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(+1)

Alright, first of I would like to say I am really happy with how much feedback you used from the last DD, both your submission comments, and stream chats.

I recorded some gameplay (no commentary).

It's multiple videos packed in a zip:

https://litter.catbox.moe/agad74.zip

The link is going to expire in 3 days.

  • level 1 - 5 minutes
  • level 2 - 7 minutes
  • level 3 - 17 minutes...
  • level 4 - 7 minutes
  • level 5 - I played for over 8 minutes, but I gave up. I'm sorry

If you watch the videos, you''re going to see sometimes I was able to hook on floor of non metal blocks that were behind metal blocks. I am not sure if it is intended.

I would like to see a level selection for levels that were already beaten. I planned to have another person play from level 1 later, but the game puts me back to level 5, which I gave up on completing.

I could write some suggestions, but I think they would make the game too easy.

One thing I would like to suggest thou is some kind of visual indicator that what you are trying to hook on is not going to work e.g. if I shoot my hook at a metal block from distance, you could maybe have an "!" above player's head before the hook gets destroyed. Small addition like that would help me see if I missed a bit earlier.

Keep up the good work.

I found the save file in .local/share/chasm-climb (linux)

So I can delete it to start from level 1

Hey, thanks for playing!


The mechanic of hooking onto a floor (or ceiling) is semi-intentional. I wasn't originally planning on it being a thing but one I discovered it myself I thought I'd try it. That one jump in level 3 Qwott got stuck on basically requires it. That or damage boosting. Bit of a troll that one. I'll probably keep it in but remove any parts of the game that require it to progress.

Level selection will be a thing. But as you discovered you can reset the game by deleting the save file for now.

As for the indicator, do you mean have it appear the moment the player launches the hook? I suppose that could help. I do plan to make things more lenient if you miss though. Right now the only way to reset your hook is to fall to the ground or jump off the hook. I'll eventually make it so you can also re-hook if you get hit or after a failed attempt once the hook has fully returned. Not being able to do that and just waiting to hit the ground is frustrating I found myself.

semi-intentional.

"It's not a bug, but a feature" I get it

Bit of a troll that one.

Just a bit... I spent so much time on that part.

As for the indicator, do you mean have it appear the moment the player launches the hook?

Yeah, I imagine in your logic whenever you shoot out a hook, the game already knows if it is going to succeed, or not, so an indicator like that could be useful.

I'll eventually make it so you can also re-hook if you get hit or after a failed attempt once the hook has fully returned.

That's actually one of the things I decided not to mention, because I thought it would probably make the game too easy. If you think it would be a good change, then I welcome it.

(+1)

I was playing some more, and I am much better now. I can see how playtesting can become tricky for you, because you are far more experienced.

I just wanted to show you:

It's possible to shoot out the hook, and change the direction. Not game breaking, but I thought I would report it to you.