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Nice work on this! I really liked the intro UI, loading sequence, and everything—all felt very polished. The dynamic camera felt really good for the first part of the game, but unfortunately led to a lot of difficulty with the controls when I got to the grappling section. I almost wonder if locking the camera to a sort of 2.5D perspective would help during those parts, as I found it really hard to intuit which direction I needed to hold to swing in the direction I wanted. For the parts of the grappling sequence that I could do, though, I really enjoyed the swinging mechanic!

I was also unable to tell exactly where the water level was at any given moment, which caused some frustration when dying to the time limit. Part of me feels like I would've enjoyed the game more without the rising water altogether, though I understand that was necessary for the limitation.

The music was a lot of fun!

Great job overall, I think with some work on the camera and controls this has a lot of potential!

Nice idea to make the camera locked in areas where control is needed. I've decided to just make the camera's orientation and hence the movement direction fixed, only changed at certain triggers where the level would change direction.

Didn't also realise that the water would be difficult to see how far up it is, which now makes sense due to the poor depth perception. I might add a UI element to show the water but honestly I didn't want the time limit in the game at all its just for the limitation.

Honestly during testing my I ended up finding that the easiest and fastest way to clear the grapple section was to get a good launch off the first one to skip it... which should have clued me in but eh now I know.