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Ropebound's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #21 | 3.905 | 3.905 |
| Fun | #28 | 3.667 | 3.667 |
| Graphics | #29 | 3.905 | 3.905 |
| Theme | #35 | 4.048 | 4.048 |
| Overall | #39 | 3.571 | 3.571 |
| Accessibility | #53 | 3.143 | 3.143 |
| Originality | #71 | 3.429 | 3.429 |
| Controls | #86 | 2.905 | 2.905 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4.1
Wildcards Used
N/A
Game Description
Life hangs by a thread — so use it well and reach the moutaintop.
How does your game tie into the theme?
The player is setting off on an expedition to reach the moutaintop
Source(s)
N/A
Discord Username(s)
SmokierSword
Participation Level (GWJ Only)
6
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Comments
Beautiful esthetics. The game feels very smooth (I like the camera interpolation).
The music and sound effects are great.
Controls are creative and clever though the grapple would sometimes activate in unexpected moments (when I was still on the wall). The swinging mechanics is also a bit wonky once you get too much momentum.
Also love the warm fireplace at the end to reward my journey.
Pretty good game! I really liked the aesthetics and atmosphere. The grappling was very fun, and the wall jumps/air jumps were solid. The one thing I didn't like was that jump and grapple were the same button. There were multiple times when I wanted to walljump or air jump, and would accidentally grapple, particularly on the last grapple on the second to last stage. Very enjoyable, and a solid entry!
Loved the player onboarding and the overall theme but wow did I have a bad time with the grappling.
3 seconds before the deadline!
Cool core mechanic, nice visuals and good music! My one gripe is that I had some trouble at one point where the camera wasn't following my character up, but overall really nice experience.
This was really neat! The swinging felt very fluid, which I imagine took some fine-tuning. The visuals and audio were also really solid.
I enjoyed it a lot despite having some trouble in the back half. I think the root of it was that fact that space was kind of overloaded. I wanted to be prepared to wall jump when landing on a surface, but releasing and pressing space too early just re-initiated the rope. I think if another button had been used to engage/hold the rope and then jump was an independent button, it would not only have prevent issues like that but could allow for the player to adjust their end-of-swing momentum by jumping as they release the rope. Or at least personally I would have liked that since I instead ended up having to try my swings several times to get the right ending momentum to go where I wanted.
Overall, though, excellent job!
Great feel on the rope swinging! I did have a moment where the camera didn't jump up with the player character but no bigs! This was a great experience with charming tunes and sfx!
Solid! I really enjoyed the mechanics overall, and the side blown particles were a really good touch. image.png. I like how you didn’t limit the swinging, so you can still do full loops and gain a lot of momentum. I noticed that the momentum does die off very fast after release though
I really liked the introduction into the mechanics. Nice art and sound! Unfortunately I am a jump noob and could not get past the triple swing part.
This reminds me a lot of Celeste in the best way possible.
Started very strong, but I found the first grappling section to be a bit too difficult
I like the game
I liked the focus on simplicity and momentum, very satisfying