The Pit by BuzzyBee
You are a square, descending deeper and deeper into the pit with nothing but your trusty grappling hook. What lies at the bottom? That's for you to determine.
I noticed people getting frustrated with the lack of clarity on the grapple targeting, so I have uploaded a version of the game that highlights the targeted grappling point. This version of the game is labelled as "The Pit Definitive.exe" and should not be used for rating purposes as it was published after the time limit for the jam ended.
| Link | https://buzzybee05.itch.io/the-pit |
| Link | https://buzzybee05.itch.io/the-pit |
| Link | https://buzzybee05.itch.io/the-pit |
| Original URL | https://ldjam.com/events/ludum-dare/48/the-pit-3 |
Ratings
| Given | 32🗳️ | 0🗨️ |
I'd suggest making a grapple key like E or SHIFT, CTRL, etc. And just have it target the nearest grapping point to the character. Or if the idea is to choose where to grapple to, maybe making a selection icon/border around the grapple you're selecting and TAB, or SHIFT+TAB etc to shuffle through the selections.
Great fun concept, cool music (although music is a bit too loud). Nice work!
Then the hardcore part... I had to find the invisible borders between the hooks so I can switch between them quickly. It was hard but I had fun. I got the medal.
The platforming is smooth and bug-free, which is good. Many LD platformers suffer from being too floaty, but I think this may have gone a bit too far in the other direction - you fall like a brick, which gives you some *very* narrow windows to act in.
I still don't quite understand the logic of which grappling hook you grab on to when you click. Since the grapple button was on the mouse, I assumed you'd grapple to whichever hook your mouse was aiming at, but sometimes I'd be aiming right at one and he'd go to another.
The hard levels are really tough, and in a bit of a frustrating way. Too many maneuvers felt nearly frame-perfect or pixel-perfect which made the levels feel a bit tedious to me moreso than challenging. I did get to the green portal at the end of the stages to the left, but mostly because of sunk cost fallacy. That last level had me pulling my hair out.
One thing that made it trickier than it needed to be was the way that grappling hooks make you move faster the further you are away from them - so in some areas I'd rocket across the screen unexpectedly fast right into a spike and there was only a tiny little window in which to let go. A maximum movement speed would make this less stressful.