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(1 edit)

Ok, this is my favorite game so far that I've played--the hammer jumping mechanic, and specifically the combination of left and right click having similar but different effects, feels fresh and super interesting.  There are good interactions explored here, and yet there's even more potential I'm sure!  I collected all three triangles (despite missing the first one not once but TWICE, so yes, I played through the whole game three times).  Since I like this one so much, and could tell I was going to like it from early on, I took some more detailed playtesting notes than I usually do!  So just know that I only kept track of every little thing I didn't like because the game is incredible :)

First, the more significant thoughts:

  • One of the first things I felt, and continued to feel despite getting better at it through the game, was that timing the respawn of blocks was a bit hard.  I got the timing down by the... third playthrough... but it's pretty punishing to get it wrong in the "nail elevator" level leading to the third triangle, for example.  I think this could be pretty easily turned into a skill issue rather than a frustration by adding some sort of visualization of how long before the block is going to respawn.
  • The player's right click movement is a little wonky if you aim on the same side of the nail as the player.  I feel like the player's movement should be determined by the angle of the line drawn from the player to the cursor, as long as a target is in range on that side of the player (the cursor's position in regards to the target would be irrelevant).  Also I'm not sure what the straight line of dots on the other side is meant to show--I think just the parabolic indicator of the player's movement is all that's needed here at least with the current set of mechanics (and that indicator is glorious, one of the most important features of the game, in my opinion).

Some less important thoughts:

  • Nails making the key spin in a big circle is interesting but kind of unintuitive.  Everything else in the game makes way more sense so this feels a bit out of place.  Maybe the nail could push it through a chute or something to make it pop out in an accessible place, if that's the goal!
  • The second triangle challenge could probably use a checkpoint under it.  That's the hardest platforming puzzle, and the two jumps to get back to that screen feel extra annoying when you're dying doing something significantly harder up above.
  • Nails could pop back up a little faster.  I don't see a reason why they should remain unusable for long enough that I sometimes had to sit and wait next to it for another attempt when I smack it the wrong way. Maybe long enough that you'd have to be really creative to hit it twice before touching the ground again.  I think it could be about half as long as it currently is and be totally fine mechanically.

Some very unimportant thoughts:

  • Dying while in slo-mo takes a long time haha.  I think exiting slo-mo if you die would be nice!
  • If the starting guy is reached again before obtaining all of the triangles, he could give the player a hint towards the ones they missed!  I don't think it's possible to reach him without having had an opportunity to obtain them all, so the player must have missed something.  I didn't mind going back to search for the last missing one, but the third time got a little annoying.  But I really wanted to see what the guy did when I had them all!!!!
  • Checkpoint flags ding every time you touch them, but really they should probably only ding when your spawn point actually changes.
  • The ding sounds (checkpoint and hammer charge) are a little harsh, but I only say this because the other hammer sounds are amazing
  • What are the little brown benches everywhere???  I was convinced that they were going to have some secret associated with them but they never did anything as far as i can tell.  :(

All that said, I loved this game.  The mechanics are great, intuitive, and well taught through level design.  I made an explicit note that learning to pop the nails up into the air and then hit them for a "double jump" is VERY satisfying, both to figure out and to execute. I think the "nail elevator" level (as I've been calling it in my head) is an absolute masterpiece.  The process of raising the nail is clever, but the way that it ends up going back to the bottom to get you out of the room is genius.  And that process gets started by the double jump to unlock the door.  Big chef's kiss on that one.

I put this straight into the same category as Ooo, with easily as much potential, where the mechanic is fresh and can be explored over several hours of gameplay.  I think your level design is clearly good enough to fulfill this potential as well, so I really hope you continue with this and give it some more content!  Amazing work!

(+1)

I'm absolutely exciting that you enjoys my game so much! Your suggestions are incredibly helpful. That attention to detail is exactly what takes a good game to the next level, and I'll be sure to set aside some time today to polish those specific points.

Regarding the brown benches: they actually started as a game mechanic. I developed several interactive elements early on—the "Nails" being the simplest among them. However, once I actually started designing the levels, I realized that the combination of just the one-way platforms, respawning blocks, and Nails was enough to support a solid 10-minute playthrough. I spent many time on those levels! I simply couldn't afford to spend more time integrating other mechanics; I had to shift my focus to polishing the game's visuals and adding environmental elements to make the scene look less barren.

So, the original benches were simplified and modified to serve purely as background props. Admittedly, I left them in a few early rooms as a subtle hint—suggesting players needed to stand on them to solve a puzzle. But you're right; it seems the hint didn't quite work as intended. It probably just stood out awkwardly.

Thank you so much again for playing the game and for all your valuable feedback!

(+1)

I think that the focus on a few really well implemented features is hard to do but super important for a game jam with such small scope / little time.  You prioritized well and I’m excited to see where it goes with more time now!

Playing through again after the update!

  • Love the new "hammer charged" sound!  It might be even cooler with something that plays as it's charging up too!  Everything else in the game has such good sound effects, that the charging period is the only "awkward silence" I can think of where something is "happening" but there's no sound feedback.
  • I got very excited about the first new mouse NPC, and I managed to jump up to it straight from the ledge on the left, with a little bit of a boost from the player collider shape at the top.  This solution bypasses the breakable wall area entirely though, so it's possible to move on without having a chance to realize that that's a thing.
  • The block respawn animation is also great!  It seems like it gets delayed by a tick when you swing the hammer with left click?  Now that I can time it precisely, I was startled by it "pausing" for a second right as I commit to a swing.
  • The right click has to charge up like left click, which feels intended.  But if you right click to charge up (not held down), then the next action you take, including left click, makes you perform a right click action.
  • I might have just not noticed this before, but from my first play, I had the impression that the hammer always sends out three shockwaves past where it actually hits, regardless of whether it goes through a wall or something.  I mostly feel this way because I'm used to the sequence of 4 "bang" noises that play after swinging.  On this playthrough I'm noticing that the sequence sometimes stops, maybe when it goes off the edge of a floor or hits a wall?  It sounded surprising when only one or two of the sound effects played!  But sometimes they do still continue anyways?  I think it makes sense either way but should be consistent.  The weirdest case is in the room with the first key--if you stand on the far right side of the platform above the bench thingy, and swing facing right, the hammer hits, skips the first chained shockwave, and then still does the second and third!  I would have expected the later ones to be dependent on the first ones happening.
    • I suppose that the shockwaves have to go through walls to be able to do the later levels!  So I'm curious why they only sometimes don't go off, then.  It's never prevented me from making progress, though!
  • The new nail timing is great!  I missed a swing, had to fall back to the platform I came from before it was back, but by the time i jumped back up to it, it was back!  No waiting needed, but also no way to cheese it :)
  • I died on the second triangle again, and very much appreciated the new checkpoint!
  • The new checkpoints look cool--it has kind of an old fashioned telephone or electrical wire vibe--but I think the original design was more obviously a checkpoint.  The inactive version is pretty easy to miss visually, although it'd probably be pretty hard to actually miss them physically in the game as you progress, so not a big issue.
  • I think I just realized the intended way to get the key out from the spike pit--knocking the nail with the key "stuck" to it back upwards?  I just jumped down to get it and died both times previously heheh.  I also got the second triangle and then died on the way back down, but kept it.  Perhaps something like Celeste would work here, where you need to return to a "safe space" before the things you've collected stay with you / resolve.
  • I love the new animation upon getting all triangles!  (At least I think that's new?)

Awesome update, and great responses to the feedback! :)