Nice idea and great execution! The controls felt smooth, the visuals looked good and I enjoyed playing the game. Great work!
By the way "z" is maybe not the best choice for a control key, because on my keyboard "z" is switched with "y".
| Criteria | Rank | Score* | Raw Score |
| Presentation | #230 | 4.185 | 4.185 |
| Overall | #417 | 3.765 | 3.765 |
| Fun | #528 | 3.574 | 3.574 |
| Originality | #1082 | 3.537 | 3.537 |
Ranked from 54 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The player can join itself into Clew Cat enemies using Crochet Hooks.
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
Nice idea and great execution! The controls felt smooth, the visuals looked good and I enjoyed playing the game. Great work!
By the way "z" is maybe not the best choice for a control key, because on my keyboard "z" is switched with "y".
Solid game ! I love the main mechanic, it feels really natural and polished =) ! It was a bit frustrating to restart from the beginning, on death, but that's a minor detail ^^ !
The graphics are really good ! I enjoyed all the little effects here and there =p !
I'm not a fan of the Z keybind to talk, I find it hard to reach ^^'. Why not "E" ? Oh, and THANK YOU for supporting other layouts than QWERTY, it's so rare !
Very good game, congratulations ! For a 48h game jam, that's awesome !
Love to see your style evolving, and this was a really cool step in doing so. So much juice and beautiful particles, I particularly liked the cool effect when you shoot the hooks! Characters were adorable and blended well with your minimalistic aesthetic. When I got the hang of the mechanics, it was super satisfying when I got to throw the enemies around. I definitely was left wanting more - in a good way - as I think it would be awesome to see this fleshed out more; the base of the game could open itself up to a lot of other cool mechanics.
I know you mentioned in other comments that you did have some other features planned already, but one thing I might suggest if you do decide to work a little more on it would be to add some sort of reward or feature when you really get swinging an enemy fast. It feels satisfying as hell once you get them going, so I'd love to see maybe the enemies get damaged from the high speed or maybe you can fling them for big damage.
I did feel that the level design could have been a little more spacious to accommodate for the full utilization of the swinging mechanic, but the overall design of the levels was still nice. All the beautiful particle effects, lighting, and sounds made the experience very satisfying. Great work, as always!
I really like the art work, i can see u enjoying unity new lighting system lol , it's a cool experience , noice job!
Good job! This game has high potential with some more work. Here are some of my thoughts:
Whilst fun, flinging enemies to each other is super risky, especially when dealing with bigger enemies. I think this is mostly to the small levels, there was really no room to try and get a good spin going. This lead to me finding that the best strategy was to hook on to two enemies, and just avoid getting hit and wait for them to die. This was a lot more effective, but way less fun than slamming enemies into each other.
Additionally, how come you can't toss enemies when you have them hooked? Seems like a no-brainer to me! When I was spinning enemies around me at high speed, it was such a let down that I couldn't toss them away or into a wall or enemy or something.
This game could be very fun, with a little more experimentation and work!
Yes, releasing them and having them actually resist and break some strings were actually on the plan on the development, but I unfortunately had to cut them out due to running out of time problems ;-;
If I make a more stable version of the game, I'll definitely take your really considerate feedback, thanks :D
Very impressed by the visual polish on this game! Also impressed by the implementation of the core enemy-swinging mechanic, I'd imagine it required some tricky programming. Everything felt nice and juicy with nice feedback for the player in all of the appropriate places.
A few notes:
When getting to the last enemy in an area, you just have to sit there and wait for them to die. Maybe you could implement a launching mechanic, where you are able to manually release the enemy after swinging them. Would feel really good to build up momentum in an enemy and then fling them back at their fellow gang members (or launch them off a cliff)!
Also felt like it would be nice to have more space to move around in the levels. Maybe it is an intentional design decision to make it more challenging to complete the levels, but it felt so good to just fling enemies around that I would have preferred if I could just focus on that.
More nitpicky:
I died 2 times in the tutorial, and it would have been nice if I could have skipped the dialogue for the rooms I had already been in.
Actually not sure if it is possible for WebGL, but you should hide the hardware mouse pointer so you can show off your nice targeting cursor! (If you are already doing that and it's just a WebGL thing, ignore this)
More of a mechanic idea than actual feedback: Could be cool to have some kind of life steal mechanic while you are attached to an enemy, making the mechanic dual purpose.
Overall a super polished game, great use of theme, and actually a lot of fun! Really good work.
Wow the presentation is top notch :o .Screen shake and particles makes hitting enemies more satisfying. The swing to deal damage mechanic is really fun to play with. My only problem with this game is the ledges i always fell down when trying to do a swing attack. Other than that maybe the candles can burn the enemies when you swing them to candles :D .I had a great time with this game well done :D
Great visuals, unique combat! But it was time wasting when only one enemy is left
Awesome Game Really like it Visual The Controls Feel Smooth but It is Quite Hard =D
My main complaint is that the levels don't seem to be made for the mechanics: I can swing enemies around but the void at the edge of the small area punishes me if i move to much. The enemies appear aswell too close so as to react, maybe extending the camera view could help.
Overall very good presentation and interesting mechanics but the level design has to be rethougt to fit with the gameplay and make the experience truly fun, based around technique and not memory of where do enemies spawn.
Good job! :)
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