Lots of fun
In-level pacingGlad that many of the levels let you softly recover (ie if you fall: you don't have to hard restart, instead you can work your way back up). EDIT: spiral tree level my favourite.
Going through hoops is a little bit confusing. The audio cue says you have completed the hoop, but visually it's still there after you have gone through it. It does gently disappear, but you have to turn around to confirm this. Would a quicker visual cue (eg colour change) help here, or would it be distracting? Not sure.
Nice small detail that you don't start the timer until a particular position in some levels, but I'm not the type to play for tiny times (unless the game straight-out makes it part of the gameplay, eg gives useful rewards/progress/etc). I like to peregrinate & explore at my own pace.
Inter-level pacingOh my god the first lava level. Still stuck on it. I thought the first section was hard enough, but now I'm getting nuked on the second section too. Hook cooldown timer is really biting me (mentioned in next section).
Movement/weaponsIt's interesting how contrasting the methods of using the hook & RL are from a visual-cognitive perspective:
- Hook: auto-aims in a region slightly above your crosshair, you don't have to look away from where you are going.
- Rocket launcher: requires you to look away from where you are going (ie go blind), shoot the ground, and then return your view angle back.
This contrast/conflict probably only works in this particular configuration. If you had to look away from things to hook them: that would suck (not enough precision). If you could rocket-jump whilst looking any direction: it would be too simple & boring.
Hook auto-aim: I'm split 50/50 between whether directly aiming it (crosshairs) would be better than indirectly aiming it. You probably put a lot of effort into the auto-aim and I'm biased because I'm simply not used to it.
Hook cooldown timer: really annoying. I have to wait for it to retract before re-using it. Leads to me madly clicking as I descend to my fried-chip death.
TutorialProblem: you can't scale the first wall using the rocket launcher if you follow the instructions given.
I know that I have to
jump before shooting the ground to get the height, but that's because I've played other games with this mechanic before. New players that have never RJ'd might get stuck simply rocketing the ground beneath them (without jumping first) which doesn't give enough height, softlocking progress and making them think the game is broken.
TechnicalBig stutters occur the first time I use the hook & RL, I presume due to no preloading of some effects/resources.
Why is this half a gig?
Still playingNot sure what to make of the potato enemies yet. Am I also a potato? Do I turn into fried chips when I hit the lava? Why do I have the sudden urge to get a packet of salt-and-vinegar out of the cupboard? Do you have shares in the potato industry?
EDIT: FinishedLast boss is too easy. You can ignore the hoops OR him and do either one at a time. My thoughts at the time were: "why don't you make the floor lava or move the obstacles, to force the player to use all game mechanics at once? That would be much more interesting."