Thanks! Means a lot :)
I usually use this website when I want to create smooth transitions for things like the save icon. So it's some easing function for the scaling + a sine wave for the rotation.
I've thought about your second paragraph troughout the day and I'm thinking I can't really remove the slowness and the potential frustration of the first levels. I think because the hook is not intuitive to use right away, the first levels are going to be slow no matter what. Currently, any level can be finished pretty fast; even the third level. It's a matter of getting used to the physics and discovering how to take advantage of it. Like you said, the second time was less frustrating because you got used to the momentum. I don't want to be completely dismissive though. Obviously I'd prefer if people didn't feel bad playing my game :~) I'll try to figure out something. Very helpful comment
I added that restriction to the reel in/out keys to avoid getting reeled in if you want to aim diagonally while swinging. It's a decision I took without even testing with and without, and now that you bring it up I'm not sure it was the right call. I kind of find it annoying too, but I'm so used to it that I don't notice the restriction anymore... I'm going to test without it but I think you're right :~)
I probably binded the up and down key like that because that's how Umihara Kawase does it. I took a lot of inspiration from that game.
I left a lot of intentional shortcuts , but that one isn't lol. I wonder what you mean by "I wish there were more opportunities for me to do that again". You mean cheesing the level, or stretching the grappling hook to shoot yourself? Either way there's probably gonna more of both in the final game :)
yeah.. I know about that bug while shooting down. I don't know if it's going to get fixed. It doesn't bother me that much and doesn't break anything. Let's ignore it for the moment.
Again, thank you for your help and nice comments :)