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A jam submission

GrapnelScapeView game page

The fog approaches...
Submitted by lkl1034 — 11 days, 3 hours before the deadline
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GrapnelScape's itch.io page

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Comments

Q.1 For the movement, I thought it was so much fun figuring out new mechanics! I do think that the main things that stuck out to me was starting to move from standing still. It is a very  slow slide forwards. I also think the aerial movement was a little hard to deal with as well. One thing I was thinking of as well was making the grapple hook dislodge after un-clicking, rather than clicking once for each mechanic.

Q.2 Personally, I thought the fog was a great challenge starting out, and I had a lot of fun staying engaged the whole time. An experienced player might find it slow once they get good enough. Your idea of having the fog move faster after each level would be nice.

Q.3 I had a really hard time understanding the part in the second level, where you have to traverse the stones that get taller and taller, and didn't really get that you had to start moving left to get momentum going, to get over, which kind of circulates back to my first point.

Q. 4 Instead of enemies, I feel like floating obstacles or flying bats would be a great addition.

Q.5 From when I played, I didn't notice anything that was weird.

1. The movement itself if pretty nice, but I feel like I had a different idea on how the shotgun worked, It's best used as a momentum amplifier, not like a double jump. Once I figured that out it was easier to work with. One major thing about the grappling hook is that you need to be able to detatch with the spacebar, I found it a little odd to control having to click again to detatch. This would also help comboing the grapple with the shotgun for more momentum.

2. From what little of the fog I experienced in the tutorial, it seemed fine? But I didn't get past the tutorial. The fog came in while I was still trying to get over the spikes, and I got a little frustrated dying from something I couldn't even reach yet.

3. Once you figure things out its fine, but it feels a little unintuitive starting out.

I had trouble walljumping, but that just be my own computer being slow and laggy. And in the tutorial where you reach the box to move, it's not clear that you really need ot use the shotgun to give you that last little bit of height to reach the platform, as the basic jump doesn't get you there, and you apparently can't walljump off blue stone. I also recommend having a checkpoint system, as there were a bunch of times I died in the tutorial later on, and it made me start from the beginning, which was a little annoying.

4. I can't completely say, but I'm leaning towards no, as it's already kind of difficult. But maybe as the levels progress and increase in challenge.

5. I found that upward slopes are really weird, and I think sometimes they treat you as if you're falling and sliding off the wall.

1. How is the movement? Does any mechanic feel too weak/strong compared to the rest?

The movement is great. I think that all of the mechanics are about the same in terms of strength. 

2. Is the fog too aggressive or too slow? If future levels occasionally had very fast fog for a speed challenge, would that be fun or just brutal?

To be honest, I struggled even getting through the tutorials part so I really can't say anything. Based on my experience with the game so far and what I saw during the play test demos, I think that I might need a lot of practice before that could be playable for me. Skill issue on my end


3. Are any specific sections too difficult or unexplained?

I think after more practice, everything would be a lot easier. I think that everything was explained pretty well. Maybe something to add is a how to menu?

4. Do you think having enemies to fight would add some extra flavor, or would it distract from the speedy platforming too much?

I think something like the fog who chases is good enough. Maybe change the fog into something different later. 

5. Any bugs or significant exploits?

I was stuck on a ledge for a bit where you can't move using A and D but I was able to move it using the gun. Other than that everything was alright.

Submitted

I love the game mechanics, there definitely is a learning curve to it. So, at first, the tutorial was kind of challenging for me. It took me a while to get to the end of camp. One thing I did notice is that as soon as I fell or stopped moving and tried to continue moving, my movements were really slow and then I would slowly gain momentum. I think you mentioned in class that you implemented something to tweak that. I can't wait to see the kind of enemies you might bring, or maybe they're already in and I haven't reached them yet?
There is so much potential for this game, and I can't wait to see how the final game will turn out. 

Submitted

Hey hey, I overall enjoyed your game and ha a lot of fun with the movement. I liked using the shotgun as an added movement technique. To answer your questions, the movement itself is fine to say the least, I wasn't expecting something like Titanfall 2 or anything but it felt like I was sticking to the ground a little too much after I came in contact with it. How am I supposed to keep momentum when I'm not in the air? The fog itself wasn't a huge challenge most of the challenge came from the control scheme that you had chosen for the game. In the later levels the fog needs a speed increase along with a tweaks to your levels to allow for more momentum based obstacles. I feel like the fog to be more of a nuisance than a danger in most cases. No one section seemed unexplained or too difficult I only had issues with the controls. I feel the addition of enemies could be an interesting concept, how would you integrate them? How much health would they have? would they attack back? Block you? Also with the current physics I don't believe fights would be very fluid. The only thing I can ask for is PLEASE PLEASE PLEASE allow me to jump off the rope with space bar. It would make platform swinging so much better, space bar registers as a way to "jump off" the rope instead of clicking to just let go. You guys have done a lot of work and I hope to see more.  

Submitted

This game has great concept however the implementation of certain features hold the game back. One of the simpliest fixes I think you guys can implement would be to swap the mouse buttons so that shoot is left click and grapple is right click. As many people are very accustomed to left click being the shoot button. Additionally, setting space to at least be ungrapple would make the game very understandable. If a jump was added after it would feel quite a bit nicer. I highly recommend seeking a better wall climbing mechanism as the current one is quite unstable and extremely hard to use. 

In terms of other features I think the fog is really nice, there are some spots you can hide from the fog but it seems well balanced for the current difficulty of the game. However most of the difficulty comes from the wall jump being inconsistent and the keybindings being awkward. I would suggest increasing fog speed after fixing those up.

Health is an interesting concept in your game as some of the obstacles where you have health its a touch nice to be given that leeway, but in most cases you insta-die anyways. 

I found the rapid shotgun quite entertaining to use. It may be cool to have portions of the map where you're  given the shotgun for a brief instant to pass a section. I think enemies might be a distraction as the fog is the major concern enemies would probably be rapidly dodged rather than defeated.

The level design is very nice and I really like the uniqueness of the obstacles you guys have implemented.

Submitted(+1)

I've always loved games like this where certain mechanics solve multiple problems. I would really like to play this game as a full $15 game on Steam. The ideas you guys have cultivated are amazing! Moving around in this game feels so fun.  Well done y'all!

1. How is the movement? Does any mechanic feel too weak/strong compared to the rest?

The movement is great (though the friction/acceleration on the floor feels a little wonky). I may speed up the character's run speed a little too. The grapple and gun both feel equally strong and I love that they both have moments to shine solo and moments to collaborate. 

2. Is the fog too aggressive or too slow? If future levels occasionally had very fast fog for a speed challenge, would that be fun or just brutal?

I think the fog is at the right level of difficulty. I honestly wouldn't know how to feel about a strictly speed-based level without playing it. Could be really cool.
3. Are any specific sections too difficult or unexplained?

I struggled pretty badly with the large wall jump sections. Everything else was perfect.
4. Do you think having enemies to fight would add some extra flavor, or would it distract from the speedy platforming too much?

I think if the enemies were designed to support the platforming it could be really interesting. I have a lot of ideas on how they could go hand in with the movement or puzzley sections. You could also have it go the Titanfall route and make it the challenge to defeat enemies while keeping the momentum.

5. Any bugs or significant exploits?

Not a bug, but I feel like maybe remapping the keys a little may make it more familiar to those who have played similar games in the past. Specifically, I kept trying to press space to ungrapple.

Ok I'm able to access it now due to discord. The game mechanics is amazing. I like the core loop and the physics behind it. The game is very realistic for a casual computer gamer like me. But it is doable with some practice. The tutorial was challenging since there's a lot of friction to the ground surface also make the momentum like a simulation but not too realistic. So when I add more momentum to going back and forth while swinging it should push me more towards A or D. I did find this... LOL I found a place that the fog that doesn't get me at all. But I think you guys can fix it easily. Other than that great mechanics and visuals. 

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