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Team members
The game was developed by a team led by Dmitry (team lead, product manager). The project involved Elizaveta (senior programmer), Ivan (programmer), Daniil (level designer), and Alexander (3D designer, UI designer).
Software used
Unity 3D, Blender
Use of the limitation
We incorporated the limitation intelligently, turning it into a creative opportunity rather than a constraint.
Cookies eaten
a lot =)
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Comments
Might be a bug, or might be something I misunderstood, but I wasn't able to repair the ship several times after collecting more than enough resources of all types. If I had to guess, it has something to do with storing the items after arriving back at the ship, because the first time I played, I didn't return until the backpack was full, and I could repair it that one time. Since I knew there was a capacity limitation, I started returning often to unload, and I was never able to repair then or in my subsequent playthroughs.
I actually didn't realize that the ship was taking damage over time, so I didn't repair on purpose since I was thinking of saving up for a hook/backpack upgrade instead. Then I got the in game warning, but I still could not repair unfortunately.
I really like the game idea though, and other than the situation I encountered, I think the presentation is pretty good. Similar to ocaviobia's comment, I'd suggest making it clearer if the hook should reach a target or not and/or make the upgrade for it cheaper so it can be acquired more quickly. Grouping the craters at distances that are easy to tell at a glance if the player can reach would help with route planning so you don't have to grapple to a location only to realize you are at a dead end and have to go back
Thank you so much for your comment! Unfortunately we didn't have enough time for testing it in the long game, we'll patch that up if we update the game.
That's an interesting bug, because when I was developing, I used some hot keys to add resources to the rocket to see if the upgrade buttons are enabling properly, I guess we should test it out with the backpack as well.
Totally agree, we need to balance out the resource prices and levels.
It it's okay to ask, how would you suggest to show if the hook can reach a target or not? Possibly highlight the items in the hook radius? Or maybe highlight them red/green when we directly look at it? Because when the items are moving, they could already go out of radius, so maybe the first one is more user-friendly.
Once again, thank you so much for your comment, it's very helpful!
Cool concept and good execution! My only complaints were that the aim assist on mouse felt too rigid and the lack of a visual indicator if my hook can reach a helipad or not. Nice game nonetheless, congrats!
Thank you so much for your comment! I agree that it lacks a visual indicator, we'll keep in mind to add that if we make an update to the game! :)
Edit: I'm curious, have you been able to test the upgrade mechanic, because someone had a bug of not being able to buy upgrades, I wonder if you got that far or if there's a specific reason the buttons weren't working.
My upgrades were working.