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Rubber swing (Open-source)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How much do you enjoy the game overall? | #3 | 3.834 | 4.200 |
Gameplay | #4 | 3.651 | 4.000 |
How well does the game fit the theme | #4 | 4.017 | 4.400 |
Overall | #6 | 3.396 | 3.720 |
Audio | #7 | 2.556 | 2.800 |
Visuals | #9 | 2.921 | 3.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
cool game really frustrating but worth it!
Some ideas for improvement - Make the squares bigger or make it easier for the player to grapple the squares (maybe by making the area where player can click bigger or allowing the hook to be attached if it goes through the square). Otherwise, very fun and addicting game, you've made an awesome experience I see could be expanded for, say, a mobile release! Well done! :)
Physics-y grappling hooks are always great and fun to see, but this is a bit too difficult to control. The physics is very fast and jerky, and the camera waves around far too much and too easily. You can't get the mouse to the next location quickly enough or with enough accuracy.
An easy fix for this would be making every level a single-screen level with no camera movement. Then the players don't have to awkwardly fumble and react to the camera jerks, and can just pinpoint with the mouse. It still would be pretty hard and not super accessible, but I think that simple change would help the game design a lot. Perhaps also just slowing down the overall physics speed could be helpful. There's a long history of grappling hooks in game to look to for fine-tuning inspiration.
You again repeat the really inspired decision to procedurally randomize the colors on each level refresh, which I again think is a great move for a 3 hour game jam, but again... it also can be a bit jarring with just how drastically the colors flip, but I'm very iffy on my feelings about that. I really love it but also have problems with it, but overall I think it's a very wise decision.
I'm really loving this style of physics-based TriJam games of yours. It's a good tactic. This isn't a perfect outing but it's really solid, especially for three-hours, of course, as always. Nice work.
I didn't want to make runner game because that's overdone. I chose skill based game approach. In this game you don't loose nothing but time :D
It' hard intensionaly and more fun by not playing safe.
What's problems do you have with colors? I have slight color blindness (the one on red color) but still didn't get in my way of playing it since I focus on shapes. I noticed one pallete having too close colors for solids and background.
Since several people mentioned color switch feels too drastic I have an Idea when I'll use this trick next time.
Visual are simple but the game design is here ! Sometimes too difficult for my poor skills but that's what made it interesting to play. I really had a good time playing it ! Really Good concept :)