Friday


The fifth and final day is over. Technically, it ended 3 hours ago, but I had to finish what I set out to. The UI scales correctly now, maintaining a perfect 16:9. The menu works perfectly -- we even have a controls screen! It took embarrassingly long to get the text working. We also have color-coded health bars on the sides. The blue one is upside down, which was an accident, but I kinda like it better, so it will remain upside down. It took a long time to make those gifs, because I'm still bad at this game (mostly because I keep shooting the wrong hook since I can't tell which way the pod is facing).

A lot of lessons were learned and a lot of time was wasted in the past 5 days, but I did what I wanted to do. I made a game in a week. Grapnel was playable by day four, which was a day later than planned. I implemented a menu system, which is something I am happy to have more experience with now. I have a build for windows, but unfortunately not for macOS, as I ran out of time before I could look into cross-compiling. I also never got around to doing any real art, and I never added any audio. Hopefully this experience and the leftover code will save me time in the future, so that I have a chance to do all of those for next week's game.

Get Grapnel

Download NowName your own price

Comments

Log in with itch.io to leave a comment.

yo this is mad toit, mah guy

a whole lot of fun for such simplicity; a concept that i love.

I played for over an hour by myself, learning how to use and abuse the mechanics and generally just having fun.

i must've won a dozen times but unarguably my most favourite part was learning how to do what i wanted and 'planning my orbits', also using a method of stopping dead by simultaneously grappling two planets laterally, then of course the penultimate 'swing the other player into their doom' kinda things.

really great conception, never played anything like it.

10/10 for originality and simplicity.


p.s the whole time i was playing this game i couldn't help but expect some type of gravitational attraction, perhaps it could be more fun if implemented right, but you do you mang.

You got this, keep it up!

Thanks dude! That's exactly the experience I was trying to create. Flying around, planning the path you're going to take, throwing the other guy to their doom. I'm glad you enjoyed it.

I considered adding gravity, but decided against it since it might've made moving around too hard to be fun, or at least a little frustrating to learn. I also put myself on a tight schedule that forced me to keep it focused. I might tinker with that if I ever pick this back up.

Thanks so much for your feedback!