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Nice movement mechanic, but I wish the first click didn't already pull you, or that the second click was the one that recalled the paper roll. As it is I ended up killing myself a lot for not double clicking or triple clicking right away to be able to click away from hazards that were previously offscreen, and its a bit uncomfortable for me to to mash left click.

Thank you for the feedback my friend, this is really valuable!

I've been toying around with the amount of push and pull quite a lot, trying to remove the feeling of being out of control -- the kinds of death you describe I've had on several occasions myself.


Ironically, I added it with the focus of giving the player more authority over where they are going, but I've heard from several people now that its unintuitive.


If you don't mind chatting to me about this - do you think adding an animation would help with this? Or maybe remove the possibility to spam the throw, in order of enforcing a slower, more deliberate gameplay style? Hmm, or maybe remove the second throw as you suggest, but implement air strafing??

Its definitely something you'll have to experiment with and figure out what matches the game best, you already have some solid ideas on how to tackle it, air strafing could help for sure. Something you can try is adding another button, for example the first left click throws the paper roll, any left clicks while the roll flies pulls you towards it, right click recalls the roll. Or the roll flies away from you but doesn't pull you until you make it, but that might need some other changes.