Oh, in that case my bad. I might have skipped some of the talking robots because simply swinging around was so much fun.
darida12321
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I always like a good grappling hook game, and the physics here are really nice, but I feel like the randomness doesn't fit with the precision platforming you are required to do. Sometimes random things are really beneficial and add tension to a game, but only if you can compensate for that randomness with skill. In this game, you need skill for good aiming, but then randomness decides wether or not you still fall in water. The game was really fun reagardless, but this mechanic lead to some fustrating situations.
The mechanics are really unique and interesting, and the simple art and music really helped with the flow of the game. The only thing causing a bit of confusion were the destinations of each node, because my map became unreadable after a while. Maybe colored stations and colored paths might make it more readable, but other than that, it was a great game.
The slippery controls sound good in principle, but in practice it mostly makes the game more frustrating and inaccessable. I think having the controls change would have been good on their own, and then, it would become a game about quickly adapting to a new input, instead of trying to stay on a platform.
It's a very good concept, where you can sort of set your own difficulty level for the game. I only dound minor bugs, like not being able to shoot in the direction you are going, because the character is faster, or the bullets sometimes shooting through a line of blocks. But these are just minor nitpick in an otherwise great game.
I really like both the aestatics of the game, which is why the odd over-scaled textures took me out of the experience a bit. Also, the camera would sometimes clip into walls, and the lack of vertical movement meant that depth perception was really hard. It was a really enjoyable game regardless of all the frustrating aspects.
I really like the concept here. The only problem I had, is that I spent most of my time playing with all 4 inputs intact, even though the most interesting situations happen when you have a few inputs missing. If the difficulty scaled with the amount of input you have, this would have been a really creative minigame, or even a rogelike.
The music and the art are really good, but mechanic-wise I have a few smaller problems. The controls felt a bit floaty, and that combined with quite a bit of waiting, and relatively slow respawn time made the experience a little fustrating in some levels. Other than that, the concept is good, and overall I had a good time playing it.
The art in the game is really good. I always liked voxel art. However, there were a few bugs I've discovered. The camera wouldn't always show the character (behind walls, off screen, etc). Also, the character sometimes got stuck in the enviroment. Also, I might just be blind, but I didn't see any story elements in-game. Otherwise it was a peaceful game, with a lot of potential.
The neon colors and the time slowing effect are really well made. The mechanic is a really good idea, but it can easily be avoided by just not shooting any bullets and waiting for the level to pass. Forcing the player to shoot, or only completing the level when all enemies are dead could have been better solution in my opinion, but it's a great game regardless.