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(+3)

Really cool concept. The pulse attack makes you consider the other player's positioning when lining up your shot, which feels like a relatively unexplored and exciting design space to me. The closest analogy I can think of is support characters in League of Legends. Often they'll have to line up their abilities based on their allies' positioning, rather than the enemies.

The tether is fun to watch but unwieldy. I think a straight line between the two characters would have been more reliable, easier to program, but still just as innovative. I'm sure you had many other ideas for abilities based on tether physics, but I think another cool area for exploration is enhancing movement instead of combat (e.g. Knuckles Chaotix, Ice Climbers Up Special in Smash Bros), and another random thought I had is the idea of timing a button press to return a pulse from your ally (e.g. Mario Tennis, Legend of Zelda: Wind Waker Phantom Ganon boss battle) for more power or something, etc.

Love the character designs. They each have their own charm and they complement each other. 

(1 edit)

Thank you very much on the feedback, we really thought the pulse attack was going to be the "big mechanic" of this game but weren't quite sure if we were even going to get that part figured out and implemented in time so I'm really glad you liked that mechanic.

In regards to it being more of a rope like tether instead of a straight line stems from the fact we were going to allow more physics based stuff, but we would've had to have overhauled our complete controller script to accommodate and felt our time was best spent elsewhere. But yeah we had/have loads of ideas of how we could've expanded further upon how the rope would interact with the world and the characters.

-Scott