I only started streaming but I actually stream this game a lot. I've got so much to talk about with this game! Here's
all the videos of cavehook. You can see me getting a lot better! And I'll be adding more as I stream them. (My twitch channel is
queasy00).
Anyway, I really hope you don't change anything just to make it easier! I actually wonder if it's just a couple very minor details that make it feel hard when really it isn't. I remember when I first started, it took me a long time to get over how you grapple straight forward when you're not pressing any arrow keys. Even now, I'd much prefer if it grappled straight up. I found I died a lot because of this miscommunication between what I wanted to do and what the controls were.
There was also mechanical noise introduced because the same button to jump is also the button to grapple and that caused some confusion, making it a bit harder. The confusion happens when running towards a cliff and then pressing the jump button a bit too late. Instead of falling, the grapple comes out and my mind instantly thinks "what just happened?" instead of "oh no! I missed the jump!", which should be the desired result. I actually like the grapple and jump on one button, but it is kind of confusing for new players and I don't think you lose anything from veteran players by making it two buttons.
Similarly, when jumping up a staircase-like formation of terrain, it's easy to suddenly go into wall jump mode which again is confusing and adds mechanical noise.
So these simple changes:
-remove grapple from the jump key
-if grappling when no arrows pressed, grapple straight up
-remove wall jump (though I am curious to find a use for it)
I wonder if these simple changes might make the game easier to get into. And I think there's a subtle nuance here: it's okay for the game to be hard as it's easy to get into. It's funny that we both talked about a shop and upgrades, but really there already is an upgrade system happening, but it's all in your mind! It's really cool, because as I learn new skills, it feels like I did a mental upgrade. Anyway, that was a bit of a tangent, but where I was going with that is there are elements in the game that either seem too hard or questionable to use. For instance, making it through to the end of the cavern is actually quite hard. That's great, because now it becomes a goal for the player. After, making it to the end of the cavern while getting mushrooms is hard -- yet another goal. Learning to get those upside-down mushrooms is also a sweet little puzzle.
The bombs are interesting too. At first their usage seems obvious, but then you end up bombing yourself half the time. So you forget about them. Then as you get better, you remember "oh yea, those bombs..." and you start incorporating that into your play again. At that point, using the bomb feels completely different, yet the code is the same. I just LOVE it when games do that.
Anyway, I think about this game a lot. I love how that how I perceive the terrain changes as I get better. It's kind of like Tetris where you see the blocks and its possibilities in different ways. I think that is a super powerful result of this game, a sign of truly great design.
I'm hesitant to suggest anything without more thought because it's so great already. It's easy to get carried away with it, especially when you have stuff like LAZER PISTOL! You are a very mature designer to be able to walk away from that one! I know I'd be super tempted to keep that in
I do think that some accessibility work is in order, but I don't think it should be at the expense of the game.
If you're not interested in working on it anymore, would you be willing to put up the source? Depending on what it's written in and how easy the codebase is to work with, I'd be interested in contributing to it, even if just a little bit. I do have other projets on the go right now so realistically I probably won't do too much to it, but I kind of want to tinker with it.
Anyway, thanks for replying and showing the other features you stripped out of it. Pretty cool seeing those.
-j