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(2 edits) (+1)

Hey, nice to see a game of this style. My team made a similar kind of game for the GMTK game jam 2021 where the theme was "joined together". Please check it out if you are interested, its a short game with similar mechanics to yours: https://itch.io/jam/gmtk-2021/rate/1086486

We have a lot of similar mechanics, but you have some unique twists on it. In my game I would have players take damage if they stepped on the wrong color platform, and you instead make that platform immune to the opposite color player - I think that's a good way of restricting their movement without punishing the player. 

I also thought that vertical walls and clinging onto the sides of walls was an interesting twist on the idea. I do wish that I could jump off of those walls without swinging though, may make them a little bit easier to move around.

I see that you used a music asset and gave credit for it, that's perfectly fine, there's no music section in the ratings anyway, so it doesn't hurt you at all. I appreciated the variety of music. 

As others have said, the only criticism with this game is that the characters can be difficult to manuever on the chain. That may be a matter of tweaking numbers on the characters. I'm not sure if you used the unity 2d physics system or built your own, but it might help to just make the characters lighter or make them heavier but apply more velocity / force when a key is pressed than you do now, to give them more momentum. Linear drag / damping should probably be minimal is my guess. These are just my thoughts off the top of my head, could be way off. 

I would also make the colliders one way. You can use a platform effector for this, so that the bottom of a platform can be passed through, while the top of a platform cannot be passed through. Also try making colliders a bit smaller than their art, especially near corners and edges. With all three changes - tweaking numbers on physics + platform effectors + smaller colliders, your game will feel like butter. I think that's the only thing holding it back.

I think you also have to make a design decision about what kind of game you want to make. Do you want to make a puzzle platformer or precision platformer? Puzzle platformers are more about what to do, and less about the execution of it in realtime; puzzle platformers shouldn't require precise control or skillful manuvering, but they should require some thought about how to make the next step. Precision platformers just in my opinion should have much simpler level design which requires minimal thought, but more skill, timing and precision when it comes to execution of the movement. It seems like you are going for more of a puzzle platformer, but that's totally up to you. Whatever you decide, remove anything that inhibits the player from engaging with specifically that - whether it is puzzles or precision.

Sorry if the message is long. I think the game has potential and I would love to playtest a new build if you make one. I am rsaamar on the discord, feel free to contact me there if you make a new build. I would also really appreciate it if you checked out my game jam submission, because we also have some chain / grapple mechanics.

(+1)

Thank you so much for your comment. This means a lot to me .The game's physics system was not exactly what I wanted. But I will definitely work on it. And I will definitely take this comment into consideration when developing the game. Thank you again !