Working out some of the rough edges of the 'platforming' before adding some items and dialogue stuff.
Any feedback is appreciated!
Ooh, this is looking great! Very fun!
Jumping feels really nice. Maybe a tad "slippery" on the landing/descent. (I spent a while sliding off the single-tile block, and sailing over the upper part of the L-shaped block, on the first screen.)
The rope mechanic is very tricky at times, but feels well implemented and is super rewarding as you start to get the hang of it!
I love the circles of lamplight around the attach points. At first I thought they indicated how close you had to be to attach your rope, but sometimes it seems like you can attach your rope while you're still outside the lamplight radius, so I'm not sure I always understand exactly how close I have to be to start a swing.
I loved finding a little pal in one room and I'm excited to see what dialogue/story you put in.
I am currently stuck on the first room that's all white brick, with the door at the very top. Learning to swing all the way around to the top of the platform is a super nifty new twist and it's nicely introduced - I felt clever when I figured out it's what I had to do, and excited when I pulled it off for the first time! It's tricky, though, and when I do make it, I keep missing the subsequent jump, or the next swing after that.
It strikes me that this room requires four very precise moves in a row, which I think is a pretty long chain compared to previous rooms, where you just have to master one or two difficult maneuvers and then you're off to the next challenge.
Thanks for sharing this work in progress! I had fun and learned a lot from checking it out, can't wait to see the finished product!
A bit to slippy for my taste, but otherwise cool platforming game. When you fall from a high place there is a 'face in dirt' animation, but it doesn't cancel X speed resulting in dragging my face on the ground at high speeds. That can't be healthy for the main character.
@Kittycat Thanks for playing my game! I'm glad you liked it.
I think I definitely made it a little too 'tight' and slippery at the same time somehow. I'll definitely be making some changes to how the player moves.
You were actually right about the lamps showing how far the character can grapple, but between adding the 'flicker' effect of the lamps and some changes to how the rope works the idea kind of fell apart. I'm hoping that I can figure out how to make the light one constant diameter circle and retain the flicker effect.
It's definitely too precise. That white room that requires the four specific jumps is the last room before the end but it's still too difficult given how slippery the game currently is.
Thanks for the feedback, I'll keep at it.
Off to a good start! Pretty fun so far.
My main suggestion would be tweaking the grapple mechanic. As of now, the character has no inertia when they grapple. Meaning their speed is instantly set, seemingly solely based on where you hook. For example, you can run and hook in a 7ish o'clock position, but you'll just end in a dead stop, instead of retaining some momentum from the run. This makes it kind of awkward to judge how fast and how high you'll go.
Keep up the good work!
@Zeepso Thanks for the feedback! Over time I've just kind of gotten used to the way the game currently is and haven't really thought about that haha.
Right now the game has a whole different physics method for when the character is grappled because of how you need to split the velocity into separate vectors at a point and the trig got kind of weird to work with. I think I'll go back and see if I can make it work though, it would make way more sense if it retained the vector of the player when they were grappled.
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