Looks pretty awesome and the mechanic was neat! I had some weird resolution issues, where the menu and the scene transitions were in a tiny box in the top left corner of the screen.
Fun game. Your pixel art is great. I really liked the noose charging and pulling mechanics, but felt like I lost flow a lot when fighting a cluster of bandits. Also, it was really hard for me to time the noose-throw on the big pit for some reason. I did have a little bug where I got stuck walking left, but no big deal. Great job, this was a good entry.
Cool action game you have here. Once you defeat a couple of bandits you pretty much get more of the same but the game works and the attack is creative. Maybe adding some a couple of different bad guy types will spice the game up a bit. Good work.
The lasso mechanic was really enjoyable and the art is great. One small criticism is that the screen is a bit small for how big the player is and how quickly they move. It felt like I couldn't react to things as quickly as I wanted to.
Just wow. It looked very interesting from the preview image but the gameplay is even more impressing. Really creative idea und fun to play if you get a grasp of it.
At first I thought it was a gallows simulator, but it turned out to be even better. This is a fast-paced, polished game with nice graphics. It's not so easy to play, I like it.
@no-grapes-games Thanks for playing! I definitely wanted to add enemies, but such is a game jam. I'll keep it in mind if a post-jam version ever sees the light of day (unlikely).
@fachscahfttf Thanks for playing! How do you mean restart? If you mean when that you always start from the beginning, then yes, I would have liked to add checkpoints.
What an incredible entry! There was just enough ramp up to get mostly used to the controls before things got real in the village. Loved the art, the music was good, the sound effects were fitting, and the concept is inventive. Really great work overall!
@landosystems Thanks so much for playing and reviewing! I'm glad the tutorial did it's job. I've been trying to work on making effective tutorials in the last few jams.
@m-trigo Thanks for playing. Dodge rolling was in the works at one point, but got scrapped. Our spin on the theme was taking stuck in a loop to represent being hung in a noose and the character uses a noose to fight.
This game is so good! I would honestly love to see this turned into a fully polished game, the gameplay is really fun and the whole game just feels very well designed. Great work!
Played it on https://www.twitch.tv/fatsheep__ Sweet and short little game. Really liked the artstyle! The only that annoyed me was struggling to get the timing for the fastest possible throw when i was in stressful situations.
@spawncampgames Thanks for playing and I'm glad you enjoyed it!
@fatsheep Thanks for playing! Yea, I tried adding indicators for when it was fully charged, but I think some more obvious ones are needed. One idea was animating your cursor to show full charge, but we didn't get that far!
The noose throwing battles were super satisfying when I could get multiple hits. It really felt like a fun arcade type game, which i enjoyed and i love the art style.
Great game, Smooth controls with an Innovative mechanic. Just a great game all around. Keep up the good work. P.S My player as transcend this mortal world and is going to the void.
The noose was a little hard to use while using a trackpad on a laptop. :) Otherwise, this is a really sweet looking entry with a nice thematic use of mechanics. Nice work!
I didn't figure out that you lasso yourself further when running, I noticed only in gameplay gif on itch.io, so that way I realized how to get over the canyon. Still the execution on it's own was pretty difficult being it the time you just introduced the mechanic (or at least made the player use it) and the stakes were pretty high as well. So I'd say the difficulty curve is bit steeper than it should be.
But on the other hand, controls are precise and consistent enough so that the player actually can git gud :) That depends only on their will. The gameplay feels good and the game is not long enough to start to feel boring or lacking new mechanics. I am not sure if the arcade style lives to go through the whole game is a good idea, but you compensated very well for that with lives getting out of enemies that dealt you no damage, if I noticed correctly the rule, which is very, very clever and I like this idea very much! :)
Sometimes the enemy placement and their AI didn't feel much fair on the first go as enemies were seen last minute and there were pretty fast on the draw, but then again you could memorize position of every one of them, so it compensates with time. Still I would at least reconsider it once again, especially the very first enemy in the game, which again, like the long lasso jump, is introduced very unclearly and the stakes are very high, giving the player little to no chance to prepare. But it would be more of an issue in longer game where you could better keep the introduce-reinforce-challenge mechanic loop. Since the game isn't that long, it is not that big of an issue, but definitely is something to consider in the future :)
The artstyle is great and visuals are close to perfect, I find the audio part unfortunately much weaker, which weakens the mood a bit. Also the volume levels of the audio I find very all over the place and I think that overall volume is pretty low.
Overall I had a lot of fun with your game! Thank you and congratulation!
Damn the animations are mastered. The graphist did a really impressive work. I have to admit that I spent more time watching graphism than playing. Nevertheless gameplay is solid. A great entry for me. Nice work !
@frosty Thanks for playing, sorry you had to use it on a trackpad!
@honey Thanks for playing, and the awesome feedback. I appreciate the time you took to write it out. I definitely agree there is a difficulty spike, and hiding the first enemy after a blind jump was a bad call. I think a good solution to some of these issues is more tutorial area, and a larger screen size, so enemies don't surprise you so much.
Thanks again!
@acaral Thanks for playing! I definitely spent time I should have spent developing, just playing around and watching the animations! My teammate did a fantastic job.
@666savior Thanks for playing, yea the difficulty spike is a bit much, easing the player in so they have time to develop the skills would have worked better.
Love the idea, love the level design in the very beginning but after that i thinks it's kinda hard. i'm not sure if it's meant to be hard or it's just hard for me. Nice work!
Great aesthetic overall, and a unique idea for the theme. I like the choice to show people as shadows. Having a tutorial at the beginning is always a good choice! The music was good and speeding it up occasionally worked well. It's pretty violent & gory to me personally but overall a very well done game, especially for a jam!
Congrats, a beautiful and smooth-running entry! Some of the best games this jam I've seen seemed to involve lassos, I guess that was the coolest take on the theme :) I had some glitches about window size at the start and when dying (all screen-wide effects were only applied to the top left corner of the screen), but I had a lot of fun, thank you!
Wow, I'm really impressed with the visuals. The animations are so smooth. The audio is also nicely used. They both set the mood really well! A minor setback for me is the character spawning too close to the edge of an abyss after he falls in it. It makes me keep falling by accident, haha. But very impressive work, congrats.
@makiyoshi Thanks so much for playing! My partner did the art and animations, and I really liked them too! Yea, setting him back a little bit would be prudent, thanks for the feedback.
Comments63
Great game!
Would be nice to have a way to restart the game.
I'd love to be able to crouch to be able to dodge bullets as well as jumping.
Great job overall, I'm not too sure how it fits the theme, but it's one of the most fun games and polished games I've played so far
@axlplosion Thanks for playing! I'm super happy with how the gameplay came out, glad to hear you think the same!
@fatsheep Thanks for playing! Yea, I tried adding indicators for when it was fully charged, but I think some more obvious ones are needed. One idea was animating your cursor to show full charge, but we didn't get that far!
@lohreck Thanks for playing!
Thanks for playing!
But on the other hand, controls are precise and consistent enough so that the player actually can git gud :) That depends only on their will. The gameplay feels good and the game is not long enough to start to feel boring or lacking new mechanics. I am not sure if the arcade style lives to go through the whole game is a good idea, but you compensated very well for that with lives getting out of enemies that dealt you no damage, if I noticed correctly the rule, which is very, very clever and I like this idea very much! :)
Sometimes the enemy placement and their AI didn't feel much fair on the first go as enemies were seen last minute and there were pretty fast on the draw, but then again you could memorize position of every one of them, so it compensates with time. Still I would at least reconsider it once again, especially the very first enemy in the game, which again, like the long lasso jump, is introduced very unclearly and the stakes are very high, giving the player little to no chance to prepare. But it would be more of an issue in longer game where you could better keep the introduce-reinforce-challenge mechanic loop. Since the game isn't that long, it is not that big of an issue, but definitely is something to consider in the future :)
The artstyle is great and visuals are close to perfect, I find the audio part unfortunately much weaker, which weakens the mood a bit. Also the volume levels of the audio I find very all over the place and I think that overall volume is pretty low.
Overall I had a lot of fun with your game! Thank you and congratulation!
@honey Thanks for playing, and the awesome feedback. I appreciate the time you took to write it out. I definitely agree there is a difficulty spike, and hiding the first enemy after a blind jump was a bad call. I think a good solution to some of these issues is more tutorial area, and a larger screen size, so enemies don't surprise you so much.
Thanks again!
@acaral Thanks for playing! I definitely spent time I should have spent developing, just playing around and watching the animations! My teammate did a fantastic job.
@666savior Thanks for playing, yea the difficulty spike is a bit much, easing the player in so they have time to develop the skills would have worked better.
@chris-hay Thanks for playing. I'm glad you liked the tutorial! I'm trying to get better at making those.