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Hook's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1 | 4.385 | 4.385 |
Design | #3 | 4.308 | 4.308 |
Overall | #4 | 4.077 | 4.077 |
Enjoyment | #7 | 3.923 | 3.923 |
Metroidvania | #18 | 3.692 | 3.692 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
Just me :)
External assets
All original content, see the games page: https://rickylee.itch.io/hook
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Comments
Great aesthetics including sound design. Found it a bit problematic to play due to using the keyboard -- I would have picked other key bindings for my specific keyboard.
I see someone already mentioned about performance issues. I played most of the games on steam deck, which seemed beefy until this game. I dunno if it takes effect, but even changing resolution to something like 320x200 doesn't fix the problem. But I played on an actual computer now...
And the game is made in a really cool way, honestly the beginning was quite unique when you have all the abilities, and then you lose it. The minimalistic sound and music made a very moody atmosphere (especially the accordion). The water walking is kinda unique ability, it could be used in very cool ways.
I guess I don't have much feedback, its just a very well realized game. I loled at the mast fitting in the pocket. More!
Okay maybe one feedback: I feel like currently the swimming sound is a bit obnoxious. It could be lowered down a tiny bit. There, I had to look a lot to find it;)
Thanks so much for playing! ^^ you know there's a high chance that the loud water sound is a known bug, it is unbearably loud when it happens so I think you might have encountered that, sorry :') Thanks for the feedback!
Anyone reading who has the same issue, It's fixable by a quick exit to main menu and then just continuing - though you might have to do it a few times, I'm not entirely sure why it happens or why that fixes it ^^
I had a lot of fun with the game. Having a ship fight at the start with a fully powered character was a nice touch, as was letting you ineffectually try to stop what comes after.
The main thing I’d say is that the water physics seems to cause a lot of lag the way it’s currently implemented, at least on my laptop.
I’d love to see more of this game, quirky characters, islands, ship battles, and so on.
Thanks for playing! ^^ Glad you liked the setup, and yeah the lag really is a problem especially on laptop. It's def fixable, I just didn't have enough time to optimise stuff. thanks for the nice feedback! :)
I had a a few things related to custom graphical tricks I was doing in Scrap have that came close to causing issues, heh.
Here is a bug I found:
I really love the way she cling on her trusty parrot :D
Great artstyle and animations are amazing.
The sfx and ambience are pretty accurate for the scenes.
The level design is nice.
The thing that I didn't like was that it was lagging a bit when she is moving, there seems to be a check everytime she walks, also like everyone else I also was having a hard time doing the air into dash on water while it's lagging a bit. (I am also not sure if the lagging was caused just by my laptop acting up)
Thanks for playing ^^ the invulnerability while looking at the map is intentional, it was done just as a quick fix for unrelated issues, ideally I'd have something more thought out and robust.
Yeah its not optimised very well, my friend also had lag problems playing on a laptop, specifically in the cave. Its just a case of it being rushed together because of time, and I think its probably the water physics that cause the lag, there are a lot of spring joints active in every scene, the cave scene in particular has the most by far.
Jumping on the parrot is actually quite rude, but glad someone found it haha, thanks again for playing, and giving feedback! :)
This was such a pleasure to play. The art is great, the level design is fun, and the abilities were cool (I liked the dashing on water bit, and how you combined it with the normal dash power).
Other people below have noted difficulties with executing a dash on the water from a jump, but I didn't find it too difficult. I, in contrast, had a bit of trouble with the double jump; it felt like you needed to hit the second jump before the top of the first jump was reached or it wouldn't take (maybe that's just the intended design?).
I don't have much else to add; the game has a lot of character and is fun to play. The only other complaints I have are things that were likely a result of the time limit you had, like enemy variation, etc. Anyway, nice job!
Thanks so much for playing and the nice feedback! ^^ I spent a huge part of development on the player controller I feel its the most important part, and it definitely could always do with a bit more tweaking. I'm hoping after all of you guys have played with it, there will be clearer idea of main issues, so thanks so much for the feedback. And yea just a few hours more might have meant another enemy type but this is just how much I ended up being able to make. Thanks again! :)
Great game! The art is incredible. Just wish there were more than 1 enemy. Some things that would improve the game if you were to make a full version:
1: jumping / wall jumping is a tad jerky, for example you instantly stop going up when you release the key or you instantly go right after a wall jump on a right wall.
2: Try adding some sound effects to dialogue to give it a little more presence.
3: You should totally have some quirky dialogue about being able to carry an entire freaking mast out of the cave, and then dangling a dinky little hammock from it as a sail.
Thanks for the feedback! ^^ I agree 100% with your points, it was in the end all just time. Picking up the giant mast wasn't even intentional until the last few hours before the deadline haha I originally wanted the parrot to come carry it away, because obviously that makes more sense. And yeah I'd def want some fun gibberish sfx/voicing playing over the dialogue for sure!
Very fun game, the intro sequence is quite good! I like the fun atmosphere and the silly characters, especially the sloth with the broken accordion. One critique I have is that I felt the jump and attack keys should be reversed, it I kept wanting to jump and I would attack and vice versa. Overall very fun though!
Thanks for the kind review! ^^ personally I always used gamepad to play it, a friend suggested J for "jump" and K for "kill" so I just did that haha. In an Ideal version I'd def have custom key bindings for sure. Thanks for playing!
Looks very awesome but I think I had a Bug - one of the skelletons fell left from the ship into the water and the Game didn t play on... xD
Oh no ^^ that's the first time anyone saw that bug haha, you can quickly restart from that point though, did you manage to make it to land at least? its so soon to give up :)
Great game! Looks very nice and the few characters I interacted with were fun! I had some trouble with the wall jumps and water dashing (especially that last dash to leave the cave. Took me a while to figure out). Nice work!
Thanks! ^^that last dash to get out is definitely a bit fiddley, and especially that you have to swim all the way back to try again. Glad you liked the characters :)
This was awesome! I like how you just pick up a frickin ship mast and the game just goes: "Mast aquired! Return to ship.", like it isn't a gigantic piece of wood weighing 17 times more than you. The intro was great, and i really like the pirate/ocean theme. It was rather linear, and trying to run on water while in air is a pain. Also, you should totally be able to jump out of the water.
haha Thanks! ^^ It was a huge disappointment not having time to open up the world, branching rooms to explore like a proper mv. Being able to jump out the water is brought up a lot, I didn't have it because jumping off the water is a traversal ability you gain from the dashing on water, I figured it would negate that ability but I'm starting to think there would be a way to have both without much change yeah.