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(1 edit)

I will admit we didn't incorporate the limitation in the best way, but we knew many games would have a stationary player the entire game, so we decided to think outside of the box and interpret the limitation in a way many people in this jam didn't, by making the player technically immobile and moved only by a yoyo. This idea also incorporates the theme of "Connections" pretty well since the Yoyo and Player are connected.

The original idea was to make the player continue to fling in a direction even after they reached the yoyo, but we felt the mechanics we currently have may be difficult enough for many. Adding this could have made the game quite difficult. The way we currently have it makes sure the player is able to have full control of their movement while it still being challenging and fair.  Not to mention that time was not on our side, and balancing that could have taken much more time than we had. While I agree the movement could definitely be improved, we felt it wasn't worth losing time and potentially missing bugs or just overall the game not turning out as well as it did, especially when we had a movement system that worked.

The artist and composer did a great job on the game, and the game wouldn't have turned out nearly as good without them.

You mentioned adding "sliding off smaller obstacles like rocks to bounce you off course". After you get above the bottom area, many of the obstacles can make you slide off down into previous parts of the level.

Thank you playing the game and giving us your feedback!

What I meant with bouncing off course was while moving. As it is, if you launch and encounter a rock, the player can slide along the side and snap back into the original line, and that feels jarring and unnatural. It's not only rocks, when encountering corners it happens too, though it's the only thing making getting over ledges not too difficult as the lack of momentum makes it harder than it should be. It's as if when throwing the yoyo you draw a line and make the player go along it at a steady pace, but when it encounters an obstacle not too steep to make it stop, it slides to the side and continues at the same speed along the line, but the speed along the surface of the obstacle increases, so the player's actual speed goes up, and when reaching the other side, it slides back to snap to the initial line.

Having control over the player's movement is not necessarily having the movement be 100% cut and dry. Take Getting Over It as an example, in that game the movement is everything but dry, it relies heavily on physics and is very dynamic, and yet the player is fully in control, if they know how to control it.

The rest of the game is really good, but this one aspect bothered me somewhat as it is supposed to be the main point in a platformer, and yet here it didn't feel like it. Maybe I have different priorities, but I would've rather the game be shorter, and with less cohesive drawings, but a better movement overall. I'm sorry if I sound aggressive, I really don't want to, in the end is your game, and everyone involved should be proud, it's among the better games I've played in this jam!

Your points are completely valid, thanks for the feedback.