phew. it was tough but ig ot 527 points 馃
PKPenguin
Recent community posts
I'm really interested in playing more of this game but it has this issue for me where holding left click to throw my hook will at seemingly random times fail to register my input, which causes it to rapidly spam throw my hook over and over. It makes some sections of the game pretty much impossible because you of course need the hook to proceed and if it randomly disconnects you just fall. I can send a clip if needed. I was thinking maybe an accessibility option to have the hook throw as a toggle instead of needing you to hold left click might be a good bandaid fix for me.
Quit pretty early on because the hook does this obnoxious thing where if you're holding left click to throw your hook it will sometimes just decide to relaunch the hook for no apparent reason, even if it has already latched onto something. Happened often enough that I had to open a mouse tester website so I could make sure my left click button wasn't broken because it feels like your mouse is spamming left click ingame rather than holding like it should. Very very annoying
I would adjust level 13, after the loops they take a very slight northeast turn that doesn't play nice with keyboard controls. It's impossible to mimic their exact path while also keeping up with them, you have to instead be almost touching the guy in front of you well before you enter the turn to just barely have enough wiggle room which isn't super intuitive compared to the rest of the game. Plus it comes at the end of a fairly long segment which gets annoying to replay.
That's my only gripe though. It's a clever game that would fit right in on the library of the PSP or DS. I liked it very much overall!
Interesting game! Most of the challenge seems to come from having to glance at the rule book. Once you've got the rules down pat it becomes almost trivially easy. There are also some conditions that are almost always going to want to be one way, such as the flaps which you almost always want open and therefore don't have to think about much.
I think with more rules and with more settings beyond toggle and raise/lower speed, it could be interesting to see the idea expanded.
There doesn't seem to be any sort of algorithm that checks to make sure a level is possible!
I've had levels where I spawned with soda machines on all sides of me, making me unable to move at all! Many levels seem impossible to conquer as well. The curated levels are all very good, and much of the time the random levels are great, but if they were consistently completable without the risk of bad RNG ending your run, the game would be much better. That said, I had a ton of fun with this! Good work!