Game design insight
As a huge fan of traversal-focused games like Spider-Man, Mirror’s Edge, and Jet Set Radio, I wanted to add a small twist to the swinging mechanic in my own game.
Alongside the classic deterministic swinging system, where the game selects the hook point for the player, I added a manual option that lets players create their own swinging opportunities by overriding the hook location.
I’m sharing this not only as a gameplay feature, but also as a small game design insight: even mechanics that have been explored many times before can feel fresh when we give players a new way to interact with them.
In the end, it becomes a trade-off. Players can let the game handle the swing point for a smoother, more predictable experience, or they can take the harder route and control it themselves. The manual approach demands more skill, but it can also feel more rewarding because the player has full control.