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(+1)

Thanks for the detailed comment and the gameplay video. I'm glad you enjoy it. Seeing you play was interesting, especially since I didn't have many people test the game blind because of the time crunch.

May I ask what specifically you mean by more polished on the movement? Was it not responsive enough? Or is it the no-animation ledge grab that doesn't look right? Or maybe you meant the fact that it's hard to position yourself for the gravity well / hook?

(+1)

The controls on the "hook"/"Dash" platforming zones felt hard to dominate, you could polish that by making the range of the hooks/dash areas a little bit bigger so it's harder for the player to fall. In general the movement feels pretty good but polishing those parts could make the movement more fluid and easier especially for new players ^^

Yeah I agree.

I'm not sure if increasing the range would have made an impact, but clearly indicating whether or not you are inside of the field as well as allowing the player to still be hooked/pulled split seconds (40 ms say) after they exit the field might have helped (since human reaction time is around that number + time for you to press the button). I thought of this during development, as well as the possibility of slowing down game time as you approach a gravity well, but I didn't put too much priority into implementing this. Thanks for letting me know it's an issue.

You are welcome :)