well done! RATED!!
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HammerTime's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #134 | 3.615 | 3.615 |
Theme | #142 | 3.615 | 3.615 |
Fun | #181 | 3.269 | 3.269 |
Game Design | #211 | 3.250 | 3.250 |
Overall | #230 | 3.109 | 3.109 |
Audio | #337 | 2.500 | 2.500 |
Innovation | #413 | 2.404 | 2.404 |
Ranked from 52 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
The light makes me feel like playing in a haunted room, but it's supposed to be a happy place?
I like how the cursor moves on the machine, and the hit animation is well done.
If the speed to hit could be faster, that's gonna make this game more fun!
It's a mix of happy and dark. It's like supposed to be both like early 80s arcade feel as well as like guilty pleasure feel I think with ONLY the cabinet being there and you only going at it for that large combo.
Yeah, I actually increased the hitspeed after some feedback from my brother during dev, but yep it still does take some reaction time of 16 frames for hit, and 15 for swing back. Maybe I can cut down the swing down to 10 and add some follow-up animation to visualise the swing? Well, gotta see.
For the cursor, I had to look up a new function that I never really needed to use, but was definitely needed here, which was Lerp. Had gotten along fine without needing to interpolate precisely between points for so long, but good to learn new things.
Thanks for the feedback.
Pretty solid whackamole game. I thought the art style was really interesting with the sort of dark and creepy feel of the room
Man i think i'm good in this kind of games :D i like it good job, i think you shouldn't spawn multiple in one time that's all. rated :)
it's a dynamic difficulty thing. The more you continously combo, the harder the game gets. If you miss a couple of moles, it becomes slower. On higher combos I have seen that they can almost occupy half or more of slots, with a spawninterval of 0.5 seconds.
I might seperate it into two modes, one in which this has 0.5s as smallest interval, and one in which it is 1 s. The game starts with 2.5s interval tho.
Thanks for the feedback.
Very simple in concept and execution, but very well done nonetheless. It shows you don't need a highly complex or conceptual game for it to be a solid game jam entry.
There's also something strangely aesthetically pleasing about the whole scene.
The only two minor complaints I have, are that the sensitivity of the hammer could've been higher, and that the sound for a mole getting away was... a little painful.
Besides those, though, you did a fantastic job!
Yep, sensitivity slider is a major requested thing. That's actually a given in such a mouse driven game.
The sound is actually something I made very quickly just sometime before the submission using bfxr. Definitely could go for a better sound yep. Not really a good sound artist actually.
Thanks for the feedback.
This is the kind of thing that needs more attention. You nailed what a lot of people in game jams miss out on. This is just whack a mole. There’s not “with a twist”, and it’s a great game. You didn’t have to great a bar room environment for this to exist in, or use 7 segment display fonts to make it feel analog, but you did that for design reasons to fit with the vibe. Kudos.
Haha thanks. I had this classic, arcade machine feel/vibe in my mind. It's that 80s stuff feels that we get sometimes, that I was trying to replicate. Not that good at shader design, hence the simplistic materials here. I feel the core of what made this better is the adaptive difficulty, which I definitely feel needs more playtesting to tweak, but still works here.
Thanks for the feedback.
The hammer animation is very nice. This was definitely a fun game. There is some strange sound at some points very high pitched - my ears didn't enjoy that. Other than that very nice game :)
I really like the hammer's cursor, but it didn't quite feel sensitive enough. The sound the moles made when failing hurt a bit, but otherwise the game was a solid classic. The art is pretty cool, I like how it actually looks like an old whack a mole arcade machine
Haha thanks.
Yeah, I have considered implementing a sensitivity slide. Seems to be a common thing peeps want.I actually spent a decent chunk modelling and texturing it. Too bad the angles for the game meant ti couldn't be seen properly from sides as well. And making the camera rotate around it would have felt like dilly dallying. Well, let's see.
Thanks for the feedback.
unique idea and smooth game play. the lighting felt a bit out of place but overall good game.
Yeah, I was conflicted with the lighting a little bit myself as I was planning to go all in with ominous aesthetic, but felt arcadey is better.
So I let the dark lighting remain to make it that the cabinet's flashing lights are highlighted, but I couldn't animate the small light bulbs before submission.
Thanks for the feedback.
A nice arcadey whack a mole, maybe even more some old school style, like small screen distortions or something in the screen at start and maybe some other enviroment arcade machines.
Whack-a-mole was my first idea aswell when I saw the theme, but I went with something else. It's a nice game altough I sometimes clicked outside the game window when going for a mole in a corner and some of the menu text is cut off.
Maybe you have one of these settings wrong:
Unity -> Player Settings -> webGL -> resolution
itch.io -> edit game -> embed options -> width/height
Thanks for the feedback. I have changed the embed settings now. It was at 640 x 360.
I do however recommend playing using Windows Executable as it features Linear color space instead of Gamma color space and runs better.
As for idea, I joined 4 days late and decided I wanted to model an arcade-like cabinet and going simulation route instead of making it an ACTUAL garden with moles being whacked in the game. Really fun experience.
Edit: Also, implemented CursorLockMode. Will upload the update as well, later.
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