
Join Lynn, a descendant of a long line of whip-wielding warriors, in a 2D adventure through a perilous, abandoned castle filled with treasure.
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Languages: English
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I am having a great time with this game! Especially with the parallax fix that was pushed through, it makes it much more enjoyable. Already have some IL speedruns and will definitely be submitting them to speedrun.com. Once you get used to the controls and realize you don't need to hold the buttons to build swing momentum, you can get some great swings with nice smooth movement! The music and sounds also add a lot to the overall game. It definitely isn't perfect, but it is fun.
Grapplania was a surprisingly pleasant surprise to play. I really appreciate how much the game is tutorial friendly. It definitely had a good “show not tell” presentation when showcasing all the mechanics. I found the flavor of the game charming. The multilayered backgrounds and music made the difficult portions much more bearable. Speaking of the difficulty, it spikes around halfway into the 2nd of the total of 3 levels. The mechanics are brutal, but very rewarding when you get the hang of it. During my playthrough, I used keyboard controls for the 1st level then opted for my more familiar Nintendo Switch Pro Controller for the remainder of the game. The choice to map the whip to the shoulder button was a great one, especially ergonomic for anyone with wrist issues. Probably my only major gripe with the game is the whip hitbox. Whipbox? Admittedly the only apt comparison I have experience with is tether moves and recoveries in Smash Bros, a series designed heavily with the goal of accessibility in mind. The tethers featured in Smash are often tethers that are TOO lenient but also enable skill expression and mixup potential. During my playthrough, I found that the straight up and diagonal up directions felt inconsistent. It was disheartening to watch the whip pass through the hook and still plummet to my death. I was later surprised to find that the forward facing whip did not have this issue. I could snap to hooks horizontally far below and above hooks. I there are a variety of changes worth exploring in that would make the game less tedious but keep the difficulty and spirit: -Lingering whip grabs hooks more consistently after being thrown -Slightly less startup frames on the whip (the endlag is just fine) -Larger grab box on whip when slightly below or above the targets -Adjust stick values to a larger range of angles that can input diagonal whips on controller Overall, a very fun change of pace to my current game library. Definitely worth the play c:
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Hours played at review time, across 37 reviews with recorded playtime.
Design choices make the game more difficult than it needs to be. The character Sprite falls like a ton of bricks. The character also often is dead before you can even see the ground of spikes because the camera can't even keep up with how fast you fall. The shaky camera also made the game needlessly difficult with how wonky and unfocused it was with the speed of the character. The ability to throw the grapple sometimes requires using it in quick succession, but it has a cool down making it difficult to time certain connecting swings.
This game is too damn hard, i'm not kidding, i finished Getting Over it 9 times but this is something else... In many parts you will question your sanity and if there is a legit possible path, due to the way challenges combine and extend and the leap of faith you have to make in dire situations without camera vision. I was at the last level, but i lost my patience, near what i believe is the end, but i lost my patience due to too many sequential challenges. Pros: - The mechanics is pretty interesting, the game is well done overall (intro, UI animations, sounds) and i found no bugs. - Music is pretty good, especially in level 1. - The combination of challenges is pretty well thought, although at times a bit maniac! Cons: - Checkpoints are sometimes too far in between in some challenging areas and not too far in between in easy areas, it doesn't make much sense. - The game doesn't save your last checkpoint (i could still keep going another day/time if it did, but i'm not going through this suffering again), it only saves your level (i believe there are 3 in total, at least i stopped on level 3). - The controls are purposely not the best it could be and you can't remap it. I would make jumping through W possible instead of SPACE and fully controlling the grapple through the mouse (moving and LMB click), but whatever. Neutrals: - Some maddening challenging areas to get some crystals. - The way the camera moves hides some possible paths purposely (or maybe the creator left some left overs? I don't know, because i didn't insist in exploring everything as the game was so tiresome difficult and a grind that all i could think was to move on and finish it). Overall: If you like challenges go play this game, the only reason i played this game is because the mechanics looked interesting and i'm studying platformer games. Otherwise, this game is not for everyone, certainly not for the causal gamer out there, it's a really maddening experience. EDIT: Came back and finished the game, yep it was the end of level 3 (the last level) and yes, it was purposely built to be difficult as hell in the end.
[h1]苦行ゲーの匂いがするワイヤーアクションゲーム[/h1] digipen学生作品。 PV通りのワイヤーアクションゲーム。即死トラップをかわしながらゴールのお宝を目指す横スクロールアクション。 ワイヤーを伸ばすのにそれぐらい時間はかかるのかもしれないが、他の人のレビューにもある通り、落下速度との兼ね合いでジャンプ中に思ったところにワイヤーを伸ばせない印象。長押しで少しの間は出しっぱなしになるので、伸ばしたワイヤーを置くイメージで遊ぶ必要があるとは思った。ただし、そのためにはステージを知る必要があり、でも可視範囲はそんなでもないので不便ではある。 ステージ1は問題ないが、ステージ2の途中から苦行ゲーの影が見え隠れする。そういうのが好きな人にはおすすめ。ある程度爽快感が欲しい人には向かない。
Hazinelerle dolu tehlikeli, terk edilmiş bir kalede geçen 2 boyutlu bir macerada, kırbaç kullanan uzun bir savaşçı soyunun soyundan gelen Lynn'e katılın.
It's not a bad game. For a student project, it's quite good, but, the camera and slow character movements makes this a very frustrating and tedious experience. For that is purely based on the grappling mechanic, it is far too flawed. Normally, this would be a recommended assuming they got fixed, but unfortunately with student projects like this, they are abandoned on release. This game could probably do pretty well assuming active development went into it to make it a solid game, but I will have to say a very soft no.
!!!STOP!!! THIS GAME PLAYS LIKE MUD!!! I really, REALLY, wanted to like this game but the physics and controls have driven me INSANE. Imagine Castlevania 4, but only the swing sections and the devs instead wanted to take a "modern" approach to the physics engine. Display: - Viewable area is FAR too restricted. - I can barely see a damn thing. - Had to reduce screen-size to make it playable. - Character physics (falling) are too fast. - Camera LITERALLY can't keep up with character. - (Dev suggestion) Reduce overall speed by 50%.. - Player hit box is WAY too large. - It's about 1.3 blocks wide; should be 1 block, exact. - Aggravating to place yourself and accidentally hitting spikes. Controls: - Plays like Castelvania's second cousin. - Way too inconsistent to do an up-angled reach. SWINGING: - Feels like TRASH!!! - Swing momentum build-up is sooooo slow. - Takes a solid 4 seconds to build up a good swing. - (Dev suggestion:) Double the momentum acceleration for swinging. - Extending/retracting the chain is a DETRIMENT. - Very few puzzles use this mechanic. - CONSTANTLY messes up your swing so you have to start again. - When you try to do an up grab, you often accidentally retract a little. - Pure frustration. - (Dev suggestion:) Honestly, I suggest flat-out removing the mechanic. - Removing it would allow for more precise puzzles. - If you HAVE to keep it, make it a separate button NOT A MOVEMENT BUTTON!!! Environment: - Art style is fine, no complaints. - Music and sounds are too modern. - Should have tried low-bit rate tunes and sounds. - This would give it a more classic feel. - Swinging is too fluid IMO, for this medium. - Feels too modern for a classic-style game. Miscellaneous: - Block appear/disappear timing is too slow, bad game feel. - It feels like you have to force yourself to slow down. First level took me about 20 minutes. Second level took me about 50... Final checkpoint was PURE TORTURE. I drew the line at level 3. The controls do not feel good and it is simply not worth the time to finish.
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