Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

This is an super impressive game with just 3 days of work. The SFX/BGM and art are professional levels, and I really love this idea of sticking to and pulling yourself up to objects in the environment. But the delay that you've implemented after sticking to something makes the cursor appear so that nothing is grabbable. That's probably intentional, since the player isn't able to grab anything during that time.

But it's already hard enough to tell what is/isn't intractable in the environment, plus dealing with the constant falling, that you can't plan your next course of action; it turns into frantic clicking and internal praying. I would've loved a 3rd cursor to show when something is grabbable but the stick option is on cooldown, or some sort of effect on the white cursor to show it's on cooldown but lets you plan where you wanna stick next. 

Nevertheless, I'm giving this game high votes. And I know other people will love it for what it is: a well-constructed, challenging, and overall impressive game. 😊

(2 edits)

First of all, thank you very very much for such warm words. Unfortunately we didn’t see that our game is brutally hard and frustrating because we were the developers and played our game a lot so we were more skilled and patient. Yes our game needs a lot of fixing in controls and stuff the player can do so he feels that he can beat the game and has inspiration to do so. But now, even at the beginning player loses his motivation to go up because he can’t even go to the side and that’s our really really big fall; controls and map design...

Totally get the sentiments of finding the game you develop easier to understand than your audience... I once made a platformer where a player couldn't even get past the first tutorial level. 😅

Giving the player an better feel of what he/she can and can't grab onto, while using some sort of UI to show that delay in the stickiness after using it, is probably a good area to tackle. That, and differentiating what's obviously grabbable from what isn't in the foreground. Personally, though, I really enjoyed how well thought out your map's design was!

(1 edit)

Nickolas thanks a lot for such a deep feedback! We are very happy you enjoyed the game, even we made it too difficult and the gameplay a bit uncontrollable. Your idea with the grab delay is great! I’ll make something like that after the jam ends, that’s super useful for sure. We find that the map became too difficult for others since as always, while devs are testing the game they play it a lot so they can’t see if it is difficult or not. That’s why the game is unbalanced. But we wanted to make a focus on increasing your grab skills, to make streamers available to finish the game fast as possible if they play it a lot.

Anyway thanks again, I’ll try to implement the idea about crosshair you said and give the controls a bit more influence!

If only we had a week, rather than 72 hours right? 🤣
As I mentioned above, I actually think your map design was very intuitive! Just a bit hard to discern what was grabbable and what wasn't in the foreground. But you guys already have something special here, and with some playtesting and a little tweaking, it's only gonna become more so! 

(+1)

XD. A week will be our dream... I totally agree, play testing and tweaking will be very useful here, thanks again for your answer!