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HOOK'DOWN's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Artistic Style | #1 | 5.000 | 5.000 |
Cleverness | #1 | 5.000 | 5.000 |
Playability | #100 | 4.000 | 4.000 |
Theme | #426 | 3.000 | 3.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Really good entry! The game is super solid, challenging but not frustratingly so, and the artstyle is really good. One critique on the playability is that the pixel filter detriments you when the camera zooms out. Good thing you included a keybind to disable it! Keep kicking ass!
Did you include your Game Design Document in your downloadable files?
Yes
Tell us about your game!
AN ANTI-PLATFORMER WHERE YOU MUST USE HOOKS TO AVOID ABSOLUTELY ANYTHING
[W/A/S/D] - MOVE
[SPACEBAR] - JUMP
[LMB / RMB] - HOOK
[0] - INCREASE VOLUME
[9] - DECREASE VOLUME
[8] - TOGGE PIXEL GRAPHICS
TOUCH RED FLAGS TO SET CHECKPOINTS.
DO NOT TOUCH ANY WALLS UNLESS THEY ARE NEAR THE CHECKPOINTS.
YOU CAN SWING AND USE THE HOOKS TO YOUR ADVANTAGE.
Did you remember to include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Extra Notes
We ran out of time lel.
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Comments
I loooove hook games! But this was a bit too difficult haha, maybe letting the player walk for a bit in the start could be a good idea?
I really liked the art and theme interpretation. Good job!
I have some unfinished dialogue system with other plot stuff (basically some locations where you can walk freely), but I was too busy to find time to actually implement it all :(
Really great game! And even though it took a while to get used to the swinging, it was still fun. Great Job!!
Thank you very much, yeah, I’ve had a slow motion thing to make it easier to swing but I actually rushed and forgot to include it in the non-debug build ;-;
Awesome game, not sure what my time was, something like 28 mins. It just jump-cut to the end, and yall forget to add the finished time to it, haha. Other than that, gameplay was very good, it's the right about of difficulty for a niche game. The visuals looks great, but some notes about them. Since the player starts on grass, it made sense to me the grass should be safe. I thought the spikes were roots, and I was dying from impact, or velocity damage. Once I figured out that they were spikes, it then took me additional few minutes to realize grass wasn't safe either. At that point I was able to get through the levels.
The camera jolting outwards, and twisting made the click-based system mess up on me a few times. Where I would go to click one spot the camera would zoom out or zoom back in, and cause me to die. For zooming out, it was almost impossible to really tell where the player was, especially at the cinematic chasm part. I would of added some highlighting circle, or contrast to tell. It was like a single pixel swinging on my full monitor. As for downwards falls, like the shaft after the chasm, I would recommend leading the camera ahead of the player, and limiting downwards velocity. OR if you want to keep the suspense, velocity, and camera, just letting the player land directly into a safe spot at the bottom letting god take the wheel.
I would definitely play this if it was a full game, you guys knocked it out of the part other than those few things! I planned to keep my review short, but since I loved it so much, I wanna to give yall some good feedback!
oh wow, that’s some very constructive criticism, thank you so much I’m really grateful that you liked it!!
I’m aware of the player being too small when camera zooms out, I just thought I will have more time to figure out a proper solution for that, you can toggle pixel filter by pressing 8 on your keyboard :)
And as for the camera roll, yeah, I forgot to add a toggle for that too, my bad “”<:))