It is certainly interesting, but not much in gameplay and it's really hard to understand what even is going on.
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The presentation is good and the gameplay is incredibly fun!! My only complaint is that you could make the hitbox of the hook bigger (or make it snap to nearby objects).
I don't think you intention was to make pixel perfect clicks judging by the enemy and level design, I see it as more of a click decision making, and when the plan is made, it shouldn't fail because I missed I tiny pixel on a fast moving foe.
Syllabus Games, I couldn't have said it better. You are required to nail perfect jumps with a hookshot that swings you around a lot. The first 2 levels were fine, because the level design was loose enough to let you soar through the air very fast, but the level with the pit and the spikes made me put the game down for good.
This could work, you just need to design levels around a loose hookshot!
It's good that it's fast and frantic, but maybe the enemies move a bit too fast, and I don't like that the energy bar depletes faster if you touch more enemies, when you are required to deflect at least 3-4 enemies after 20 seconds of game time.
This is an amazing game! Incredibly polished, the core gameloop is awesome and new things are added on every new level! My favourite is probably the grapple :P
Controls are responsive, graphics are clear and beautiful, the music sets the atmosphere perfectly. An amazing presentation overall!
It is a clever concept, I'm fine with the controls, the moving window likes to hide behind my taskbar and between my 2 monitors, meaning I had to complete the first part of the second stage almost blindly. I think you should let people adjust the "starting point" of the window.
This is a very nice idea! It's quick and fun, not very polished but it can be improved upon.
However, I find that Skills are basically useless, as 3-4 perks already guarantee you the kill. Also, even when I picked skills, it was not obvious when and how I used them, I just spammed the button. There could be a visual indicator or a sound fx when you activate a skills.
Very nice idea, decent ammounts of polish, and most importatly, fun and addictive gameplay. If you were to release it as a full game with a level editor, I'd gladly buy it for $15 or even $20!
An interesting idea and I really like the art style, but it's hard to play.
I only kept my eye on the left half of my screen, and it was a bit headache inducing. The game forces you into a defensive playstyle, and that would be fine if I could get a good idea where I'm going, because no matter which direction I want to go in, I get confused and walk into an enemy.
I think this concept could work better for some kind of abstract puzzle game like Portal or Antichamber.
Very nice! Super polished, gameplay feels good too! My only complaint is that the game window is very annoying. I constantly have to scroll back up to see where Eddie is going, then I have to scroll down to control him blindly.
Thanks for playing! :)
You are right, I will remove the moving background, it really disrupts the flow of gameplay.
I understand your problem with the controls, and I can see how they can be confusing, but if the directions reversed after dashing (the first version) then you could just hold the X button while pressing Right/Left to dash on every pixel and clear a stage instantly.
I'm no game design god, maybe I should add a cooldown to the dash? We'll see...