Played this build too, really looking forward to the full release. :)
A downloadable game for Windows and macOS
"Crazyawesome pre-alpha-early-access-or-so release of Rifter. It's the ninja rope from Worms on steroids and crack." - @MercuryLegba
Rifter is still in development. That's why it's free, that's why I'm actively looking for feedback! Please, check it out and tell me what you think! :)
Just download and run the executable (.exe on Windows, .app on Mac).
And most importantly, I'm grateful for any feedback! :)
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I have just played it and have a few thoughts.
First impression: the graphical style is just awesome :). Chromatic aberration works really well here. It reminds me of Far Cry 3: Blood Dragon.
After playing a few levels: I like the way you teach the player new mechanics. It feels really natural. It gave me this satisfaction of learning something new, this "a-ha" moment :). All of this with only slight amounts of text :D. Also the way you kill the "wave" enemies feels great. Almost like slicing a fruit in Fruit Ninja :D
Almost at the end of the demo: Further levels bring a little bit of frustration. I had to restart them a few times before I got the hang of it. But when I finally finished them I felt REALLY good :D. I think it's because this game is all about player's skill level (kind of like in Dark Souls). I really like the fact that the succes or failure depends only on me and not some statistics / fancy weapons etc.
Now there are a few negative things I would like to point out.
The biggest thing I didn't like was the fact that the rope shortens itself on it's own. It was often frustrating and hard to accurately predict (at least in the beginning). I would prefer to be in full control of shortening the rope (by holding the "W" key for instance). Maybe even extending the rope by holding a key isn't a bad idea... :). Anyway I wonder was it a conscious decision to make the rope shorten itself?
There were a few moments where I have just finished an encouner with enemies (a batch) and I was really low on health. Obviously the next encounter ended in me dying almost instantly from one shot. Did you think about adding a way to regenerate health (either by itself, by picking a "health pack" or after killing an enemy)?
In the "Variance" level there were not enough points to hook your line. It made it unreasonably hard to juggle around enemies. Other levels didn't have this kind of spike in difficulty.
Also the giant in the final level suddenly changes direction of movement. It looks like he is teleporting. This makes the fight harder then it's supposed to be. It would be good to add an animation that would smoothly transition from moving to the right to moving to the left.
In summary this game feels really good to play and it looks quite well :) Keep up the good work :D. Oh and sorry for my "not perfect" English. It's my second language and I'm still learning :D.
This is some really great feedback, thank you!
Regarding the rope shortening: yes, that was a conscious decision. I prototyped a lot of different things, including what you mentioned, but I found that playtesters moved much slower when the rope was not shortening automatically. They were often just dangling on a long rope and didn't really do much. This didn't feel good to me, so after countless iterations, I settled on this. The current system (hopefully) encourages players to keep moving from hook point to hook point and allows them to go even faster by hitting W.
Regenerating health is definitely planned and will highly influence the game's difficulty. Dying should be an essential part of the experience :)
Variance and Giant level are not very well made yet, you are totally right! Gotte improve those! :)
... and your English is totally fine! But I'm not a native speaker either :D
I played an earlier prototype (before it was called Rifter) and found it satisfyingly slick, controlling and flowing well: