Play HookBit
HookBit's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1616 | 3.018 | 3.018 |
Originality | #1777 | 3.250 | 3.250 |
Overall | #1938 | 3.042 | 3.042 |
Presentation | #2322 | 2.857 | 2.857 |
Ranked from 56 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The game fits in how the Orbit/Player mechanic works. When the player is in orbit, they are able to control the direction they go.
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
My high-score - 1060
Fun little game if a bit easy. I agree with another commenter who suggested removing the platforms and leaning into the gravity swinging. Also I think I'd prefer direction switching to toggle when I press the button, not require me to hold it.
A very neat little game. I reached something just before 1000 but I dont know if this is good. The mechanics were very cool and all the graphics really fitted the game. The jumping tool to get away from the planets felt a little weird for me. I wish you would not just move down than, rather follow the motion of the planet and use it to get back to the top for example. Nevertheless a cool concept and I like the sound design of this game.
All in all a very nice game so great work!
980, that was my score. I thought the goal was to get to the ship but it just doubles your score. Nice game mechanic but I wish it was explored in more indepth ways, rather than it just being an obstacle. Maybe a puzzle game? Anyways, nice game with good art, music and sfx :)
The game was pretty fun. I managed to get 640!! Some screen shake or some enemies would have been cool!!
Awesome! I'm glad you liked it! I'll keep that in mind!
The idea is great, the game looks clean and controls well. It needs better goals and challenges. Stage design and additional mechanics also would help. Feels a bit shallow but I still had fun. Good work! ☆
Thanks for the feedback! Could you expand on your comment? What kind of goals/challenges and mechanics do you think would help? I’m working on an update for the game, and while I’m going to have the original play style of the game as a game mode, I’m open to trying something else out in its own game mode! (For example I’m making a zen/free play mode.)
Let me just shoot what comes to my mind. You can add objects to carry like keys that opens chests or doors. You can add a rope with full on physics that needs to be carried and carefully conntected to somewhere while you're orbiting and travelling in a spesific way to not get it tangled. You can add some powers that let you create a planet or move a planet. You can create new stages based around the new powers and mechanics that have obstacles and puzzles. You can add a planet that dissapears shorly after you get on it's orbit, a moving planet and a planet that shoots you away. You can add a friends that help you collect stuff like a magnet when you pick it up. You can add throwing mechanics and create some item throwing based puzzles likes collecting and throwing some spesific things to spesific places.
Interesting fun game. Love how momentum is kept. Keep up the great work.
Thanks, I am glad you enjoyed the game!
This is really fun! I agree with the previous commenter about momentum, it would really add to the gameplay, and I hope you’re able to figure it out with your game engine!
Thanks for the feedback! Yea, I will definitely look into it to see if there is a way to figure that out!
The core idea is interesting. I think it's not quite there but has potential. Here's what I think:
The platforms and jumping seem antithetical to the core idea. I would get rid of them and make it all about planets and orbits.
Perhaps detaching yourself from an orbit will keep you going with the momentum that you had while orbiting, so you can sling-shot around to different planets and position yourself creatively to grab all of the pickups. Maybe this also means no gravity either?
Was the ship at the bottom supposed to do something, or is it just visual flair?
The time limit seemed abrupt. Is the goal to collect them all before the time is up, or is it endless pickups to see how high your score gets in the allotted time?
What if you launched from that ship with limited oxygen, and your goal was to collect as many pickups as you can and return back to the ship before oxygen runs out? Maybe returning refills your oxygen so you can go again and attempt for a longer score streak or something.
The reason for such an idea is that currently there is no risk/reward. I suppose it's supposed to be a chill game, not stressful.
Nice job getting a game done with sfx and music in the jam time! Those bring a game up a few notches in my opinion.
Thanks for the feedback and suggestions! The ship doubles your score. I originally wanted a bit more momentum between the planets, but I’ve never done physics like that before (or the orbit mechanic for that matter) so figuring out how to make physics work the way I wanted was something that would have taken way too much time, so I changed the game a bit so that the mechanic works better given the circumstances. The way the game engine I use implements physics is kind of wonky at times, so I’m not sure whether I’ll mess with that part of the game or not in the future. There’s a way where the player can jump off the orbit, but it has an audio glitch and the player can no longer just drop from orbit, unless I add another button control, so no idea if I will do that or not lol.
Thanks for the suggestions on how to add more risk/reward! I’m working on adding more game modes to the game (currently have the classic/game jam mode and a zen/free play mode in the works) and will keep your ideas in mind for a third mode! I definitely want to keep the classic mode in the game as a nod to the game being created for the jam! The game does have more of a chill/stress free vibe, so I want to keep that as part of the game, at least in those two modes. There’s a lot I want to do with this game, but considering it is one of the biggest games I’ve made to date, I need to take it one step at a time to not overwhelm myself lol.
Thanks again for the feedback! I’ll keep that in mind as I continue working on the game!
I like the mechanic with switching orbits a lot!
Thanks! I'm glad that you liked it!