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(+1)

Thanks for the kind comments (and yes, I hate it when a game need a reset to play again... I'm fixing that soon, when adding some menu screens).

The rebound is really silly, as the yoyo could not possibly justify it, but it's  from the original game. It adds something in the way of platforming, as killing enemy requires you to mind ledges, so I'm keeping it. I think the original spent some thoughts about the thing, like with the mechanic where running plus shooting is risky: the yoyo stays too little and too near ahead of you and colliding with enemies becames more likely. But then again, it's the natural consequence of the back and forth coded in the simplest way possible, so maybe they just went with it.

I'plannig to expand on yoyo mechanics, like giving higher scores or guaranteed drops for kills with a trick shot (like hitting when the yoyo is coming back to you), or using some vertical momentum.

The reset could be as simple as pressing 'R' to reset (without any menu), not sure if that's simple to make in Pico. I do understand the mechanic, I fell of a ledge when killing an enemy indeed ;-)

I don't know the original game, but it just feels weird that my player bounces backward as soon as the yoyo hits an enemy. It would make more sense that the rebound happens when the yoyo is back at my position. 

Expanding on the yoyo mechanics is a good idea, since it's one of the key concepts of the game :)

(+1)

So your comments were nostalgia-free, that's even better :)

Thought about the "simple" reset, but I'm already at work on menus so I didn't bother. The rebound when getting the yoyo back would make a lot of sense, really... it would disrupt the running-and-throwing movement, but maybe it can "charge up" only after hitting an enemy... there's definitely something to work on here, thanks for the idea!