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A jam submission

Chain LauncherView game page

Submitted by rddd — 2 minutes, 54 seconds before the deadline
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Chain Launcher's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#753.1303.130
Theme#1032.8262.826
Creativity#1093.1303.130
Overall#1202.8352.835
Ambience#1282.6962.696
References / Humor#1362.3912.391

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit into the theme?
it has chains

Showcase / Streaming Opt-In

Yes!

I give consent.

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Comments

(+1)

Oddly satisfying. 

Submitted(+1)

I really liked the mechanics of destroying things. I like the grapple mechanic, maybe you could have leaned into it for puzzling and making it more of a movement game? Like Ghostrunner but you swing a chain and destroy stuff? Also had the feel of the Doom meathook.

Submitted(+1)

Fun game with great physics when breaking things. I like seeing things explode when I shot the chain at it. Initially it felt like the grapple didn't really pull much, and with it having such a high cooldown I couldn't scale the large square rocks. The chain itself some times felt like it didn't "attack" either, like it was just limp beside me whenever I was clicking. It fixed itself when I started the next 30 seconds though.

It would be nice if the map changed slightly each time.

Submitted

Well, you nailed it. There's a chain and things are reacting to it.

I want to say, first off, that this is currently the game that I've most wanted to keep dicking around in even after I reach the moment where I realize what it's going for. It's so extremely fun just to go "vrooom" in this one! It reminded me of games such as Donut County or Katamari Damacy.

That being said, there are a lot of things here that are technically not great game design, and tweaking them could take this from a fun "wheee" game to something with more depth. For instance, I actually didn't realize there was a whole shoot/retract mechanic for the chain till after a couple sessions. I was just dragging the chain around and steering it into things. I actually think that's very funny and how I enjoyed the game most, but it does mean that, for me, it's maybe a different game than the one you intended.

I agree with the feedback about progression and rewards and the grapple mechanic being confusing. My first thought regarding the grapple was that if I increased the jump and grapple enough I could quickly reach more areas with more stuff to smash, but it doesn't seem like the player is able to launch the spike ball into a rock face and then pull to it.

I found the mouse capture kind of annoying, but you deactivated it during menus and things, so it wasn't too bad.

One thing I'm not sure anyone's pointed out yet is that Doki seems just as able to smash things with her face as she is with her chain. Arguably she's more able to do it, since the player has more direct control. This is extremely fun, but perhaps could use tweaking so that the player is encouraged to use the chain more.

The seemingly inexplicable hostility towards horses was very funny, but I think there's an opportunity to add more references by including different objects and creatures.

As I said, this is probably the game I enjoyed the most when it comes to the actual gameplay. I think it could be something extremely satisfying if you were to work on it more, and please let me know if you do.

Developer(+1)

True. The chain attack weapon would probably need to be remade to be more in the player's control and be more fun. And the grapple straight up slows you do after you upgrade running speed a few times. The game is pretty fun to just run around hitting stuff haha, especially the fruit cart destruction effect that turned out pretty nice.

Oh, also about the mouse capture, isn't it kind of required for 3D  1st/3rd person games? Otherwise, the mouse would just go allover the place when you're looking around, unless there is a better way to handle it that I'm not aware of

Submitted (1 edit) (+1)

Yeah, there may not be an elegant solution to mouse capture for 3D browser games.

Yes, your destruction effects were really funny! I like that it goes from generic cubes to horses being smashed into pieces. Again, I think there's great core movement here and it could really be something addictive if you decide to keep tinkering with it.

Submitted(+1)

honestly, i wished there were multiple worlds, or procedual worlds or something. The game is addictive asf i need to go sleep but im busy playing chain gun game. Especially grapple + chain. I sort of wished we could shoot the chain ball faster like a gun. Who knows, i could imagine a game with secrets and exploration or something, chain archetypes. But eh, silly game jam game. simple and fun which is amazing lol.

Submitted

This is a game that I think would really benefit from procedural levels or something! I agree that chain gun game fun.

(+1)

This was silly, cute, & cool! I can say with confidence that there's not much to misinterpret as far as the theme of chain reactions goes. The cover art is so cute and the music goes hard and is very appropriate to the game. The game definitely got more enjoyable the higher the levels on my skills were. I loved zipping around with the grapple chain and walking into things qualifying as breaking stuff was a funny touch. I personally had a hard time getting past 400 points making for kind of a sluggish progression. 

Bugs/critiques: I don't think the coin counter worked at the end of each round. It said 0 every round but from the looks of it the coins received was my score divided by 10. Also, I was a little confused by the mechanics and frequency of use for the chain gun. Spamming click was not the play but there was a cadence I couldn't quite figure out. Great work overall!

Submitted(+1)

c h a i n

Submitted (1 edit) (+1)

Nice little game you've made. The gameplay is simple but you still managed to made it fun. I don't fully understand how the grapple is intended to be used, but I still had fun upgrading my speed and ramming into stuff. The main thing I think that is lacking would be progression. The upgrades did not change really change how I played the game  and I ended up staying in the same main square every run. Having some hidden areas that requires certain upgrades to reach (and reward the player for doing so) would be a cool addition. It would also be nice to have a countdown towards the end of each run. 

All in all, great submission and good job on it!

Submitted(+1)

Was a really fun game! I actually liked how you came up with a destructible core loop! A couple things:

1. Progression past level 3-4 felt not necessary and end game progression didn't seem worthwhile after I found out nothing is above the mountains I think?
2. You have a couple bugs where you have a gap where you can leave the world and the mountains don't have collider
3. Overall like the sticky loop and main gameplay, just missing progression or goals 


Finally, how dare you hurt the horses smh my head 

Developer (1 edit)

Fixed gap bug, hopefully no more falling to the void.

True. I wanted to add more progression and upgrades like maybe a spike ball size increase and explosion effects, but then I noticed I only had one day left, and the map was still default unity shapes haha.

Thank you for enjoying the game and playing long enough to push its limits!