funnily enough, if I remember correctly, having the totem be picked up automatically on respawn was a way to get you to not end up stuck in an endless death loop if you happened to drop it in a treacherous place, like, on top of spikes.
If you didn't pick it up it'd just keep respawning you on top of spikes, and while there was probably better solutions, the quickest one was to make it so you'd pick it up, so that two consecutive deaths would force a respawn to the beginning of the level.
Ssoar
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I like it! fun and original, good vibes too!
I really got confused by the door looking sprites in the background. I see a door I wanna go through them, man! figured it was like an end of level the first time (the one to the right) and it took me a good while to see the path left.
Also, I wish I could un-light the bulbs. sometimes lighting them in the wrong order led me to a more difficult situation than I would have liked.
Very original idea though, bungee jumping was fun, once you got the controls figured out it felt super good to execute! definetely has room for growth and expanding on mechanics. first thing that comes to mind is the idea of giving you a second spool of cable, and then having to use both to jump in between or something.
Iunno, just spitballing. Point is: cool game!
There's a couple reasons I can think of. You could drop it to go out of your way to get a collectable, then die for a faster send back than having to actually go back.
You could drop it to try out a difficult segment you don't have much confidence on.
You also can stand on top of the checkpoint for extra height, so that's another reason.
I do agree the mechanic could have some more juice squeezed out of it though. I particularly like the idea of throwing the checkpoint to a place you couldn't reach yourself, for example....