Play game
Hammer Harold: Dead End Dig's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Marsha Award for Music: Sound | #6 | 3.476 | 3.476 |
Hrld Award for Graphics: Visuals | #11 | 3.619 | 3.619 |
Harold Award for Excellence | #15 | 3.238 | 3.238 |
Oldhar Award for Literature: Story | #15 | 3.095 | 3.095 |
Lucius Award for Laughs: Comedy | #21 | 2.429 | 2.429 |
Therese Award for Strength: Combat | #24 | 1.905 | 1.905 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
I enjoyed this, as it had a fairly unique gameplay gimmick compared to the others here. I just wish there was more to it overall, like levels and such. Still, I had fun, and only really ran into one thing worth pointing out:
Thanks for playing, Aesica!
I'm planning on adding more levels in the finished version. Thanks for letting me know about the passiblity glitch too. I'll make sure to patch it post-jam.
Nice concept! I too love penguins. Was sad to see it end.
Since you have a bit more of a pixel-y style going on, I would suggest finding different facesets or pixelating them for the finished version. :)
Thanks for playing, Slim!
Yes, I have plans to expand on Hammer Harold in the future and finish the story. The facesets are just placeholders for the demo because I ran out of time haha ^^;
But, I'll be replacing them with pixelated faces/custom art to match the sprites and re-designs in the finished version.
This is a fun, simple game with a mechanic that is kinda unique for a game made with RPG Maker.
Hitting the rocks is simple and fun enough. The mazes are simple and short enough too. There's even some cool hidden rewards for going out of your way before proceeding to the next level. I like the custom Harold sprite, and the BGM is retro goodness. Sliding ice puzzle with penguins was cute.
I wish there were more sound effects in the game. The silence on the menus is a little off-putting and makes it hard to properly calibrate the sound - especially since the BGM drowns out much of the other sound in the game by default. I'm also mixed on the jumps - I like that they are pretty easy and automatic, but I have to question why they exist in the first place. There's no skill or decision making involved with them, so they're pure visual flair. Not necessarily *bad*, but not sure if they add anything to the experience either.
There's also this one point where you can step on this tile and it triggers the dialog every time. Needs a self switch.
One other noteworthy point: I really liked how in the third stage you have a door you can't go through, but then you have to go further to find an item. I also like how there's a similar hidden item in the first room. I feel like the situation in the third room actually works better as a set up for the exploration concept introduced in the first room; consider switching them up.
Overall this is a solid, short entry. Thank you for the game!
Thanks for playing, KV!
I appreciate the in-depth review! I'm planning on adding more levels in the finished version along with sound effects for the menus. The jumps are for visual flair because I wanted each level to have it's own puzzle and/or gimmick.
I'll consider switching up the exploration concept in the 1st and 3rd levels. I used the door in the 3rd level instead of a Dead End because it served the narrative and cliffhanger ending.
Maybe some levels end with Dead Ends and some have doors where it makes sense?
Thanks for letting me know about the dialog self-switch glitch too. I'll make sure to patch it post-jam.
I liked it! But, I wanted more.
(Content, complexity, you name it)
Looking forward to a full & expanded game.
Nice fun little puzzle game. Maybe a little straightforward but fun concept.
Thanks for playing, Oath!
Excellence: I like the overall idea, but I feel like the gameplay would have really shone had you done more with breaking rocks than just made them a slower form of movement. Exploding rocks that kill you, switches hidden by rocks, or moving objects trapped between rocks you can set free would have taken this up a notch. Since this is the game's core foundation, try to do more with it that really gets you thinking for the full version.
Combat: None to be seen.
Comedy: Felt a little jilted at times, but you can't not laugh at Oldhar's penguin stash scattered all over a convenience store. They chill. I chill.
Sound: Bangin' tunes all around.
Visuals: Really appreciate the different graphics, especially the custom Harold sprite.
Story: Honestly was a little confusing to follow from my end and just kinda ended (a nasty side effect of being a demo). Is there a prequel or universe this is based on that I'm just not getting?
Thanks for playing, DJ! I appreciate the in-depth review and I took notes on your suggestions on how to improve the rocks + gameplay in the finished version.
The story of HH:DED is an indirect sequel to last years Harold Jam entry 'Harold VS Reid: A Culinary Quest and the Golden Kitchen Knife' that took place in the Haroldverse. The story was a parody of Isekai anime, Dragon Quest and MasterChef.
Hammer Harold is a parody of 90's Sentai anime on the surface with some sci-fi/occult themes mixed in. So HH:DED takes place in a different section of the Haroldverse. It's like one big randomized dimension, unique to each Harold.
TL;DR: The story will make more sense in the finished version but, both Harold's cross paths in the real world. Then Hammer Harold gains access to the Haroldverse using Marsh's Portal Gun and hacking skills to bypass the firewall.
That's the context behind HH and the opening cutscene.
That finished story sounds like a real trip but I'm excited to see what you're planning nonetheless. Glad you could get a game in for voting this time around; it was a real shame seeing your past game get DQ'd considering how unique it was. I am a little disappointed that it's influenced by MasterChef and there isn't a bald asshole who throws away your food.
Your writing is very good, clean, and readable... for as simple as it was, I super enjoyed the way it was written. There were so many rocks though! Haha great job for what it was :)
Thanks for playing, Loch!
I'm glad you thought my writing was readable that you enjoyed the story! Initially, I was worried that I added TOO much dialogue to the game since it's a puzzle game.
Fun little prototype! Would have loved to see more, but the bumpin' music and quick gameplay made it fun while it lasted. I like how you worked in Haroldverse references as well.
Thanks for playing, Human!
Actually I got a little carried away with the references and wound up giving the Haroldverse it's own lore haha ^^;
For some reason, intentional or not, i can't move harold with arrows or wasd but only mouse input + the z key, this was very jarring to begin with - later in the game however i could.
Other than that any rock smashing enthusiasts better pick this one up right away!
The sprite for harold is incredibly colourful and cute.
Got to vibe with some penguins and just wondering what is behind that door.
Thanks for playing, Charlotte!
No, that wasn't intentional. After the intro cutscene the player should be able to move Harold with the wasd, arrow keys and mouse. Glad the glitch resolved itself later on though.
Thanks again and you'll find out what's behind the door in the finished version! :)
I love the Harold sprite! Satisfying to smash the obstacles with my hammer. Need to know what's going to be behind that door in the finished version!
Thanks for playing, Nowis!
I'm planning to add more content to the finished version and show what's behind the door.
I promise Oldhar will get more screentime, for sure. Along with a proper backstory with a few twists and surprises along the way. It'll do justice to both Oldhar's character and the 'Dark Universe' theme as a whole :)
This was a fun game! Please finish it off and release it! I eagerly await the finished version with more levels.
Thanks for playing, Bg!
Yes, I'm planning on adding more levels in the finished version. So stay tuned! :)
Harold used ROCK SMASH
ROCK SMASH!!
Thanks for playing, Wood!
I Hammered the HECK out of them Rocks!
The rocks! I FOUGHT THEM AND WON! It was a simple fight.
The intro was amusing.
I liked the music here quite a bit. It felt peppy and made me want to hit them rocks.
PENGUINS! I mean, yes, the visuals worked very well with the narrative, simple as it was. I liked the cold part the best.
That was definitely a story of some kind! Finding OGH is definitely a story worth telling.
Short but sweet. I had fun. ^_^
Thanks for playing, Snim!
Awesome! I'm glad you enjoyed the story, visuals and smashin' ALL the rocks haha ^^
PENGUINS! There's actually a dev story behind how they got there.
Initially the 'Freezer Aisle' level was just one big convenience store. But when I added the ice puzzle I needed something to block the player and it was either Ice Cubes or Penguins. The Penguins are cuter and WAY easier to sprite/draw so I went with Penguins 🐧
Thanks again and the search for OGH continues in the finished game! :)