Eh maybe I'm just feeling particularly cynical today but I thought the controls felt kind of frustrating, particularly the way you can't turn around on the spot. I know you've used that as an element in some of your puzzles but it might be a reasonable sacrifice to make controlling the character feel a lot better, can't say for sure though.
Another issue, but probably something you already knew about, it feels a bit jarring having things teleport as your grapple pulls them in
Yeah, the ropes return still needs to be coded in. As for the movement, I won't be able to change that without changing the design of the game. Personally I do enjoy it, so I'm gonna stick with that.
Even without bells and whistles, this is fun. The mechanics give it a very hand-crafted feel, which is a good thing. Can do a lot of interesting puzzles with this. The Jawa/Loom character is likeable.
It's not clear which walls you can exit through.
Also, the darkness you fall into begs for some visual flair, like twinkling stars or some graphics to indicate it as a pit.
In some of the rooms I couldn't go to the next/previous room (protagonist just exited the screen and nothing happened).
The backpack on the protagonist screams "inventory", or at least "collect stuff". I don't know if you intended to add something to collect (coins or somesuch), but it could benefit from a goal other than "exit to next room".
I would definitely change Z to SPACE, too.
Good game and good luck :D
Thanks man! I'm glad you had fun. That problem with the walls is on me just being plain old lazy, I forgot to fix that before release
. I do want to add to the darkness, but I have no idea what yet. Collecting is a possibility, but that adds a level of depth that I don't want to worry about for my first project. Also that backpack is a hook, I just don't have a shoot hook animation so it stays on your back.
So, you can pull crates over gaps without them falling in, but at the same time, you pull skeletons over gaps to kill them. This is one of those gameplay abnormalities that ought to be addressed.
I could add some form of explanation in game, but I don't plan on altering the mechanic