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(+1)

Controls are a bit confusing in my opinion: I'd prefer use the arrows to "add angle" instead of pointing in a specific direction (using only left/right then).

The mechanic is simple and efficient, but I expected more variations (like objects to pull at you, bouncing, ...).

It's cool you had time to design 25 levels. The first boss didn't want to receive the raycast though, so I left the game at the >:) level.

Thanks for the comment. I also tested this way of controlling and found it to be a bit more error-prone when you're desperate. Each has its advantages and disadvantages, I should add this simpler option if I release it for Android in the future.

Adding physics is a good suggestion, but since it's bound to change a lot, I'll think about it if I make a new grappling hook game.

Did you try grappling the boss? The goal is just to shoot its weak point (the part without spikes). Since I didn't allow the player to cancel the grappling hook, I didn't make the boss grabbable, since that will kill the player most of the time.