The momentum in this game feels sooooooo good. You seriously need to keep working on this, man! I'd buy the crap out of a finished product.
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Elfin's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #52 | 4.255 | 4.255 |
Ranked from 102 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I didn't make progress very fast, but this was a fun game nonetheless! Like many people said, the difficulty ramps up a bit too fast, and the pull/push seems a bit weak at times and a bit strong at others, but still, the game feel is spot on, and most of the times I died it felt like it was just me being bad rather than the mechanics working against me.
Neat concept and well-executed.
I like the graphics and the music a lot. I like the death / clear animations as well. Good job! The movement is very interesting and has a lot of depth.
My only issue would be the learning curve. The first level really does a good job of introducing the main mechanic without any text so that really impressed me. But in my personal opinion the succeeding levels turned too difficult way too fast.
Overall, this is a very solid entry and one of the best games in this jam! :)
Purely awesome ! Intuitive, immediatly fun, with a lot of good idea, some tricky LD very rewardfull (maybe too much difficult too quickly; but it's a jam game, so, kinda normal) I really love to swing that guy and die and die and die and then succeed ! That was both fun and tricky for the mind, so, very likeable and lovable !
Really great concept, would probably work ok on mobile too. But got a little unfair in difficulty quickly. I would add the ability to move the camera and look around. Also the level with the first spikes was a bit hard to get over the first point to push yourself up without getting suck at a lower angle. Maybe walls or certain surfaces need different/lower friction.
Wonderful game! It does get rather difficult rather fast, but I think you have a solid game here. I know it's not the case here, but a lot of the times, some of the movements feel luck based, It's a little hard to tell the exact power of your repel and retract powers. That said, you did an amazing job! Well done!
Thanks for the great feedback! Yeah, the push/pull powers are a bit difficult to predict - especially because, in practice, the push can often completely overwhelm the pull depending on orientation (since gravity will end up effectively "helping" the push). I've thought about perhaps changing the strength of the push/pull based on proximity, or maybe adding future power-ups that allow you to have a stronger push/pull or even a distance-preserving power (closer to an actual rope, spider-man style).
I like it a lot, feels really good overall. I echo some of the other comments about getting stuck in spots, and also wonder if there's a nice way to do an aim assist when the next node is far away from your current one.
Awesome game! It's difficult but in a good way, and it's a really clever concept the fits the jam's theme. There's a nice mix of precise programming and physics puzzles, which was good for the pacing. Polish it up, add more levels, expand on the concept and smoothen up the difficulty curve and I could totally see this as a real game. As a game jam game, this is incredible. Keep it up!
Nice concept and cute art! The game gets very difficult very fast, I think a way to help with this might be to zoom out more the faster you are moving to allow you to see spikes from further away, just a suggestion though. I also found my self sometimes getting stuck in a spot where there were no reachable anchor points. But overall really good job, well done!
Super solid and cohesive experience. I loved the graphics. Also, you nailed the tutorial and the game feel of the character. The difficulty curve is a little bit harsh, but the first levels were so memorable that it did not matter.
Very simple idea with great execution. I love the little character and the art style you chose. The tethering is great and has lots of potential to amp up challenges with moving orbs, blocked paths, and other ways to use the tether. There are some small issues with the bounciness of the tethering however, and it can sometimes to slow to respond so it makes levels frustrating. The screen could also be bigger or just constrained to one frame like Celeste to give more information and preplanning.
very good game it just leave the site after sometime I don't why but this needs to be fixed.
great use of physics I loved it.
You can go check out my entry i will appreciate it if you rated as well as a feedback.
Great graphic, nice sound design, very nice game feel. I usually hate physics based games, this one I actually enjoyed. The problems I've encountered - sometimes my guy didn't want to let go of the thing he was tethering and sometimes playing too passionately made my browser change the site, which then made me start the game again. After 3 restarts I've given up, sorry. I actually wanted to finish it.
Hey, thanks for the great feedback! Yeah, I have thoughts on how to fix the "stickyness" problem. And sorry you were having trouble with the browser! I was actually working right up to the last minutes of the deadline, and ended up only having time to export one version - the web version - even though I originally meant to export for other platforms. If you haven't already, you may want to try pressing F11 after the game loads, and it should go into full screen mode.
Thanks again!
The third level is quite difficult and I ended up stopping after dieing over and over again on the second part possibly zoom back the camera a bit so we can see when to click the anchor point.
Overall amazing game just missed out on 5 stars though.
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