I think it kinda does since your team members sometimes try to kill you
Oddmin8
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Yeah, I agree that the gameplay loop gets repetitive. I was faced a lot of scope creep during this project and had originally planned for there to be way more elements in the game. All three of your suggestions would be good, and I also wish I could've added more challenges to the game such as group robberies. Thanks for the feedback and for playing!
Hmmm... I fell out of the level a few times too, due to high speed. I put a slight speed cap on the player, but I'm guessing you might have gained a bunch of velocity due to gravity or the hook and then shot through a collider. I also get what you're saying about guiding the player more with the cane. There were a lot of physics techniques that I discovered while testing and I just didn't know how to tutorialize them. For example, it's better to be ahead of the sled pulling it with the cane if the land is concaving downwards because your character serves as a weight to pull the sled forward. The retracting mechanic is also very important if you want to pull the sled closer or gain more centripetal force as you swing. Thanks for playing and giving feedback!
Thanks, I'm glad you liked it! I agree with your first point. A lot of the areas requiring the cane are towards the end (mostly because that's when I was coming up with more ideas for its uses) and I probably should've distributed them more evenly. I also like your idea of stopping the sled and player during the cutscene. It would've been easy for me to pause the sled and player and store their velocities, but I just didn't think of it. During testing, I didn't account for the fact that some players would be going faster than I was. Thanks for the feedback!








