Hell Glider by TheAxe316

Glide on, Hell Glider! Grapple though levels with your noose to reach the exit at breakneck speeds! Push buttons and spin gears to get through doors, and find keys to unlock the exit.
=Controls=
WASD - Move
Space - Jump, double jump
Mouse - Aim anchor noose, pull player while anchored
Tip: Use WASD, mouse, and double jump while anchored
Made in 72 hours by Jack and Tyler for Ludum Dare 47
| Youtube | https://theaxe-games.itch.io/hell-glider |
| Youtube | https://theaxe-games.itch.io/hell-glider |
| Original URL | https://ldjam.com/events/ludum-dare/47/hell-glider |
Ratings
| Overall | 20th | 4.345⭐ | 44🧑⚖️ |
| Fun | 11th | 4.36⭐ | 45🧑⚖️ |
| Innovation | 310th | 3.779⭐ | 45🧑⚖️ |
| Theme | 1430th | 2.845⭐ | 44🧑⚖️ |
| Graphics | 171th | 4.284⭐ | 46🧑⚖️ |
| Audio | 719th | 3.25⭐ | 44🧑⚖️ |
| Humor | 1021th | 2.368⭐ | 36🧑⚖️ |
| Mood | 421th | 3.744⭐ | 45🧑⚖️ |
| Given | 43🗳️ | 59🗨️ |
Really well done!
One thing that I would definitely like to give praise to is the placement of buttons in the level. Specifically, many of them are placed in such a way that I would unintentionally press them as I was going through, but due to the way my player was moving, it would create these perfect scenarios of _just barely_ opening a door before swinging through it. This created an overall sense of great timing / flow through the levels. Great job!
I managed to scale up walls and get across pits by spamming the wip and clinging to walls and ceilings. Is that intentional?
Absolutely good graphics, sounds, gameplay, gamedesign. It's a great example of really great ludum dare project!
Love this! <3
Generally, this is a fantastic job. Congrats!
The hook mechanic is very satisfying, i like that it has no length limit so you always attach to something (unless it is a spike, it could have been useful to have a sound for it).
The style is very cool and original, I liked the chromatic aberration and how u smoothly move and tilt the camera based on the movement.
Level design is also well made, I mostly could move smoothly through a level, and not like stop and guess "I've to hook there or here?" then move and stop again. You are always moving and that is perfect, it gives a special dynamism to the game.
I also felt lost in hem and it helped atmosphere and immersion.
That said, the base movement, if it is not needed since u mostly use the hook, could be improved a lot, it was too laggy. I would have also removed completely the glide and wall jump mechanic, I think they are out of the focus of the game. I can see you wanted to merge the hook with them, like in one of the last levels, but it wasn't working for me, maybe could be improved to better fit the hook mechanic.
Also, I really think this game was not on theme, even if I try my best to understand the connection it just seems it is not connected to it.
I could easily see this game with more levels and stuff as a complete game! Great work!
Amazing work! Good job!
The only thing I would add is some music!
Art is great as well. Really nice work!
The graphics where gorgeous, the trees and falling leaves.
There's also quite a lot of content here, the level design was super interesting.
I'm not really sure about the controls. Sometimes they felt great -especially after I found out I can still control the player while hooked-, but sometimes they also felt too sluggish and floaty.
Overall this was a very very nice entry! Congrats :thumbsup:
It shows that you cared about the little details -- things like the camera tilting when you move quickly. I don't know if that's the case, but it feels like you added a little auto-aim to make the buttons easier to hit, which I like if that's the case. The tutorial levels do their job very well too.
The amount of levels you created is impressive, especially considering how well designed they are. They provide the perfect backdrop for experimenting with the grappling mechanic while not being too easy. Exactly the right challenge for a jam.
For some suggestions: I would show more of the world, it feels like the camera is zoomed in a little too far when you move at high speeds. Also the ground movement and double jump/glide feel a little finicky. Luckily, that isn't too huge an issue since you largely use the grappling hook anyway. I would also consider adding more air control for spike-heavy areas.
Overall one of my favorite entries I've played so far!
https://youtu.be/dhUnXhgGYv0
It's really fun swinging around the rooms and trying to go on a speed run. The controls were snappy and the levels challenging, but not frustrating. I love how many levels you made!
The only hing I didn't fully grasp was how the rotating switches worked. Do I need a certain speed? I had the feeling that sometimes I had to turn them once, sometimes more than twice.
I'd really like to have some background music to go with the game, but that's just a minor wish to improve something already very good. :)
The art was also on point and. great pixel art and color schemes. It was also a good call to tone down a little on the camera effects and only use them to actually add upon the audio-visuals instead of cluttering everything with post-processing.
The sfx was rather bare bones but worked in the context of a retro pixel game. The theme is in there, but rather withdrawn, like most games that featured some kind of lasso mechanic to some extent. The speed run aspect was also a nice touch :) Helps to keep people invested!
All in all, a very very well made game. Congrats!
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/772381107?t=3h9m33s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin