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(+1)

Good job! The grappling is very dynamic and well implemented.

However I feel the overall movement speed you reach and the level design goes a bit against it. I felt more frustrated than in control as whenever I tried to descend fast I always ended up dying in less than a second, so I found myself descending very slowly and carefully, without using none of the tools I had to go fast, because then it was game over. I also went slow because I didn’t want to miss the checkpoints! Maybe to have them as a horizontal line that crosses the full pit would have helped me to take more risks as well.

I think using the double jump as a momentum break would be interesting as then it would give a breather when going very fast and encourage you to take risks. I noticed the double jump is available at the beginning but when you reach some momentum it’s disabled, which is when I wanted it most. I only used the dash at the tutorial, because every time I used it descending it killed me against something or made me lose the platform I was aiming for. I never tried to pull my character with the rope because I didn’t find any reason for it.

Some of the spikes were very hard to notice, specially the yellow ones and the death felt weightless: would have been cool to stop the movement and adding a camera shake so it felt a bit better to die and retry.

Overall, I think the game goes a bit too fast and it’s too unforgiving to encourage you to use all the tools you have. Reminded me a bit of sonic, that you are going too fast and end up being hit because you just can’t see what’s comming next, but in sonic you can gather back your rings and continue whereas in here you just die. It becomes a bit into a memory game, trying to go through the same paths you know.

All that said, I kept trying to go down so it’s an engaging entry. Thanks for the game!

(+1)

Thanks for playing and taking your time to review the game in-depth, every critique helps us a lot in making the game better! Yes, for now the descent is very much trial and error, but we plan on flashing out each mechanic in a future update. We'll probably rework the player controls and the dash (making them more like Celeste, where you have more control over where you are going), and polish the level generation a bit better, to make it possible to have the character fall for long distances!