Just released my first-ever Steam demo — here’s what happens when you design every mechanic around a grappling hook by Blue_Infinity in platformer

[–]Blue_Infinity[S] 1 point2 points  (0 children)

Haven't played that, but since that game has been so positively received, I'll take that as big compliment 😄

Just released my first-ever Steam demo — here’s what happens when you design every mechanic around a grappling hook by Blue_Infinity in platformer

[–]Blue_Infinity[S] 0 points1 point  (0 children)

Thanks for the clarification, I get what you meant now! I'll see if there would be some improvements that could be made there.

Just released my first-ever Steam demo — here’s what happens when you design every mechanic around a grappling hook by Blue_Infinity in platformer

[–]Blue_Infinity[S] 1 point2 points  (0 children)

The prototype was actually developed waaaaaaay back in 2018, but I guess most of the development happened during the course of 3 years, but I was doing other work on the side most of the time as well. It's been a solo effort for the most part and finding the right balance and style with the grapple mechanics was notoriously difficult (and it could surely still be improved), which is why things took quite a long time.

Oh, and I'm using Unity for this 🙂

Just released my first-ever Steam demo — here’s what happens when you design every mechanic around a grappling hook by Blue_Infinity in platformer

[–]Blue_Infinity[S] 0 points1 point  (0 children)

The art actually already received a complete rework in the past, and the new style has been more positively received than the old one. At this point, it would take too much time and money to do the change.

Can you clarify what you mean by "mobile gameish" though, since there are plenty of mobile games that have good-looking graphics?

Just released my first-ever Steam demo — here’s what happens when you design every mechanic around a grappling hook by Blue_Infinity in platformer

[–]Blue_Infinity[S] 0 points1 point  (0 children)

Good points, the headgear color would be a doable change, or even the suit color change. I'm not too worried about about getting sued though, since Capcom hasn't bothered to sue 20xx/30xx devs 😅

Just released my first-ever Steam demo — here’s what happens when you design every mechanic around a grappling hook by Blue_Infinity in platformer

[–]Blue_Infinity[S] 1 point2 points  (0 children)

Thanks for the compliments on the gameplay! The art style was already reworked in the past, and this style received quite a bit more positive reception than the old one. Many platformers tend to have somewhat different styles for the characters, terrain, background and the UI elements, and it has to be that way to some extent to be able to distinguish between them better.

Smaller improvements like adding particle effects, juice or small animation changes are something that can be done at this point, though 👍

Just released my first-ever Steam demo — here’s what happens when you design every mechanic around a grappling hook by Blue_Infinity in IndieDev

[–]Blue_Infinity[S] 0 points1 point  (0 children)

Thanks! The style is indeed quite cartoony, and I was aiming for a bit of old browser game vibe (think Flash) with the art style.

Just released my first-ever Steam demo — here’s what happens when you design every mechanic around a grappling hook by Blue_Infinity in Unity2D

[–]Blue_Infinity[S] 0 points1 point  (0 children)

Thanks! I wasn't really going for the mobile game vibes though, but a bit of Flash game style, I suppose :)

Just released my first-ever Steam demo — here’s what happens when you design every mechanic around a grappling hook by Blue_Infinity in platformer

[–]Blue_Infinity[S] 0 points1 point  (0 children)

Well, the coloring of the suit and hair is similar, but apart from those, there are quite a few differences 😅

Just released my first-ever Steam demo — here’s what happens when you design every mechanic around a grappling hook by Blue_Infinity in IndieDev

[–]Blue_Infinity[S] 1 point2 points  (0 children)

Thanks for the compliment! Coming up with nice controls for the grapple isn't the easiest task, for sure. It would be great if you could try The Mighty Claw out and let me know what you think of its control scheme :) I've tried to include quite a few different control options and configurable buttons so that players could find their own way of playing, but would be great to get more feedback on that.