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A jam submission

Hack & ClimbView game page

Chop to the top!
Submitted by Kodachi Games (@PlayLegionGame), MK (@DogeRises), FelipeIshimine (@FelipeIshimine) — 12 hours, 49 minutes before the deadline
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Hack & Climb's itch.io page

Judge feedback

Judge feedback is anonymous.

  • The theme is very fun and simple, music on point with the atmosphere as well as the art. You have implemented interesting game mechanics with different type of platforms. You could improve the difficulty by implementing more mechanics and different environments. Also, it was a bit difficult to notice the menu and restart bottoms and leaderboard or a measurement of how far you had claimed would be cool to see. Keep going I would love to see more of it.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1D0Xl7rOUjT3b9pq60X2hyp3YeNeH_gE4nNuRyX2Vfrw/edit?tab=t.0#heading=h.lr899156xjnx

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarise your game!
“Hack & Climb'' is a precision platformer where you play as a double-sided axe, throwing yourself from surface to surface to reach the top. Carve a path upward, or fall trying.

Please explain how your game fits the theme:
You ARE an axe (or maybe a knife and a spear if you unlock them)

Is there anything you'd like the judges to pay particular attention to?
Be patient and have fun :P

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Comments

Viewing comments 38 to 19 of 38 · Next page · Last page
Submitted (1 edit) (+1)

Super fun! Its hard to get a rage game right and still have it be really fun! This game is like 99% of the way there. I just think the player should feel in control of what happens so they don't blame the game, and there were a few times where the axe just wouldn't follow the path the game projected, or wouldn't stick to the wall even though it lit up green. Maybe a little bit of leeway to the player, not to make it easier but more fair? The sound design, particles, and overall visual style are beauuutiful and simple too. And even with some of the unfairness I had a super fun time playing regardless. Such a fun game! Oh also this is definitely not gonna be a popular opinion but I kinda like the mixels with the torches, gives it some visual depth. Maybe using mixels in a more purposeful way to make it look more cohesive could work.

Developer(+1)

Thanks for the feedback! And you are right the throw projection is not a 100% and it should, sadly could not fix it in time, but is a high priority post jam judging period. Also the contact tint is misleading as it means that the axe made contact, but the green color and context reads at it should stick. 

Submitted(+1)

Congrats on finishing the jam! I had a lot of fun playing and almost got to the end of level 1!

I think I should preface this comment by saying that I do not like rage games and especially not Jump King or Getting Over It.  Even though both games are "fair" I have some difficulties enjoying them. For Getting Over It the control scheme causes my tendonitis to flare and I don't have the control that the game desires so it's usually a bad time. For Jump King, although the jumps are fair you can't really visualize or cancel so it can lead to frustration. I feel like this implementation got rid of both of those issues.

It felt very fair and I liked that you could preview how your throw would affect the axe. The axe felt like it had weight. I liked that depending on where you threw from the handle it would affect the spin of the axe. Music was good and I didn't feel an ounce of rage :)

Some areas of improvement:

  • The lamps are not in the same pixel resolution (please)
  • Sometimes I thought the axe should've landed when it didn't - maybe it needs a tweaking?
  • It would be nice if we could see the percentage climbed to know how close we are to the top
  • I think the pixel in the middle of the axe should be removed if possible - it made me think that I could only throw by clicking on the middle

Some additional ideas:

  • If you would like to have this work for streamers more, I would recommend integrating with twitch or youtube chat APIs and spawn messages similar to the crow mechanic from Jump King mods
  • As long as the game and gimmicks in additional levels maintain the same sort of fairness found in the first one then people are more likely to stick with the game than backing out
  • I feel like in the beginning the level design should be very strict with the type of navigation the player needs to get around. For example the first section of Jump King is designed to teach the player about the gaps and the length of the jump to clear them. Something similar with using terrain types to bounce, or spinning the axe in a certain way would be good for a first/tutorial level.

Great job!

Developer(+1)

Was really fun see you play on stream, thanks again for playing and for all the good and clear feedback. I'm glad it felt fair as it was the big drive behind the "throw preview". 

For the lamps I must confess they were a last-minute addition that did not go through the 'art department' , she was also horrified, but it was to late to go back XD

Submitted(+1)

Okay, I gave it another shot and I am now able to fangirl over the game. 

I would like to share a little 'pro-tip' I figured out: The point in which you grab the weapon in order to throw it greatly determines the momentum applied to the spin. The purple dot in the middle of the handle represents the 'neutral point' in which the spin is really low, while the closer you get to the edges of the axe, the spin is more aggresive.

Isn't that impressive? The way this game controlls and feels is just right for the kind of experience it wants to provide. Not a lot of rage inducers provide the player with the feedback this one does (the preview of the throw is just fantastic and helps reduce the unfairness since it is usually spot-on with the predictions). Unfortunately, I don't have enough patience to pass through the first stage and get the other tools besides the axe... ISN'T THAT IMPRESSIVE?? THEY HAVE MULTIPLE TOOLS! WHAT??? I'm so glad the mechanics are as simple as they can get for this game so the devs could focus more on the level design and expanding the scope of the game. I wish I was as good at games as I am fangirling so I could see the complete potential of this game. Your game sure deserves the popularity it has! Congratulations!

Developer(+1)

Thank you so much! Such a nice comment.  Congrats of figuring our how to control the weapon spin not everyone does but it's always satisfying when they do :) 

And you where spot on with the simplicity,  we wanted a simple mechanic to give us time to polish (last year we overscoped and neither the development nor the game were fun).  

Also many players have said they where not able to unlock the weapons, so post jam judging, we will upload an update that makes it easier (we didn't unlock them from the start because the level was designed for the axe but sadly the stage 1 is to long)

Submitted(+1)

There is quite a lot to say about this game, but the rage consumes me... I need a moment.

Submitted(+1)

You should release this. This feels like an almost finished game. Congrats, it's fun.

Developer(+1)

Thanks! we were thinking on adding a little more content then polish and try to publish on Steam. Seems like a good size for a first published game

Submitted(+1)

Love the concept! feels great to play 

Submitted(+1)

Incredible game that is too powerful for me. I don't forsee me beating this, but I'm still glad I experienced it. Kinda... turn based getting over it. Fascinating and frustrating in equal measure, and I wouldn't have it any other way

Submitted(+1)

Oh wow! Really nice game. I love that you can see the trajectory and if it's going to collide with the wall. SFX were really simple, and effective. Liked the different kinds of wall types. Game felt great to play. Def got stuck in some sections and had to kinda think about what I was doing. There were also a couple of times I thought man I should have stuck there, but those were very few and pretty close. Solid submission

Great job!

Submitted(+1)

Just beautiful lighting! And in general, very well done!

Submitted(+1)

Thanks for submitting your game to the stream, if you wanted to look at it again in the future heres the vod timestamped to your game (if it doesn't work your game starts at 1:34:55)


Developer

Thank you for playing it and taking the time to share the timestamp! Was really fun to see you play

Submitted(+2)

Love the sound design and the art, this is quite juicy ! Congrat !

Submitted(+2)

This is really cool! i like the graphics and minimalistic sounds and gameplay, they felt really nice and round and polished. It's evil and i'm gonna be honest i couldn't beat it cuz i was mad lol, which i think is a positive for this type of game and shows like a lot of the polish. This is a really cool submission! Good job getting your game out there :D

Submitted(+2)

This is great! The mood is set nicely, love the lighting you did in the torches. Also love that sparking effect you guys did with the weapon colliding with the gray blocks, was that implemented with shaders? Super fun to play!

Developer(+1)

Thanks!  The lighting is just a Spot light that gets spawned and destroyed during a fraction of a second plus some particles with trails (some particles can collide with the world and others can't) 

Submitted(+2)

I really loved the game feel and design of Hack & Climb. But gosh this game was hard. Its interesting though because with the preview it feels a lot more fair. For sure I am coming back to this one!

Submitted(+2)

Very nice rage game! Easy to learn, hard to master with lots of interesting obstalces. Good, engaging level design.

Submitted(+2)

Really cool game! it looks amazing and the controlls feel smooth af~  really good job with that one! :3

Submitted(+2)

Great implementation of the theme, and fun to boot!

Submitted(+2)

I don't wanna admit how many times the handle of the axe made me fall down at the same spot. But I was eager to get to the top. Great game :)

Submitted(+2)

Really really addicting. Loved it, took way too long to not even complete but had fun! The "ghost" path mechanic is great!

Submitted (1 edit) (+2)

I loved the mechanic and I am really bad at platformers in general. With that in mind take my suggestion for what its worth. I feel a two headed axe needs some goblin skulls to crack, secondary objectives and objects and some unnecessary violence could soothe the soul of a living weapon.

Developer

XD, love that suggestion, will take that in mind for futures updates. Could be fun to add some achievements with that

Viewing comments 38 to 19 of 38 · Next page · Last page