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Playability
- If you land on the tip of the barrel, you can't jump. You could make sure the collision box envelops the whole gun OR make it match very closely to the gun shape.
- I wish there was either more air control or none at all. It's actually quite fun to control once you get the hang of how the grapple propels you forward.
Theme Implementation
- Playing as the weapon is a popular interpretation this jam, so this fits the theme!
Cleverness
- The grapple hook should have a shorter distance limit and the bullets should go farther, in my opinion. And it would be nice if you could jump mid air so long as you have a grapple connected.
- This game actually kind of reminds me of how My Friend Pedro plays. I think your level design was more focused on precision grapplehook swinging and less about doing Sick Stunts and slowmo somersault shooting enemies. I think it would be a great direction to push your game considering the vibe I'm getting from the music and emergent gameplay.
Artistic Style
- It's simple but that's fine. I do think taking the vector art approach might be a better fit though as the gun is the only obviously pixel art thing in this game. SUPERHOT gets away with extremely low-power graphics thanks to its excellent, focused art design. Maybe there's an avenue you could find that could suit this game, I mean you already have the white and red flat color bloom.
- Love the bullet trails and the little squiggle you give to the grappling hook before it latches to something.
Great job with the physics, it was actually pretty smooth and entertaining to play and control. Your GDD is Too sparse, its helpful for judges to see what your inspirations are, your hopes and dreams, your development timeline, etc because it helps inform our feedback. Thank you for participating, I hope you had a good time!