Ropedive by lootgrounds

The Legend
Somewhere deeeeep (some say even deeeper) in these treacherous caves an emerald of ultimate power is hidden. Many have tried and failed in their searches of this mighty source. It's time for the creature with the rope to finally reach it.
Descend further down the caves, jump your way through crystal spikes and smash enemies against the walls with your mighty feet.
Controls:
Move - UP/DOWN keys
Jump - SPACE
Dash (switch wall, kill enemy) - LEFT/RIGHT + SPACE
!!!There're also some handy control prompts before each level (or almost each), don't miss 'em.

| itch.io | https://lootgrounds.itch.io/ropedive |
| OneDrive | https://1drv.ms/u/s!AqE7yPqgtb18gqsNnnU9XRKR0jWgBQ?e=gegugR |
| Original URL | https://ldjam.com/events/ludum-dare/48/ropedive |
Ratings
| Overall | 204th | 4⭐ | 45🧑⚖️ |
| Fun | 87th | 4.105⭐ | 45🧑⚖️ |
| Innovation | 479th | 3.593⭐ | 45🧑⚖️ |
| Theme | 46th | 4.419⭐ | 45🧑⚖️ |
| Graphics | 369th | 4.151⭐ | 45🧑⚖️ |
| Audio | 465th | 3.667⭐ | 44🧑⚖️ |
| Humor | 889th | 2.703⭐ | 39🧑⚖️ |
| Mood | 542th | 3.768⭐ | 43🧑⚖️ |
| Given | 23🗳️ | 23🗨️ |
)))))))))))))))
i have the same bug as @bqq , I can't play level 5 as the character spawns above the screen
Very challenging, I feel like part of the challenge is the overcomplicated controls. Maybe it's a design choice, but I feel like dashing doesn't need to use the same key as jumping (I ended up never using the jump again once I got the dash because I kept confusing the two actions), nor does it need to be a 2key action, one button to dash to the opposite wall would be less frustrating.
The art is nice. Level 5 is indeed bugged but is still winnable by the way. (it's the last level anyway, for anyone wondering)
The artwork is great. Really good readability on the screen. I love the innovation and the variety of obstacles. I think it was just about the perfect amount of variety for the amount of levels. The movement felt nice too.
One minor thing like another person before has said, once I got the dash I hardly ever used the jump mechanic. I would just dash to the other side almost every time. And when I did want to jump I always confused myself and ended up getting hurt. And maybe all it would take is changing the keybinding.
Overall, if there were more levels I'd still be playing it :). I didn't see any bugs for level 5 on my end since I was able to beat it. Maybe I missed it but every thing seemed to play well! Great work, very nice game, and cheers!
The mechanic felt nice to me because it felt reactive/tight and I gradually got better at it the more I played!
The graphics, audio and level design was clutch too! Good stuff :)
Also, I wish it was a little more fluid. The amount of times I would take damage just because I jumped or dashed before I could see an obstacle I was going to land into... If I could just dash from a jump, or perhaps change the direction of my dash after clearing half the screen or something, I think the challenge would be a bit more palatable.
That might just be me though. I don't want to seem too negative, I ADORE this game!
Feels like a "special move"
I really like the graphics and the ambient music. To me, the Dash and the voice were a bit over the top or at least clashing with the rest of the style.
I really, really like your game though! Well done!
Awesome little game. Well done.
BUT

The viewport is so far down that I can't see what's coming, and all the screen space above is pretty much wasted.
The problem is present in both the web version, and the downloaded exe file. I assume this is an unintended bug, since your GIF looks like the player is mid-screen.
I skipped rating a couple categories till you can get it fixed. You're welcome to @ me later I'll be happy to check it out again.
For future changes I would suggest having popups telling the player that they can move up and down as well (in-game that is). I know the info is on the game page, but it's nice to have in-game as well to make it less easy to miss!
Apart from that, perhaps that the rope would look better if it follows the pixel-grid, to make the art more consistent.
Great work! I hope I will see this game again further on with even more polish!
Thank you so much for bringing this by my stream. Here's a link to the VOD:
https://www.twitch.tv/videos/1004825468?t=1h26m52s
Very good game. I like the juice, everything feels good. I like the derpy looking character design.
I'm terrible at it, I died a bunch, but managed to make it to....

Some remarks:
1. Red crystal wall sections look safer than white one wall sections, especially on the first level. Expectation: red crystal wall sections look sharper, like spikes in following levels, to inform about danger they carry.
2. Sometimes you get hurt but visually looks like you are far enough of red crystal wall sections. Sometimes vice versa: you go through red crystal blocks. Expectation: you get hurt always and only when you visually touch red crystals.
Good job!
I had a small issue where the character went off screen on top, and also one time the character went of the side it happened on flipped L corner and i think i re-dashed right.
Overall it was a really nice experience, well done!