Wow this was great! It was really interesting to play your game and compare the differences with mine since they both share a main grapple mechanic. The physics simulation on your rope is really cool and I love how it can interact with the world. All the polish you put in is great, everything fits so well together. I do wish there was more of an indicator to see where your grapple was targeting. Overall great work though!
Play game
Swingling's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Authenticity (or, Creativity in use of resolution) | #7 | 4.667 | 4.667 |
| Overall | #8 | 4.295 | 4.295 |
| Graphics | #9 | 4.424 | 4.424 |
| Gameplay | #11 | 4.091 | 4.091 |
| Audio | #16 | 4.000 | 4.000 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Themes
No. First time 64x64 was hard enough for me =)
Tooling
Aseprite, Audacity, and Godot. I tried out Godot Rapier Physics for the first time in this game.
Comments
Everything about this game is well crafted, except for the obstacles and level-design.
The rope mechanic feels good and fluid. The problem is that some obstacles severely limit the fluidity and potential fun that the game could offer. Bats are the biggest offenders. They are not bad in themselves, but how they were implemented on levels 2 and 3 makes the game tedious. Instead of swinging left and right to use the momentum created by swings, the best part of the gameplay, you have to constantly take into account all the things that could kill you, slowing down your speed and limiting your positioning. I understand that difficulty is part of the experience, but I think making obstacles less annoying would go a long way towards making the experience more enjoyable.
Appreciate your critique. I can totally see your point!
I think it comes down to what the game really wants to be. During development, I was constantly torn between making a fast paced "against the clock" game, an exploratory "let's find all stars" game, and a skill based "repeat until lucky" game. In the end, I opted for exploring a mix of all these for the game jam entry =)
But you're right. For a full game, it should be one of those, and commit 100% to it.
Hope you still had a bit of fun playing the other levels!
Nice and super polished. But constantly holding down the spacebar certainly gets tiresome. Personally, I'd prefer if the grip could be released with another press rather than releasing the button.
Really enjoyed it! Great tutorial and nice visuals. Small feedback: the default launch volume was pretty high on headphones, so tweaking the initial audio level would be great. Congratulations on completing the project!
Awesome!!! I don’t know that I’ve ever seen a grapple mechanic so intuitive. And I love the short levels. Little bites of level like that make us want to experiment, replay, try again and again. What a great game.
Ha, the deadline of the game jam didn't allow for larger levels! ;-)
No, you're absolutely right. I thought that small levels, each focusing on a new idea/mechanic, would give the most variety and fun for (game jam) players.
I like the idea of a well designed larger level though. So I might add one in the post-jam version. We'll see.
Appreciate your praise a lot, thanks!
I played it a bit more and I think I might have been a bit too rash about the physics… they work well once you get used to them - which is part of the gameplay mastery progression I think…
I can’t quite put it well into words… maybe more than the gameplay physics themselves it’s maybe the affordances, the little quality of life things around gameplay that might make it feel a bit rough….
For example a tiny bit more predictability / preview with regard to where your hook would land if anywhere (like a little aiming cursor that shows where it would attach to if you pressed the button now…)
And I’m not expert on this at all but maybe some kind of grace periods (coyote time or what it is called?) on certain action timings… But maybe they are already there and I’m just too bad at reflexes…
Anyways I finished the game now on my second playthrough and enjoyed it quite a bit after all :)
Hey, thanks a lot for your detailed feedback. Appreciate this a lot!
The aiming of the hook is indeed something I'm not fully happy with. I wanted it to feel very natural, so that you don't really have to think about it much ... it should just "magically" choose the right grapple point. It just sort of works 80% of the time =)
Your idea about a cursor is interesting. I'll experiment with that for the post-jam version.
I also agree with your other point about the coyote time. The behavior when you let go of the rope is physically correct. However, it would feel better to have the player move away (sideways) much more, I think. Will iterate on that a bit more.
Great to hear you enjoyed your second playthrough =)
Love the art style here, the protagonist girl is such a cute sprite. The swinging mechanic was really fun, and used well in the level design. I did feel a bit stifled by the physics at times, wanting to get a little more momentum and airtime, but this worked well in some places and not in others. Great polished entry all the same!
This is awesome, the rope physics was unexpected but also a cool mechanic. I managed to glitch through a wall on one of the levels, which was funny. Also, the loading screen being 64x64 is such a nice touch :D
Very nice concept that works brilliantly within the low resolution! The music, even if simple, is super immersive and fits the mood perfectly. You can tell a lot of care went into the polish and little details. Difficulty curve feels balanced, and the gameplay is both funny and original. This is a really solid entry. Fantastic work!
The rope physics is incredibly well done and all that playing around with ninja rope in Worms paid off for having fun this gem! :D
The game is also graphically amazing, both the sprites and the subtle scanline-like effect. Music and sound effects are also great, being juicy, soft and easy on ears. :)
definitely one of the most polished games in the whole jam. everything is firing on all cylinders and it's super fun. i really like the character and artwork in general. great job!
Fun game. I liked how you changed things up with the rope lengths near the end. I think I might have liked a slightly longer grace period when you've reached the end (it was really easy to lose momentum by pressing the key a frame or two too late), but it gave the game an interesting texture. Nice work!
Very fun concept, and the art, music and gameplay were all very nice. Overall a great entry!








Leave a comment
Log in with itch.io to leave a comment.