Rather a good-feeling game to play. It's almost a rhythm game with the strong beat, but it does feel a bit out of sync. The movement cooldown is also somewhat long, which does make sense, but may reduce how fast the game can end up, or introduce a reasonable cap to how far you can get.The most fun part of the game is honestly when you accidentally disconnect and have to try to find a way back to the rope: you're not just copying the movement of what's in front of you. It would be really cool if there was some kind of incentive to breaking the chain sometimes to have that gameplay segment be more common. I like that there's some push-your-luck element too, with getting closer to the blockers being slightly more profitable, but dangerous.
Viewing post in Don't Break the Chain! jam comments
Wow, I think this is the first time somebody mentioned anything about disconnecting, and you raised a couple good points! I will mention that the movement cooldown does reduce as the waves get faster, but I'd like to do it in a smoother way in the future so that it's not so egregiously slow at the beginning. Or at the very least make it more obvious when you can or can't move, in which case I'd probably tie the movement cooldown to the beat. I'd actually really like to implement an incentive for breaking off and see how it affects the gameplay, it sounds fun. Thank you!