To help the player understands that he needs to go higher to throw farther, I've added a counter force on the character when he throws the object (the force is calculated depending on the direction and the force thrown). That will force the user to go a little bit higher for his next catch.
We've talked about that problem at the meetup, and we got the idea to just put the character a little bit higher, just after we changed sides, in a certain way that he didn't really know that he got higher. I thought it was weird, and to do hidden stuff to the player is not every time a good idea.
But I've just realized, why should I hide the movement to the player, why not just add an impulse on the character. That will help the satisfaction of throwing, and will also help the feeling of throwing it really hard.
I've just updated the builds, you can see the difference if you want to (it's really not a big difference).
And Pulsemeat, we've added ennemies to the game to disturb the gaming flow just a little bit, not too much. I've tried to add more of them, and it was really a big mess.
Thanks everyone!