The *only* thing I would change would be to make sure the mouse can't leave the window.
Please win.
I feel like this wasn't made with this game jam's themes in mind at all. But aside from that:
Enemies do not collide with world or fall. No damage sound means I don't know when I've been hit. I cleared the map, but doesn't seem like there was an end screen (or if there was, it never triggered).
Edit: I didn't know there was a stun mechanic. Using the sword kills anything with 1 hit.
Pretty good for most part from what I can tell. Unfortunately the controls are really confusing to me, and after like 20 tries I'm still hitting the wrong button for the wrong thing. Could probably be more intuitive with more recognizable control (SPACE to jump, ENTER to attack, etc.)? Beyond that, I think it's a pretty neat endless runner idea.
It was a little hard to understand at first, but once I did I really enjoyed it. It's a nice level of challenging, it looks great, the music is great, and it feels good to control. The only thing I'd really suggest is maybe removing the forward button? Unless you specifically want to move backwards you're always gonna be pushing forward, so you're constantly holding down the key - might be better as an automatic thing.
I like this! It's a pretty nice concept and you implemented it well. I do have a couple critiques though.
1. I think it would've been a lot better if the forces were stronger? Like if the gravity pulled things quicker and the thruster pushed you faster in the direction you were going. Right now it sometimes feels like I have to get lucky with how quickly things take effect, if that makes sense.
2. I floated out into space and ran out of gravity :( - If floating off for too long caused a game over, that would stop you from having to reboot the game whenever that happens.
Again though, it was overall a fun experience! I know it is quite literally an arcade-style game, but it does feel like something I'd play in an older arcade.
Thank you for playing! Also thanks for bringing up the tension thing, in hindsight I guess some control explanations in the description would've helped.
If it helps now though, whenever any box is pulled too far for too long (~ 2 seconds), it will snap the tether. The only exceptions are when a heavy box is stuck in place (takes 4 seconds), when a heavy box is in the air, and when a light box is on the ground (both never break).