Bond Wire by Ebediam
First person 3d platformer with a grappling hook as the main mechanic! Can you survive the various test chambers and keep your beloved dog alive?
| Youtube | https://github.com/Ebediam/Ludum-Dare-46 |
| Youtube | https://ebediam.itch.io/bond-wire |
| Youtube | https://ebediam.itch.io/bond-wire |
| Original URL | https://ldjam.com/events/ludum-dare/46/bond-wire |
Ratings
| Overall | 2128th | 3.043⭐ | 25🧑⚖️ |
| Fun | 1478th | 3.2⭐ | 27🧑⚖️ |
| Innovation | 1583th | 3.104⭐ | 26🧑⚖️ |
| Theme | 2506th | 2.313⭐ | 26🧑⚖️ |
| Graphics | 2194th | 2.6⭐ | 27🧑⚖️ |
| Audio | 1483th | 2.583⭐ | 26🧑⚖️ |
| Humor | 792th | 3.217⭐ | 25🧑⚖️ |
| Mood | 1899th | 2.958⭐ | 26🧑⚖️ |
| Given | 20🗳️ | 24🗨️ |
Only recommendation would be not using center click for webgl builds, doesn't play well together.
Good Job!
also i think the game has too high sensitivity and the game feels rushed and i found a few glitches
e.g. when you die for a split second the life meter changes to 9999
sometimes you fall through the floor when you die
and at a certain point i got stuck in he floor after using the red bouncy platform but i managed to escape
The grappling hook feels a bit weird, but it's quite fun to use :slight_smile:
I had a hard time aiming at the suspended blue boxes, as they were too small :neutral_face:
Love the GLaDOS-like voce in the tutorial at the beginning! :robot:
Starting with the pros - it's a programming masterpiece. I'm very much impressed with how one person managed to put together this whole thing in seventy-two hours, with a significant amount of content and fairly decent grappling physics. I let out at least one "woo-hoo-hoo" while webslinging over a large lava pit, from swingable surface to swingable surface.
But at the same time, as a grappling hook game, it feels like it misses its own point. The beginning levels were fun, but the later levels felt less like I was Spiderman, web-slinging through Portal 2, and more like I was desperately trying to both determine the distance of my webslinger and click some blue pixel that was miles away at exactly the right time. The feeling of fluidity and aerobic fun is so much less enjoyable when you're squinting at your monitor, trying to click the exact blue pixel needed to swing to the next blue pixel in the air.
While it's a one man project, the graphical style coupled with the grappling hook mechanics made me pretty motion sick pretty quickly, and I can't help but feel part of the graphical design's philosophy was, like the audio, setting, and writing, meant to mimic that of Portal, of which makes up a lot of where the game falls flat. When you have seventy-two hours to make a game, your game will never be Portal, so instead of trying to mimic that game, try to embrace your own design instead.
Still, with all flaws aside, the webslinging/grappling hook mechanics present are arguably better than that of some commercial, published games. Just needs some additional focus on the rest of the game to truly live up to its own potential.
Overall the movement feels good. I like that there is voice acting but i find it hard to understand.
I also found a bug, that forced me to restart. I grappled the blue underside of a door while it was closing and i could not detach myself.
All in all it seems like a good foundation to build a game around.
~Ugghmaster from @WeAreDev
When you get that perfect run where you graciously hook yourself to victory it's an awesome feeling, so you've definitely done something right.
Others have mentioned that mouse sensitivity is a little on the high side, but that's not really the problem for me. In the first level, the player should only have to only do one thing to succeed, and that thing should be super easy, much like the tutorial -- the grapple blocks should start much bigger, and the hazards start much smaller.
I *can* imagine getting into a good, enjoyable 'flow' state, grappling and flying around, but with the current level designs I didn't quite get there. There was too much frustration. :slight_frown: Perhaps if the "reel in" mechanic were more 'sudden' feeling, and had more force, more like the hookshot in Zelda games, I could activate it at the right time and fling myself in towards my desired location rather than having to attempt to get the right 'swing' to make it there. I know there was an air booster, but this felt more like a workaround for the swing-movement being difficult to grasp. That's just my feeling anyway! Sorry if that's not helpful or descriptive enough!
There's a lot of potential in the mechanics of this game. With a few small tweaks, this could really work, and with lots more content, I could see this becoming a hit release on Steam, etc! :slight_smile:
_P.S. Put your tutorial in your level select. I completely missed it the first time playing!_