Thanks for putting your work out there for free. It was a huge help for me learning how to use Unity's 2D tools and getting a sense of how to author tilemaps.
Here's what I made: https://bigpi-dev.itch.io/untitled-rope-game
Thanks for putting your work out there for free. It was a huge help for me learning how to use Unity's 2D tools and getting a sense of how to author tilemaps.
Here's what I made: https://bigpi-dev.itch.io/untitled-rope-game
I only added diamonds for fun. They're not even tracked by anything atm.
From the start I decided on some arbitrary restrictions, and one of them was no fail states, so I've left out enemies/spikes/bottomless pits in this iteration. In the future I might revisit the idea though, as I do think what I currently have is basically one pillar that would need others to support a real game.
Thanks for trying it out!
This was a tricky one, because I wanted to give the player control in the air so they can stick their landings, but yeah I also missed the momentum build up. I think I've found something in-between here that lets the player take control in the air to a lesser extent, but still preserves momentum in most cases.
Absolutely invaluable feedback, thank you so much! My takeaways:
Thanks!
Until yesterday there was no running or jumping. I've got a bit of a dilemma on this - I want movement to feel good, it should be fun to just move around in the game even without any challenges, but I want the rope to be the focus. It was annoying to have the rope as the only method of movement (I was experimenting with a Getting Over It style), so I added in running. So now I could either remove jump altogether, or beef it up and design the level around that (bigger gaps warranting the use of the rope I guess), since I agree that it's currently pointless.