Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Yeah, thanks - I can work with this to improve it. The tutorial is going to be completely redone in a different style - it was a callback/reference to a prior game of mine but it's as ugly now as it was a year ago. I'll make sure to update the color pallet.

I think the problem with the crosshair lies in the untended effect that a lack of reticle has on the grappling hook. I'll be rectifying this with an auto aim/edge detection system for it, and I'll be adding a small aiming icon for the weapons as well. 

The movement mechanics are nearly identical to that of Source games like Portal, which is why it's interesting to hear that it's clunky. It's definitely too rigid, and the friction is far too high - I'll drop the acceleration and deceleration on the ground movement to make it feel more smooth and reliable, and to help conserve momentum without bunnyhopping constantly.

Thanks for the input on the level design for TheRift - I have a friend who is good with level design, and I'll have him take a look at things when I get to developing the post-Jam patch. I've never been a good level designer, and it shows. However, the strategy for TheRift is rather simple - you can use the hook and the automated bunnyhopping to not stop moving, and the enemies can't leap to your location if you're in the air, nor can they do much damage in general to a moving target.

Hell, being more open, the enemies have a harder time - although the bridge is difficult, take your time and back up to cover in the hills occasionally and it's a breeze.

Thank you for the criticism this time around, you've really given me something to work with and I can improve upon the game with all of this!