Really unique and creative idea with an amazing art style to match. Awesome job!!!
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Very clever game! Each stage successfully delivered a satisfying aha moment up until the last 2 stages which I felt were a bit tedious and more platformer than puzzle. Other than that, this was one of the smartest and most enjoyable games I've played this jam. Loved the Bill Cypher easter egg too :P
Really creative and fascinating game! I think having an easier puzzle at the start would've been good since the first puzzle already requires you to go back 2 layers, and having a counter that counts how many of each coloured tile you have would've been a nice QoL addition. Still, this is a really clever game and I'm proud to say I completed it :)
Really fun game and unique take on the theme! I realised was very satisfying to build taller logs than necessary to skip certain strips of land entirely, would be cool if you could get bonus points for doing that instead of taking the safe route of stopping whenever possible. Overall, really great entry!
Hello,
I've been working on a Unity WebGL game meant to be played in mobile browsers. It's been working fine up until the latest build, where it doesn't load on mobile Safari. It still loads when I test it on my PC. I didn't add anything radical from the previous working build, just additional animations in the animator. Has anyone encountered anything similar? I'm wondering if it might be file size issue; the file size has increased quite substantially from about 10MB to 30MB.
Thanks in advance for any help!
Thank you, glad you enjoyed the game! Yeah I’ve received a TON of negative feedback over the grappling hook’s cooldown and I’m kicking myself over not making it reset immediately once you land. It would’ve literally been one extra line of code but it just never occured to me to do that since I was so used to how the game controls already. Guess this shows the importance of having someone other than the developer playtest the game :P
Thank you! I loved your game as well; when I saw the two modes of grappling I immediately went “damn, why didn’t I think of that?”.
Agreed 100% on the cooldown refreshing when you land. Originally the cooldown actually did start upon launching exactly like you said, but I found that I could just latch onto a wall, wait for the cooldown to end, then launch myself upward again to infinitely climb walls, so the cooldown was changed to start only when you release the grappling hook.
As for the drone thing, that’s a really good idea! I did also find it frustrating while playing but I didn’t do anything about it as I thought it added another layer of challenge, but I can totally see how it would be more annoying than fun. Will definitely look into this.
Again, thanks for your feedback and I’m glad you enjoyed the game!
Thank you! Can you elaborate on when the grappling hook didn’t work? I’m aware of a rare case where it looks weird when you’re falling because the grapple point is calculated instantly with raycasting while the animation takes time, so sometimes it looks like the hook is moving through platforms when your velocity is close to/at the limit.
If you’ve encountered any other bugs I would love to know so I can fix them!
Thank you!
The chain jumping while trying to avoid obstacles actually sounds like a really fun idea, although it would be a totally different type of game with a totally different level design. If I make this a full game I would totally have a section like that!
Also I definitely wanted to have jump king style slopes but I just didn’t have the time :(
Thank you! The multiple grapples idea was something I wanted to explore and could make for some really interesting level design but I discarded the idea early in the jam as it didn't really make sense given how grappling guns work IRL :P
Still, I might explore the concept further if I continue development. Maybe not as a feature inherent to the grappling gun but as a feature similar to the dash reset crystals in Celeste, which could be super interesting!
Also yes I am :)
First one on the leaderboard! Overall pretty frustrating but satisfying, as a Foddian game should be. I think a lot of people define "Foddian" as "getting over it-like" but IMO the control scheme definitely follows in the tradition of Foddy's early works like QWOP and GIRP.
Interesting premise and beautiful game page as always. My only complaints would be the framerate dips at times and the collision glitches mentioned in the description, but otherwise this is a great entry. Good job!
Thank you!
I’m not a huge fan of how long the cooldown is either, but after some testing I found it to be necessary to prevent the player from just chain grapples to climb walls. The cooldown should definitely be shortened significantly if the player is on the ground though.
Of course, I’m sure there’s a way I could tweak the grappling gun’s physics to allow for a shorter non-exploitable cooldown, but that would mean having to make a ton of adjustments to the level design and well, I just didn’t have the time :P
Definitely one of the considerations for a post-jam version though, and again, thanks for the feedback!