FoonLudum Dare ExplorerLD46 → Bond Wire

Bond Wire

By ebediam

View on ldjam.com

CategoryRankScoreCount
Overall21283.0425
Fun14783.2027
Innovation15833.1026
Theme25062.3126
Graphics21942.6027
Audio14832.5826
Humor7923.2125
Mood18992.9526

Comments

aj-jones 2020-04-22 20:48

Definitely a unique idea for the jam! Love playing with movement mechanics in first person. Only recommendation would be not using center click for webgl builds, doesn't play well together.

pxgluz 2020-04-22 20:52

Pretty cool concept, but I do not know if it was just me, but the sensitivity was way too high. I don't know if the sensitivity in the downloaded version is lower, but I got pretty fun either way.

picross 2020-04-22 21:01

Fun little game! I'm a sucker for grappling hooks. When playing in web, it was pretty hard to aim at the tiny grapple areas, and I spent most of my time just misclicking. Cool ideas, nice work!

carol03x 2020-04-22 21:04

Nice graphics, and sounds. I love how smooth the swinging feels. Well done!

rob-parker 2020-04-22 21:06

I love the portal theme that you went with and the mechanics work really well too.

enier-art 2020-04-22 21:08

I realy like this game, the dificult is so good

colan 2020-04-22 21:09

Very nice game.. tutorial very intuitive! this is something i need to learn for my games! Hah Good Job!

2020-04-22 21:09

quite fun and interesting. although i find that the plot is confusing as the voice telling it is hard to understand also i think the game has too high sensitivity and the game feels rushed and i found a few glitches e.g. when you die for a split second the life meter changes to 9999 sometimes you fall through the floor when you die and at a certain point i got stuck in he floor after using the red bouncy platform but i managed to escape

codechomper 2020-04-22 21:11

I really liked the game. Gave me portal vibes and I love how you made feedback into your story line. I had a hard time hitting the small blue targets a lot of the time. I wish they were a bit bigger but I don't play fps on the PC so it might be that I am just bad at aiming with the mouse. Really complete entry, a lot of work for a weekend! Great job!

a-piece-of-egg 2020-04-22 21:12

good and creative but the story isn't really visible at first

steffo 2020-04-22 21:16

Pretty cool concept!

The grappling hook feels a bit weird, but it's quite fun to use :slight_smile:

I had a hard time aiming at the suspended blue boxes, as they were too small :neutral_face:

Love the GLaDOS-like voce in the tutorial at the beginning! :robot:

hypermania 2020-04-22 21:20

I feel very polarized about this game.

Starting with the pros - it's a programming masterpiece. I'm very much impressed with how one person managed to put together this whole thing in seventy-two hours, with a significant amount of content and fairly decent grappling physics. I let out at least one "woo-hoo-hoo" while webslinging over a large lava pit, from swingable surface to swingable surface.

But at the same time, as a grappling hook game, it feels like it misses its own point. The beginning levels were fun, but the later levels felt less like I was Spiderman, web-slinging through Portal 2, and more like I was desperately trying to both determine the distance of my webslinger and click some blue pixel that was miles away at exactly the right time. The feeling of fluidity and aerobic fun is so much less enjoyable when you're squinting at your monitor, trying to click the exact blue pixel needed to swing to the next blue pixel in the air.

While it's a one man project, the graphical style coupled with the grappling hook mechanics made me pretty motion sick pretty quickly, and I can't help but feel part of the graphical design's philosophy was, like the audio, setting, and writing, meant to mimic that of Portal, of which makes up a lot of where the game falls flat. When you have seventy-two hours to make a game, your game will never be Portal, so instead of trying to mimic that game, try to embrace your own design instead.

Still, with all flaws aside, the webslinging/grappling hook mechanics present are arguably better than that of some commercial, published games. Just needs some additional focus on the rest of the game to truly live up to its own potential.

ugghmaster 2020-04-22 21:21

That is an impressive Character controller. The grapple feels nice except for a slight ruberbandyness at the bottom of the swing and personally i would have changed it to hold the mouse button down to keep attached to the objects. The air dash could be a little bit stronger in my opinion and seems to cancel any momentum you had before u used it. Overall the movement feels good. I like that there is voice acting but i find it hard to understand. I also found a bug, that forced me to restart. I grappled the blue underside of a door while it was closing and i could not detach myself. All in all it seems like a good foundation to build a game around. ~Ugghmaster from @WeAreDev

tomathor 2020-04-22 21:23

Fun idea, but the execution needs some refining. For starters the cubes are very finnicky to click on which leads to a bit of frustration when you missclick and fall to your death. Another issue is that the music starts again when you reset the level, which is a shame, since what I can hear of the soundtrack sounds awesome. I dig the portal vibes from the intro and the dog you have to protect is a fun gag, though it is a bit of a cop out regarding the theme in my opinion. When you get that perfect run where you graciously hook yourself to victory it's an awesome feeling, so you've definitely done something right.

gwinnell 2020-04-26 11:50

Much much much too hard! Many deaths just trying to get past the second jump on level 1. I took a quick look at level 2 and realised there was no hope for me!

Others have mentioned that mouse sensitivity is a little on the high side, but that's not really the problem for me. In the first level, the player should only have to only do one thing to succeed, and that thing should be super easy, much like the tutorial -- the grapple blocks should start much bigger, and the hazards start much smaller.

I *can* imagine getting into a good, enjoyable 'flow' state, grappling and flying around, but with the current level designs I didn't quite get there. There was too much frustration. :slight_frown: Perhaps if the "reel in" mechanic were more 'sudden' feeling, and had more force, more like the hookshot in Zelda games, I could activate it at the right time and fling myself in towards my desired location rather than having to attempt to get the right 'swing' to make it there. I know there was an air booster, but this felt more like a workaround for the swing-movement being difficult to grasp. That's just my feeling anyway! Sorry if that's not helpful or descriptive enough!

There's a lot of potential in the mechanics of this game. With a few small tweaks, this could really work, and with lots more content, I could see this becoming a hit release on Steam, etc! :slight_smile:

_P.S. Put your tutorial in your level select. I completely missed it the first time playing!_

gildar76 2020-05-04 20:41

Nice game. Like that you added in game tutorial.

pepperkep 2020-05-09 04:51

Grappling hooks are fun and there certainly is quite a bit of potential here. The targets you have to aim at are really small though which can make levels rather frustrating at times. I enjoyed the Portal feel though and with more polished grappling this could be a lot of fun.

aidanmarkham 2020-05-12 00:52

Fun action fps game! One point of feedback, I personally found the FOV of the game was a little bit to small, making it a bit disorienting.