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(+1)

Wow this was cool! Setting aside the lack of audio, I quite like the presentation! The monkey model is charmingly idiosyncratic and the colours and shadows were well judged. I'm of the opinion that a virtual camera shouldn't be constrained like a physical camera, so I think your implementation was just right: felt like I could always see what I wanted to see. I really like the way you use the grab action for all interactions, makes the world feel consistent and tactile. The hand-tiring mechanic was a cool way to make the player swing more like a monkey and introduced a nice little awareness challenge. I also think the way you could stretch and slingshot while grabbing on the ground is neat, reminds me of the rubber band in Sheep, Dog 'n' Wolf (US: Sheep Raider).

In terms of improvements, a nice bit of QoL would be to hold the hand out while holding grab and to initiate a grab as soon as you get in range. I assume you're using a spherecast for finding the grab point, might be better to use a thicker radius or to move the aiming to a separate mode and go purely off of distance to the monkey by default. Might also be nice to be able to apply a bit more force to your swings starting out (so that you're able to start swinging from a still start, for example), though that might de-emphasise the sense of momentum too much.

I also wonder whether it could be fun to let the player decide whether to spend their banana on upgrading both arms or one in particular? Could have a dedicated grappling hook arm and a swinging arm. Anyway I look forward to seeing how you develop this further!

Thanks for all the great feedback! we have already implemented some of the QOL you mention here haha, but the rest is great and much appreciated. Thank you for taking the time to write.