Had the opportunity to speak and show the game at Vector conference at Eastern Kentucky University. Got some playtesters and some great feedback.
I had the privilege of meeting Nathan Fouts from Mommy's Best Games. His was one of the blogs that convinced me of the viability of going indie back in 2009-2010. He played the game and enjoyed it but listed a lot of stuff he hated, which is exactly the kind of feedback I need. One problem he mentioned has plagued the game for years...
Up until now, I applied a shader that darkened everything behind the surface you're currently attached to, like this:
Notice the sharp line across the structure in the top left. This indicates that you can't shoot yourself anywhere in the darkened area, because you'd have to clip through the surface you're currently attached to. This always confuses everyone. I have to explain it to every new player.
Nathan suggested instead to automatically zip the player to the edge of the surface where the targeting line is clear, then launch them toward the intended target. So I got rid of the darkening shader and implemented his suggestion. Here's how it looks in slow motion:
That battery hangs below the floor level, but the game still lets me hit it by automatically dashing forward to the edge before launching at the target.
It seems asinine and nitpicky, but tweaks like this add up and affect players' subconscious impression of the game.