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Wrecking Work's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #16 | 3.583 | 3.583 |
Sound | #23 | 3.250 | 3.250 |
Overall | #39 | 3.229 | 3.229 |
Theme | #45 | 3.417 | 3.417 |
Aesthetics | #95 | 2.667 | 2.667 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very interesting approach, I liked the mechanics of the game :D
Thank you for playing, glad you liked the mechanics.
That was fun! The grapple feels very satisfying to use and I like how you can grab onto things off-screen. It's unfortunate that the breakable wall mechanic is only introduced in the last level and is only used once. It's even in the thumbnail of your game, I'd expect the mechanics to be given more importance in the game!
Thanks for playing, and the feedback. I’m so sorry that I couldn’t put in all the levels about the breakable walls, I actually designed the game while keeping it in focus but in playtesting I found that grappling off-screen and swinging might not come as easy as it did to me, so I had to design levels that teach those mechanic first and in the end I ran out of time for making levels with breakable walls and explodable barrels (this one didn’t even make a single level). I’ll surely update the game after the jam.
Felt decent to play! Well done with the mechanic!
Thank you for playing, I’m glad you liked the mechanic.
So fun! I wish there were more levels to play!! Same as the other comment, the final anchor was hard to grab on to, but other than that, brilliant work!!
Such a fun movement mechanic.
Thank you, for playing and for the feedback. I’m glad you had fun, I had a lot more levels planned but couldn’t finish them in time, I’ll upload a new build after the jam.
Cool movement mechanic, I really enjoyed the range on the grappling hook, allows you to get some crazy speed and to grapple off screen. My only complaint was the exit grey ball being so small. Sometimes I would get close to it but the detection was a little finicky while moving so the indicator would disappear when I was in range. I didn't have this problem with the bigger ball generally since they were a large target. The art and sound were simple but fit the minimalist theme well, they were both tastefully done. Nice work.
Thank you so much, for playing and for the feedback. I intentionally tried to make the exit ball difficult to grab as I wanted the players to use physics to reach it rather than grabbing the ball itself. But I guess I could’ve executed that a lot better than what I did.