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Thanks! I agree with you on all your points I think. The physics of the rope I was never happy with, it felt too elastic which made it too hard to control. That was mainly because of the limitations of the joint system in Godot, and I didn't have time to investigate way to improve it. Basically the rope is always the same length and just raised/lowered off the top of the screen. Ideally I would remove/add sections to the rope which would mean when the rope was short it would feel more responsive (since each segment has an elasticity value, the more segments there are the more that elasticity adds up).

I also think the core gameplay loop could be improved, like you said it is quite unforgiving especially when you have limtied control over Steve. The coins were meant to be a buffer against damage but adding them as a component of the scoring mechanic suggested that it was optimal to completely avoid damage which is impractical. I certainly learned lessons about game design from making this game!

Thanks again for playing and for you feedback, it means a lot!