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Hook Heist's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #79 | 3.897 | 3.897 |
Graphics | #123 | 4.086 | 4.086 |
Fun | #131 | 3.776 | 3.776 |
Overall | #133 | 3.733 | 3.733 |
Audio | #164 | 3.638 | 3.638 |
Game Design | #167 | 3.776 | 3.776 |
Theme | #632 | 3.224 | 3.224 |
Ranked from 58 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
In order to complete each level, you must steal the jewel and then return to the top, essentially rewinding your steps.
Did you write most of the code yourself and made all the assets from scratch?
I wrote all of the code and created all of the assets myself excluding the font used for the timers.
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Comments
amazing game hard but enjoyable
Thanks!
Great game really loving the Starting scene its is very unique and great idea :) . Game elements nicely fit together as well good job.
Thanks!
This was actually pretty cool! I was also confused at first in the 2nd level which introduces the spikes, just because up until that point of the game the rope has always been intangible (and also invisible to the guards). I really like the way the music changes when you grab a jewel as it adds tension to the "escape" part of the level. I liked all the level gimmicks and the difficulty ramps up quite nicely, leading to the satisfying ending which contains all of the previously introduced gimmicks in one final test. From a game design perspective, this is nicely done.
If I work on this post jam, I'll try to add more hazards that affect your rope because only spikes can do that at the moment. Thanks for playing!
I think any kind of visual/audio indication that the spikes are cutting/affecting the rope would be nice (for example a different death animation). Still enjoyed the game though!
I really, really loved the way the game is layed out; the 'tutorial' part which lets you move into level select and the 'trophy room' was really nicely done.
Also, it's pretty cool that you managed to do all this yourself, chapeau.
At the 2nd level, after grabbing the jewel, I could not figure out what made me lose? I tried not to move the 2nd time, and even then, when I would just move a bit, I'd lose without anything near me.
The second level is focused around the spikes that poke your rope. They will only affect your rope, and you can check the description of the game if you're still confused. If I work on this post jam I'll make sure to include a proper tutorial, explaining enemies, items, and everything else. Thanks for playing!
Really neat idea! I love how you give the player the ability to look around and see what the power ups are and that you can see the trophy room with the jewels! One thing that would help a lot is a fullscreen capability.
Other than that, this was a great submission!
I used a different template, not the default Unity template for this, sorry about not having a fullscreen button. Happy that you liked it!
One of the more interesting and original games I've played. The main menu-hub is really unique and well put together. Just a personal preference, I'd put some sort of warning before the guard flash and end the run, like you did for the falling rocks, or, even better, let the player escape even when caught, if they manage to be out of the "danger zone" before the rewind effect is over. For me is a bit too difficult from level 3, but i like challenging games. Overall, great game
Interesting idea, I think waiting a before the guard sees you could work, maybe I'll add it in post jam. Thank you for playing!
Thanks!
I like it! the game is amazing. i love how you designed thelevel select menu. the game feels very polished even if it has been made in 1 week.
Thanks a lot! Happy to hear that you liked it!
Nice. I don't know how to use the powerups but still a great game.
I have a small area in the menu/base where you can try out using some of the powerups, I know it's easy to miss because it's below the control room. I may add a section to the description explaining the powerups in detail like I did for the enemies and hazards. Thanks for playing!
I found that area. I still didn't understand.
I'll add a section to the game description explaining every powerup, hopefully it helps you as well as future players. If I work on this post jam I may even add a small tutorial stage where players can test out powerups with a few enemies to learn their behaviors.
This was a very charming game! I like how the hub world showcases your achievements, lets you test out powerups and changes as you progress through the game! It's cool that the music changes between the break in and the break out portions of levels.
Some minor graphical gripes I've had while playing was not knowing whether or not I was stuck to goop or not (perhaps some sticky/jitter animation to show that the player still needs to jostle their controls) The spikes posed to be the most difficult obstacle since you could hit one while on your way up when otherwise it would be inactive since it was off screen. The introduction of the homing missile is an interesting way to introduce panic when trying to break out, sort of like an artificial time limit. It's a little difficult to outrun in tight spaces, especially the 4th level. (but I could just get better haha) Perhaps it should be rising lava instead? In any case the game was still challenging but fun.
As for the power ups, I find that most of them are useful except for the clock. Even though time is slowed, it also means the player is slowed so that could mess with their rhythm. Perhaps introduce a powerup that protects the rope, like a metal one?
Overall, this mix of stealth and arcade provided an enjoyable experience
Thanks for the response! I didn't have enough time to add in the stick effects on the hook sadly, and I think that lava may have been a better choice for the last level than to reuse missiles. I do agree that the clock powerup feels lacking compared to the others, and I was actually considering adding in a rope shield powerup, I'll add that in if I work on this post jam. Happy that you enjoyed! :D
I love the idea of the game and the level selection area is awesome. I just am not 100% if it fits the theme but I can kind of get it. Great work!
I interpreted the theme as "backtracking" or "reversing", but I can see that it's not so obvious when you're first playing. Thanks for playing!
Nice game! the graphics were nice and the hook was fun to control. Well done!
Thanks!
Nice game! I like the idea of using the hook for the theme! But the controls weren't very precise tho, and it got frustrating eventually :p
Understandable, I didn't want the controls to feel too rigid, but I still wanted it to feel as if you were moving a rope around yourself. Thanks for the feedback, I'll try to make the controls feel more responsive if I work on this post jam.
This truly a well made game!, I'm surprised by how well and responsive it was, I don't really see the implementation of the theme here, but other than that it's a great game :D Hope you check mine too https://itch.io/jam/brackeys-4/rate/722968
Thanks for playing, I'll give yours a try!
What a cool game! I love the feeling of the controls, the menu design is just superb! Nice fit with the music too, not sure what else to say other than to recommend others to give it a go! Thanks for developing such a gem (don't let others steal it! :D )
Haha thanks a lot, glad that you enjoyed it! :D
This game was really fun!
Thanks for playing!
The pixelart is great, amazing that you did all that by yourself! In the second level, I got caught for seemingly no reason, sadly :( I liked the idea though, its pretty unique and the controls are feeling very good too!
Thank you! The spikes only affect your rope, and sometimes it can catch you off guard if the very top of the rope gets hit. If I work on this post jam, I might make the rope hitbox smaller or have the spikes flash a different color before attacking if you are in range.
A tutorial or anything that gives you a hint after some failure would be nice. On the second level i had no idea why i am dying all the time. Interesting Idea. Funny game. Good job!
Only your rope is affected by spikes. But adding a small tutorial in if you die too many times in one level sounds like a good idea. Thanks for your input!
I liked, but sometimes I was caught and didn't really understood why.