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Ok that one was really fun, I love it. Graphics are also really charming, and the music is a banger oh boy, but I kinda already expected that since I was already familiar with Orange's work from Discord x3

I actually don't really have a lot more to comment on it, it's just cozy grapple fun really. I took a while to figure out the controls, but once they clicked I really just went wild, it was awesome. Altought I might say that the level design felt like it was made with the "grapple-pull-momentum-jump" in mind, but I don't really think this technique was really tutorialized anywhere, or at least not that I noticed. I can't really tell for sure tho, I grasped it pretty quickly so it was just natural that I abused of it the entire game lol, so I have no clue how it feels to play witouth doing that constantly. When I discovered how to do it I went "Aha!", you know? Like, it felt like it was supposed to be something more advanced. (Or that's just an effect of me playing Celeste's last level before it, idk, it's a possibility too, because you know how that level goes right? xD)

Nitpickys tho: I am really not a fan of how the glide is tutorialized with blind jumps. Like, this way it felt like the glide was a bandage for them (Because there are indeed a few blind jumps here and there, even if not enought to be bothersome) instead of something you'd use for actual challenges with it, but fortunatelly this concern was momentary since you actually made me use it properly later on.
It also felt like it was a little impossible to avoid taking damage sometimes, not really sure how to explain why tho (I do believe I may just suck tho). Like, the first health upgrade near where you get the punching, is it even possible to get it witouth taking damage at all? I tried a few times, but it didn't felt like there was, unless I'm missing a way to cancel the hook pull that I didn't realize.

Ohhh just remembered while writing this too, for some obscure reason, if I'm not constantly holding the left key, the character will always throw the grapple to the right, regardless of wich direction I was facing, wich was really annoying sometimes, making me take free damage and messing up my wall climbs. I was playing on web tho, wich you mentioned that could be potentially buggy, but other than that it was pretty smooth.

And I guess that's kinda it, I recorded my run too so hit me up if you wanna see it (I actually played the game twice because the firstt time I took the upper route on the last floor, so I tought I could've missed something on the lower route, but when I got there I didn't really see anything so I guess it was just two completely normal runs lol. I still only got 80% tho, legit no clue where the last item is).

I also really like some of the scenery, the trees and flowers looks very pretty, just tought I'd drop this here x3

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Thank you very much for playing my game!

I definitely designed the levels around the-hook-cancel (grapple to a wall and jump mid-pull with great momentum), like you said it's not meant to be something explicitly shown but rather something that makes you go "Woah I could do that!?" after you discover it. Maybe I should have made an "implicit tutorial level" or something like that? 

The health upgrade right after the punch is supposed to be one you take on after getting the glide, though the very last jump is admittedly a hard one that requires a last-second hookcancel. I kinda do regret teaching the player to do the glide through blind-jumps, I'll have to look into how to make it more elegant!

>if I'm not constantly holding the left key, the character will always throw the grapple to the right

this was one of the things I promised myself I would fix near the end of the jam but DIDN'T for some reason (the reason being I have dummy brain). I'll have to keep it in mind even more from now on

For 100%: there are 3 upgrades (each worth 20%) and 4 heart containers (each worth 10%). The first two levels (not counting the tutorial room with the hook) have 2 hearts and 1 upgrade each, and the tutorial room itself has one upgrade.

Thank you again for playing, I'll love to see your playthrough video!

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There you go then!

About the tutorialization tho, I think it's cool for the grapple jump to stay as somewhat of a """secret""" thing, but yeah, If you wanna do stuff that actually requires it, then you should have taught it more directly at some point. I think the ideal here would be for the early game to be designed with only the straight grapple pull in mind, and only introduce the jumping later on near the end.
That first health upgrade I actually had problems with the first jump only lol, everything else felt fair enought, altought as you may notice on the video I didn't actually try to do that little section with the glide, since I could still get the upgrade by tanking the damage anyway, even if it felt a little wrong to. (I'd prefered if that section was a little longer, as in, making it actually impossible to beat witouth gliding, because otherwise it felt like I was just missing some kind of technique rather than I was supposed to backtrack to there later.)

But as I said, it was still plenty fun tho, looking back at it now I kinda wish I took some more time to explore more properly, since it did kinda feel like I speedrunned the game in some way lol, even if I played it twice just to check that one place on the last room. But hey no problem.