Kiko postcompo comments

I liked to be in pyweek7, and, for the so small part of gameplay that got implemented, I feel that I scored high than expected.
Thanks all for playing the game and give feedback, I really apreciate the comments.

@Saluk: it took me a moment to catch your award, but then LOL & LOL, thanks.

On the feedback received:

5 too slow to play: that was a windows - (linux/mac) compatibility problem.
After riq reported this, I got ZeroByte on #pyweek to test a one line workaround. It worked, the fix was added in the entries page and published in the thread , also in the in the 'all games, minibugs, minitips' thread .Anyway, my fault, sorry. ( thanks riq , ZeroByte !!!)

dificulty: 1 too easy , 5 ok, 2 too hard , no explicit on this the rest, so probably it feels acceptable for them.
I wonder if the 'too hard' have been mislead by the screen teeling the keys for balance were 'z' and 'x' when really they were 'z' and 'c'. When noticed this I warned in the entries page, in the 'all games, minibugs, minitips' thread and it was mentioned in some thread with no usefull subject. Anyway, sorry.
All in all, seeing the numbers, I think it is in the ballpark.

crashes: 1 lot of crashes, 1 game quits when too much deaths : No clue about this. I will we glad to know more details about this (OS, pygame version, sdl version, traceback if any, does it happen if you disable music in )

likeness: 18 over 25 ( left out those with the slow problem) liked what was done. Glad to hear this.

extension: more needs to be done. Yes, I run out of time.
I intend to cleanup a little the code, then extend to near 10-13 levels, with other rope mechanics ( lazoo, launch a hook, mini phys puzzles to solve with the rope, etc) for variety. The first milestone will be 'all diferent mechanics working', leaving the pimping of animations and levels for a second milestone.
I will post here a postcompo version, and anounce at pygame.

Specific bits:
..."should really be unicycling over those tightropes I think!" -> hey, thats cute, and can solve the meter problem. No promises, but I will think about that.

..."When playing the game too much focus is placed on watching the meter, leading to a game of watch the meter." -> yes, I was worried about this. Should try other aproachs to give feedback about equilibrium, and pick the best.

..."The balance thing also felt quite poor when being controlled with a keyboard, it felt as if there wasn't any dynamics to it. Maybe the balance system would be better if it was controlled using the mouse and the balance indicator is integrated into the character instead of as a separate HUD element." -> I liked the pushy feeling of balance with keyboard. At first look mouse + kbd seems complicated, but I will think about that.

..."after getting it, I liked the "balancing" system, it is innovative." -> thanks !

Congratulations to all the people that managed to submit an entry, and to the winners, of course !!!

See all!