
Avoid spikes, deep drops and other perils and try to get as far as you can! – [Author's description]
Spider Sphere (Aleksander Cherkasov, Evdokimov Ivan)
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Avoid spikes, deep drops and other perils and try to get as far as you can! – [Author's description]
If you quit after your first semi-successful playthrough upon seeing that there’s no checkpoint system, note that the level design is mix-and-match procedurally generated except for the first three segments which always remain the same. (That seems like a mistake to me; I think I’d play for longer if each restart didn’t illicit that ‘oh, this again’ feeling.)
Some smart choices: each short segment being separately timed, with scores added to your total for quickly traversing that segment alone and no overarching penalty for slowly eking your way through one particular area or another (though I came across one pre-fab that leaves you with not enough momentum to proceed if you don’t traverse it well enough on the first try).
Also smart: the tiny bit of retraction the wire undergoes during any lengthy enough hold. I wonder if this was there from the beginning or discovered as useful through playtesting. Without this, building up momentum again after making any sort of mistake would be significantly more tedious, requiring (if I’m thinking this through correctly) a whole bunch of small flings in each direction, letting go before the top of your arc and then reattaching on your way down. As-is, the extra height the retraction is usually enough to let you gain momentum after a couple of well-angled reattachments.
An awful choice: clickable branding at the top of the game window for an angle-based mouse-click action game. Bizarre (but not uncommon?).
A really fun game with lots of potential where many things have gone terribly wrong.
Agreed. Which is exactly why it got my attention.
(I have this weird tic where lacklustre executions of great ideas get my attention; I call it Paul Eres syndrome).