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Salamandric

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A member registered Jun 05, 2020 · View creator page →

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Yeah the camera was a really hard part of this game, I'm pretty sure I've fixed this particular bug in the updated version I'll put out once the jam's over. I wanted to avoid a manual camera to avoid players from going down and picking simpler blocks, or using blocks that just pattern well over and over. If I were to make this game again I would probably go for a manual camera and change how the grabbing blocks works. Thanks so much for the comment.

Love the style, and the level design is amazing.

oh that's a pretty strange bug. I had a very similar issue before due to the game not taking control of the pawn which controls the pickup scripting. I'm was pretty sure it was fixed in this  version, but I'll look more into it.

Ludwig Jam community · Created a new topic Polish leniency

Hey I saw the email about the ability to add additional polish to our games after submission. I regret not adding a timer and "blocks used" score to my game. Would this be allowed, or am I restricted to options such as adjustable volume and save data?

Loved the concept and platforming of this game, although there are things that harm it overall. The positioning of the second grappling point makes it hard to see when a player walks in. When looking for it myself I found my camera looking at the wall outside instead of inside the building. It is also extremely hard to get up to the platform with that point without using your double jump the game doesn't mention until after that point. 

The bottom of the first section with the 2 chandeliers  is almost a soft lock, the player's double jump isn't high enough to get back onto the platform to try again. I had to use what I feel is an exploit with the wall jump (which hadn't been officially introduced yet) and the web fire to get up. The timer on the upper chandelier part also felt a bit too short to make it a fair challenge. 

I feel the game should've introduced all the movement mechanics before touching the grappling and swinging, ensuring the player knows exactly what they're working with movement-wise. 

The mechanic of the web slinging itself was really fun to play with, and I found the most fun when swinging on the outside of the building. The challenge which officially introduced wall jumping was also a great challenge. The combination of swinging and pulling yourself to the grappling points mid-air are great fun. Combining it with the wall jump and double jump made it a great challenge.

Unfortunately that's as far as I got, but I will definitely try more after the voting period's over. I definitely hope you don't give up with this concept, as I see it becoming a wonderful game without the time constraint.

Amazing concept, extremely fun, and amazingly well done execution.

fell a lot, but it's all worth it for that adorable froggy