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Lashing Claw's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #4 | 4.333 | 4.333 |
| Enjoyment | #13 | 3.810 | 3.810 |
| Overall | #18 | 3.702 | 3.702 |
| Concept | #30 | 3.667 | 3.667 |
| Use of the Limitation | #46 | 3.000 | 3.000 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
1
Software used
Unity
Use of the limitation
Random rule in each room
Cookies eaten
3
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Comments
The presentation in this is fantastic! Love the art, music, & sound effects, they all make the presentation have a clear vibe that is very atmospheric. I like the mechanic of traversing with the grappling hook, using it to attack enemies and explore the map was very satisfying. The boss fight was a really cool highlight, I like the dragon's design and defeating him felt cool (Although I wish the back wall was closer to the fight, so I could use the grappling hook to avoid his fire. In this version I did a lot of grapple hook spamming to the dragon to defeat them).
My main feedback is that the rule changes don't seem to mesh well with the current version of the game. I was hoping they'd impact the game a bit more directly, I would be interested to see them effect the grappling hook in some way (As of now, the two mechanics feel entirely separated). That said I'd love to see you expand on this and where you'd take it next!
Beautiful game that is also very satisfying
Beautiful game that is also very satisfying
This is an awesome game! its chill but tense at the same time, its interesting and the dragon is very though but fun!
Thanks! Glad you're having fun with the game.
Fantastic. Polish is most of the way there to a finished game.
I think there should be so much more to it to be a finished game. But good enough for game jam
What a cool metroidvania. But i wish I can aim where the whip go. maybe using mouse position?
I just added this in case you want to try
Cool! Lemme try it again
Are you sure?
It's really impressive to see how much you have got done in the short time period!
The artwork is really nice and has a good glowy feel to it.
I feel like the grapple attack should aim towards be mouse cursor as it felt a bit unintuitive and clunky to have it fire directly horizontal to the player.
I liked the look and feel of the boss in particular, the glowing red on the black demon body looked sick.
Nice job!
Can't believe I actually finished the boss in the last day haha😅
Its a bit buggy i got stuck in the upper walls sometimes, but the presentation is really good, crazy to think you could do something like this in 7 days, you have my respect!
Almost didn't make it in time
Very cool game you've made! The attack feels great and I am very surprised with how much you were able to create in a week :). I can see you took a lot of inspiration for hollow knight, notably with the designs, combat, and movement. I think the biggest qualms with me are the visuals and lack of options from the player. Having only one attack (while it can be used for movement and attack, which is cool) felt very limiting. Additionally, the use of the limitation felt very hammered in, kind of just a "fuck it, sure" type thing. You had a really cool player hud with health and money, and then the main gimmick of the jam is just a pixel font on the bottom right corner that cut off out of the screen sometimes. The types of rules that were in the game were also pretty bare bones, speed up the game, low gravity, double money, etc. were all just number tweaks and didn't really offer much new gameplay so much so that it feels more of a hamper to the gameplay than additive. Very amazing job with how much you got done, and I can see this project being really interesting!
Thanks for your feedback! I think while having more than one attack and better use of the limitation is cool, but I have no Idea how I am going to make it in time if I am not doing it this way. I'm sorry if you don't like this part of the game.
Awesome fun game loved the boss theme! Great sound effects as well!
A cool Hollow-like. The art is beautiful. At first, I didn’t realize you could only attack straight ahead—I thought it aimed at the mouse cursor and even assumed the game was bugged :D. Since the character gets pulled toward the hook, I think it’d be more fun if the hook shot out toward the mouse cursor. That way, exploring locations could be more varied, and bosses could be more interesting. At the end, I thought thered be a secret—you can run across the abyss, and the map kinda looks like a transition to another area, but there wasnt one :С
Thank you for playing. I think if the hook shot out toward the mouse cursor could be fun and possibly overpowered, but maybe I could try. Or is there any harm to it that I was not aware of?
Yes, it will be clearly stronger than the current implementation. But you can also make the boss's attacks different, for example, an attack that can be dodged by reaching the hook to the ceiling. but it also plays well with this implementation, it's just not clear at first that it works like that
I added this, you could try it out if you want
I tried it, it became much better!
And I see mouse pointer on web version, you add code to disable windows pointer? Or just like:
public Texture2D cursorTexture, cursorTextureSelect; public Vector2 hotSpot = Vector2.zero; void Start() { if (cursorTexture != null) { Cursor.SetCursor(cursorTexture, hotSpot, CursorMode.Auto); } }I tried this does not work in the web version
You tried with Vector2.zero; at Cursor.SetCursor()? Because I send you code from my game and it works for me. Unity 6 btw
Maybe it's not working in my version
What version do you have?
Unity 2022.3.10f1
Really well presented, with some clear work put into character animations and mechanics! Some things felt a little clunky - jumping felt too rigid, and dashing just didn't even work for me. The claw move is super fun to use though.
Thanks for your feedback. Did you unlock the dash yet? Or it's a bug. And I want to know how to make it less clunky or rigid to make the game better. It would be great if you could tell me so that I could fix it. Thank you in advance.
Ooh, I probably didn’t unlock dash then - I ended up playing until the first boss, and couldn’t beat it cause I’m bad xD
For making it feel less rigid, you should first get a solid jump control. It felt a little like I was just moving up, then moving down again. Try seeing what gravity values work best, and make the curve into the peak of a jump smoother so that there is some fine control.
As for the claw attack, was I mistaken in thinking you aim with mouse? For me, it would always aim in a different direction from where I clicked.
Which shape of jump curve should it be? Currently in the game it look like this.
Maybe cut a bit of the top when stopping the jump early? But it may end up jumping too high if left to smooth out?
Try and make a jump sustain system where it doesn't just cancel your jump, it changes the height of the full curve instead. It'll feel a lot more natural this way. Perhaps you can manipulate the gravity of the player directly to be less when you hold jump - I think this is what a lot of platformers do.
maybe some thing like this?
That definitely seems a lot smoother! I still think the arcs could be wider, but just experiment with what feels most responsive and controllable.
Thanks for your advice