paced and fun to use, but the level design seems to have an undying effort to contradict the core mechanic and fun of the game by encouraging thoughtful, slow paced, methodical gameplay, which not only is nowhere near as fun as simply swinging around, even worse so it's frustrating. On top of that, there's a lot of just shooting your hook into the void with complete uncertainty, which is never fun. To induce the fantasy and streamline gameplay, I would recommend zooming the camera out and placing the character at the bottom of the screen, as to allow the player to see further ahead and make quick decisions and utilise the mechanics better, resulting in more satisfying gameplay.

Overall, great core mechanic with amazing audio and a fun artstyle that suffers from poor quality of life.

Thanks for playing and thinking so deeply about it! I feel as though you’re right about the level design and camera zoom. I think one of the difficulties with jams is that you’re often aiming to polish things quickly and it’s easy to move on before really refining the core gameplay. I already sort of wish it were more practical to play this on mobile, so if there’s ever a Grapple Tower 2 I think I’ll opt for just one arm and a portrait layout. Zooming out might also make it reasonable to have the arms run out of length before they get off screen, so there’s no benefit to simply flinging them upwards and hoping for the best.