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(+1)

Original idea with a satisfying feel. Agree with Boblobbyslob; there's a certain satisfaction that comes from the SFX when the hammer goes down. However, I cannot exactly say the same for how it moves and controls. It feels jerky and disconnected. I got the impression that the mouse clicks always registered at the location of the mouse, but the hammer was not following 1:1. Not a bad thing, just an odd feeling perhaps? It overall lended to a  feeling of jerkiness; I'm not sure how you'd fix it or if it's just a personal taste thing. I want to make it clear, that's my singular gripe with the gameplay. Strictly a little 'feeling' thing. It's got that "one more round" feel that is dangerous.

At the end of the day though, it was fun and it felt different! This was a special and unique game, a combination of puzzle and whack-a-mole that worked really well. As a solo entry, it's all the more impressive!

Great job!

btw, all that time in Aimlabs finally paid off?

(1 edit) (+1)

Thanks for the very detailed feedback and compliments!

Aimlabs FTW!!! lol, I tried using aimlabs a few years ago, but I didn't use it much since

The attack is coded to be placed at the mouse position, while the hammer rotates based on distance from its starting location. This could be what is causing that disconnect, and it might be something I look into further. I felt it was more convenient for the attack to land at mouse location, and I didn't notice any issues at the time so thank you for pointing this out.