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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.
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Comments
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!
Appreciate your feedback as fellow "grapple mechanic expert" =)
Yes, an indicator is something I need to think about. You're not the first to mention that. We'll see for the post-jam version.
Great to hear you liked the behavior of the rope.
Thanks for playing!
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!
I can't like bro...this is peak! The game feels great to play, and the art is wonderful too! I loved how swinging around felt
Thanks for the praise!
Glad you liked it =)
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.
I guess this is a matter of taste. So maybe a configuration option? It's noted for the post-jam version.
Appreciate your feedback!