My favorite climbing game from the jam. Great work!
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Really Long Arms's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #252 | 3.951 | 3.951 |
Overall | #357 | 3.967 | 3.967 |
Style | #473 | 4.173 | 4.173 |
Creativity | #1013 | 3.778 | 3.778 |
Ranked from 162 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Play as a robot, and adapt your build to better scale a mountain.
Development Time
(Optional) Please credit all assets you've used
All assets made by me :)
Comments
Awesome game. Great size. Look thick. Solid. Tight. Keep us all posted on your continued progress with any new progress pics or vid clips. Show us what you got man. Wanna see how freakin' huge, solid, thick and tight your game can get. Thanks for the motivation
This game is awesome. it's difficult to control at first but once your brain gets used to it, it's extremely skillful to play! I love it!
The more I got used to the controls the more this felt skillful to play. At first it was awkward, but then I got the hang of jumps and it was satisfying. One of my favorite entries in the jam. As I got better at it, I found I didn't have to use both arms, so that might be something to think about.
Love the style you achieved for this one! The concept was hilarious and made no sense in the best way. The controls were tough to get used to, and even when I did get used to them, I still struggled a lot. More tutorializing might have helped prepare me for the leaping? But I still had a good time. Nice entry!
AWESOME entry, I thought at first it was just far too hard for me, pressing either mouse button concurrently just felt too strange, BUT I got the hang of it and made it to the summit! The menu and upgrade stuff is a level of polish I wasn't expecting and the game looks and sounds great, fantastic job overall.
Love this! I ALMOST beat level 3, very challenging and fun! Love how the color scheme of each level is different
Great little climbing game, reminds me a lot of DK Jungle climber/King of swing with a hint of the Getting Over It/Jump King school of level design. I love the amount of little control nuances you give the player in the face of such a tricky mechanic, and I love the openings you leave for different strategies (Spinning around a point for momentum, pulling yourself up with 2 arms at once, etc.). The secrets are also a great touch.
I do feel like the disappearing points leave pretty quickly, but I think that's due to the context of such a slow moving player. I'm only ever given room for 1 push/pull on a temporary point before it disappears, which does close up that aforementioned openness for different strategies a bit. I wonder if the level design could benefit more from focusing on how you use momentum to scale things, rather than the emphasis on quick decision making as the main obstacle.
That's just my thoughts though, what's here is great, and I can absolutely see this game becoming a speedrunner cult favourite. Consider an option for an onscreen timer in a "Post-jam" version?
This is such useful feedback - thank you so much! Spinning wasn't a strategy I'd really considered until I watched a friend play, but seeing that they used it extensively I went back to make sure it was useable in as many places as possible. I'm interested in seeing how many traversal options I can add, and using specifically designed sections that force the player to try different approaches could be really fun :)
I'll have to try a few things with the disappearing handholds I think, whether it be as simple as extending the time limit or perhaps working to create alternate routes so the player's not boxed in.
A timer for the post-jam version is planned :)
Loved this game! The controls were super satisfying to get down and launching myself from platform to platform really got me into a flow state. I really like the fact the game is playable with and without the abilities, i played through a second time without using them as a challenge and was surprised how fun it still was. In fact, i think it got more fun the second time around. With some more mechanics to keep things fresh i could see this having a full release.
game art and game mood are so good, love this cute one,wish fore more content to play !
A super enjoyable experience that I played through in its entirety in one sitting (save for the secrets, of which I found one and know the location of a second).
Perhaps it was just me and the way I play, but I only used one hand for the entirety of the game - using two felt like it complicated things more than anything. Perhaps make some jumps require 2 hand in some way?
All in all, 5-stars all across the board - great job!
Really well-designed levels that teach you how to play the game.
By no means am I going to be able to pull off completing this, but I had a lot of fun with it. Great visual style and nice melodies too. Great work!
I almost rage quitted from the challenge before realizing you could pull up while grabbing! and then I still did because that didn’t make it any easier ha. Very solid entry! The art is nice and the mechanic is very nicely done.
Really satisfying to play, and replayable too with both the secrets and the upgrades to change things up.
The pre-game infodump is kind of rough since it's a lot harder to take in information about a game you know nothing about. I personally had to restart because i skimmed it and missed the pull-up system.
It also seems kind of redundant to have both level-dependant upgrades and secret-dependant slots for them - at least for such a short game.
Those are really minor things though. Enjoyed this one a lot.
Thanks for playing!
This is really useful feedback, thank you! The game could definitely use a proper tutorial rather than the wall, I'll have a think about how to incorporate this in a way that's informative but not tedious
Totally agree on the upgrades and slots, I'd initially planned to have more upgrades available to the player but wasn't able to get them in on time so as it stands it's a little too easy to just equip everything. Think I'm also going to have to make some secrets harder to find and more difficult to reach too!
Cheers again for the detailed feedback, really appreciate it :)
Beautiful art and fun to play! Maybe the control scheme could be improved by pulling with W / Up instead of Space
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