Really cool mechanic! slinging around is really fun, and the level demonstrated it well
I do wonder how the game would play if you weren't restricted by what you could grapple to? I like slinging around the most, personally, so if I could do that with less restrictions it might be more fun?
Also, if you want to stop the sticky hand from clipping through the floor, I think you need to use camera stacking/layers or something like that!
I like the level itself, it feels fun to navigate.
I think it's very important that the grapple mechanic feels smooth and satisfying to use in a game like this one. RIght now, there's a long pause between when I connect with the sticky pads and when I get flung.
Also, it would be nice to have a visual indicator for when I'm in range of a sticky pad, for example by highlighting the pad when aiming at it while in range.
I thought the mechanic of refilling the sticky hand in the puddles was clear, though it took me some time before I realised that I started without any "sticky juice".
One final thing, giving the level geometry some colour or texture really helps with visibility.
Comments
Really cool mechanic! slinging around is really fun, and the level demonstrated it well
I do wonder how the game would play if you weren't restricted by what you could grapple to? I like slinging around the most, personally, so if I could do that with less restrictions it might be more fun?
Also, if you want to stop the sticky hand from clipping through the floor, I think you need to use camera stacking/layers or something like that!
Very fun gameplay, though it's a bit slow. I think this mechanic has a lot of potential
I like the level itself, it feels fun to navigate.
I think it's very important that the grapple mechanic feels smooth and satisfying to use in a game like this one. RIght now, there's a long pause between when I connect with the sticky pads and when I get flung.
Also, it would be nice to have a visual indicator for when I'm in range of a sticky pad, for example by highlighting the pad when aiming at it while in range.
I thought the mechanic of refilling the sticky hand in the puddles was clear, though it took me some time before I realised that I started without any "sticky juice".
One final thing, giving the level geometry some colour or texture really helps with visibility.