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(+1)

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!

(1 edit) (+1)

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.