Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

hankworx

445
Posts
1
Topics
143
Followers
99
Following
A member registered Jul 23, 2017 · View creator page →

Creator of

Recent community posts

As a big fan of World of Horror, I can see what you were going for and it's a very inspired entry. That being said, there is a lot here that feels slightly disorganized and overwhelming initially. The player is thrown into the system and left to their own devices, which is OK, but the interface and UI of the game feels a tad clunky to interact with, even though it is pleasant to look at. I think my biggest complaint was using the keyboard to change screens when using the mouse for the rest of the game, perhaps a button could be at the bottom to click on to transition?

I enjoyed the event sequences and trying them in different ways, but ultimately did feel a little detached from the overall narrative and themes. I didn't really understand what I was supposed to be watching the window for, or what my general goal was. Overall though, I love the atmosphere and presentation, but found the UI, narrative, and interactivity a little clunky. I only critique so much because I appreciate the effort you already put in! Nice work!

Really great visuals and system mechanics, but I found the balance to be quite off and just ended up avoiding battles as much as possible. I really enjoyed the system for navigating and avoiding enemies, reminded me of some my favorites like Chrono Trigger and FFXIII-2. The sadistic humor was welcome and lent itself well to the art style. My main recommendations would be addressing the balancing, making the combat a little more engaging, and some more sound design, but within the constraints of the jam this is impressive and great work!

Really cool vibes and atmosphere. The swapping controls somehow works quite well, it gives it the old clunky horror feel. I love the creature design and the initial cutscene, but it does lack a bit in how threatening it really feels, but I really like the creature's animation response to being shot. The present audio sounds good, but a little bit more would go a long way. I also think it'd be quite cool to incorporate some kind of gravity & ragdoll to the creature. I'd love to watch them fall off from the top 30 containers.

As someone else mentioned, the menu doesn't seem to work forcing a restart. I managed to make it to the tunnel on my second try but didn't respond quickly enough, that part felt quite punishing without the checkpoint working. Perhaps you could consider a letterbox effect over the cutscenes or some kind of indicator to let the player be certain they do or do not have control. 

Quite enjoyable overall but a little frustrating in some aspects. Nice work!

This is great! A tad rough around a lot of the edges but I enjoyed my time with it, and did indeed jump a handful of times before I made it to the end.

I liked the variety of dealing with the enemy types, but I must say the pacing of it could have been handled more delicately to make horror gradually unveil. I love the journal notes but receiving them all immediately removes any potential suspense, maybe drip feeding them along the way while gradually unveiling the enemy types could be more effective. In the same way, seeing the lumber but not being able to pick it up, even after reading that you need to pick it up, feels a little too game-y. The sound design works great but is noticeably absent from some parts, like removing the mimics.

One major complaint is the length of the game over, when a lot of the time you barely see what killed you, it often seemed to take ages to finally die and get the black screen, its a neat little camera movement/animation, but feels like a drag waiting for it to end so many times.

Sorry to list so many critical things but it is because I did really enjoy the game! Great work within the constraints of the jam!

Fun rhythm-ish game! I enjoyed the tunes, the animations, the settings, and the sound design. The fiddle music was fun and lively, and kept me engaged, though at moments the timing of the game and music seemed a tad off. One thing I found myself wishing for was some kind of bad fiddle performance version of the track to play/fade when you perform poorly, but other than that I had a lot of fun. Nice work!

Very atmospheric, stylish, and cohesive entry! The environment is wonderful, evoking noir comic book vibes, at the same time having an underlying cosmic horror feel to the investigation. It plays so fluidly and the narrative is delivered to the player in an informed, yet convincing manner. The mechanics of looking at objects feels terrific, and had me so intrigued about investigating other cases and deducing which code to mark on what object. The hint system is welcome, and I used it even after deducing it for myself, and was welcomed to be informed further about the case. Terrific art direction and sound design, my only complaint is that I want more! Great work team!

I like the sprite work a lot and the mechanics feel fairly solid, yet a little slow and clunky. The pacing of the game seems to move a little slow and I found myself zoning out a little, in a good and bad way, but I think that could be alleviated a lot just from the addition of some background music. As some others said it felt a little confined and like the levels could be more designed, as right now they just feel a bit like small spaces. Overall though there are some solid bones here, nice work!

This is absolutely wild in scope, depth, and lore. Unreal programs tend to crash on my PC and I can't run it for too long, so I will hold off on rating, but congratulations on accomplishing so much in a week! Even how you managed to convince so many participants that it is real is a testament to the effort you put in, and I know anything is possible in 7 days. Great work!

Thanks for playing, sharing, and your kind words! The maze was originally planned to be an audio puzzle, which it still is, but there are some some relevant visual cues as well in case people didnt pick up on the audio.

Great visuals but I felt everything with Tadders was a little disconnected narratively from the rest of the game. I really enjoyed the direction of the cutscenes and the embracing of the weird. Very effective sound design, at times questionable, but still effective! Fantastic pixel art! Nice work. It felt like the gameplay could have been a little more involved but the overall presentation is marvelous!

Really fun dashing around and getting the zoomies! I enjoyed my time with it, unfortunately I got a little too competitive in the last wave and turned on my sticky keys, ultimately leading to my failure, so maybe it could be worth considering an alternate input for the dash? Great work though, calming and stressful in the right ways at the same time.

I felt more encouraged to spend all my tokens on the most hardcore nightmares to give Carl whose wife left him to join the peace corp, rather than try to accrue points. Fun little maniacal god-game, this could be a lot fun expanded upon mechanically and with some more coats of paint, but its fun right now as well!

Very cool entry! Your game from last year stuck with me and this exceeded my expectations. It felt like you really managed to say a lot by saying very little, and the voice acting was great. The sound design was well suited, though occasionally seemed a little underutilized. One minor complaint is the light flickers attached to the enemy, while they are effective at first, after awhile they become a bit of a nuisance, especially when the enemy lurks near the edge of the screen while you're hiding.

I also managed to make it to the end without shooting, because it sure didn't seem I should be shooting that gun lol The animations were well suited for the atmosphere and narrative. Great work!

Hahah not exactly what I was expecting but enjoyable little experience. Neat visual presentation and funny voice delivery. Nice work.

Really enjoyable quirky lil story! I felt compelled to play through for all 5 endings, but originally was determined to just get my kebab and leave, so I'm glad that is the true ending. Very stylish visuals, enjoyable characters, but the sound design is especially over the top! I really liked the sequence of seeing what's "under the surface" so that was well worth the work you all put in. Great work team!

I really enjoyed the visual presentation and the atmosphere. It unnerved me quite a bit the way it unraveled the first time, where I had the clown in hand, reading about how I shouldn't put the clown in my hand, and then read about the circus music as it started. Unfortunately I was unable to progress much further other than turning on a few lights and pushing the buttons on the AC (which seemed like I need to turn on another power source?) After a few game overs I wasn't sure what else to try. All in all, neat entry and vibes but I felt a little unguided in how to accomplish the tasks without getting the game over.

Super fun! I had a big smile on my face the whole time. Love the doom sound effects and the player/enemy progression. The combat felt engaging and rewarding and I really enjoyed the physics of the cube effects. One minor gripe is that the jump/double-jump felt a little more like weightless-ness than a jump and I didn't quite like how it felt, other than that I have no negative criticisms. Wonderful entry!

Neat little dungeon crawl, a little rough around the edges. I originally had a hard time climbing the ladder which gave me more issue than anything else in the game. The environmental change definitely feels weird but feels like it could work if you had some kind of narrative connection there. I enjoyed watching the AI on their patrols and sneaking by them. Nice work, solid bones of something here!

And a note I feel is worth adding and absolutely relevant to the question: Duck's vision for this project was incredibly clear from the start.

Nice premise. Charming art and audio. I must say after getting some work done in the game I did not think there was way too many trees haha I got totally stoked when my baby beaver arrived though. I didn't realize at first you could hold the mouse and was just clicking everywhere for a little while, so maybe that could be better explained in the beaver manual. It seemed to feel a little slower as it went along, and the resources seemed to be slow to accumulate but it was still a lot of fun. Would recommend a little balance tweaking, and some more sfx (mostly water related) would go a long way as well. Great entry! Beavers!

Honestly, the enemies being tethered to the player's Y axis made me kind of nauseous playing so I couldn't play for too long, but this is a neat concept. I like the idea of the second submarine and protecting it. Part of me wanted it to be controllable, like use WASD for one and arrow keys for another.

Chill lil game, I didn't get many bigguns though lol Visuals and sound are enjoyable and I found the whole experience rather calming. One small complaint is the splash/ripple above where the line is feels wrong, like it should be more where the line changes color instead of above the end of the line. Nice entry overall though, enjoyable game!

Also why isn't anyone telling us what fish they caught ? >:|

Here's the fish I caught!

-Bream : 2.66 kg

-Perch : 1.81 kg

-Perch : 0.83 kg

-Ruffe : 0.39 kg

-Ruffe : 0.30 kg

-Perch : 0.23 kg

-Roach : 0.12 kg

-Ruffe : 0.12 kg

Total = 6.47 kg

Funny experience :) I feel offended at your Barbie Girl comment from our game having maybe only 7 references to it. At first I was upset because the narrative felt more like an informative, but then you gave me lasers. Thanks for the lasers. Unfortunately it seems I encountered some kinda bug on try 2 of hard mode and I got a game over with 30% health left :\

Oh and a little hot tip, your fullscreen is malfunctioning because your Unity project and itch.io both have full screen buttons. You could fix this by through your itch.io page by unmarking the fullscreen button extending your Height by 50-100 px under viewport dimensions

Fun little slide! Using the background to show how far you were was a nice touch. I like the sprites and the feet sliding around cracked me up. I think it'd be really cool with some stereo sound effects at the turns. Whooooosh. Somehow I did way better when I tried to launch myself off the side the whole time.  Neat experience but I was a bit disappointed I couldn't slide out or fail horrendously, but I guess slides are designed that way. I could see this being a lot of fun in a collection of 'extreme' sports mini-games. Nice work!

Very fun and funny little entry. This house sucks! haha I had fun frantically running back and forth but couldn't last much longer than two minutes. Feels fun and responsive to play. One thing I kept doing was pressing E instead of space when I got somewhere so I kept dropping my tool. It didn't seem like the shower or tub ever overflowed but maybe I just didn't last long enough. Fun entry!

Really challenging but interesting design. Pretty strong when it decides to be, felt pretty hard but also I just couldn't do too well. Very abrasive but effective horror design and managed to scare me pretty good.

Seems like the daily progression and UI is a little broken, I wound up on Day 3 a couple of times and went back to it after Day 4, and I didn't really understand the benefit of upgrading my gear. I really enjoyed the typing mechanic to catch the fish, it felt very engaging and pretty challenging with the random assortment of letters. This is a nice base for a deeper concept, I'd like to see how the game could change introducing bigger fish and different mechanics. Nice entry!

Incredibly fun little concept, I got to 88! I like how cute the game is, but the dead fish pile up on the beach ^_^ Got very hectic and the gradual increase in difficulty was just perfect. The overall premise of the shark saving all the fishies is great too. Great entry!

Fun premise, great name. It's enjoyable but suffers from some balancing flaws and the lack of AI variety makes it hard to really feel threatened. The pacing suffers as the levels increase, maybe because the upgrades come in so slowly. Some more emphasis on the sound design would go a long way too. I'm only so critical because I do enjoy the premise a lot though, nice work!

Very chill, enjoyable sim. Lovely animations and movement on screen that all work perfectly together. It was a joy watching the numbers go up and all my fish frens exploring the tank meeting their new neighbors. Audio design worked flawlessly with the vibes and I found myself playing this for quite awhile, nice work!

Great mechanics, felt very responsive and fun to play, although feels unforgivably challenging by level 3 ^_^ I wasn't able to get any further but this is a very well executed concept!

Coming back now after Terry watched over me playing some more jam games. Great ending :D

This looks and feels pretty good, but is there an attack button I'm missing?

Very calming experience, although a little toooo calming at times, and the wait time/clicks required for later plants feels a little punishing :) Considering the premise, running the game in the background when minimized would help it feel like your plants grow on their own. The sound design is very well done and the music well suited to the experience. I really like all the plant artwork and it felt fun filling up my tank. Even a simple feature like flipping the sprites when putting them in your tank could go a long way. This has the bones of a neat little simulator with a lot of possibilities. Really nice work!

Great little game with enjoyable mechanics and gradual difficulty increase. I liked the warning feature and hazards came from all angles. It occasionally felt a little punishing trying to slip in one open tile between to hazards, like it was too hard to get in the exact correct position. Great entry overall!

Adorable art, super fun little clicker, I don't think I can leave this running because I wouldn't get much else done. I could see this blowing up potentially just from how simple and precious it is :D As some others said, sfx would go a long way, but it'd also be nice to be able to turn them on/off. Also silly request, I would like to name my Dino very much. Maybe something like Terry, or Burt.

Funny and fun lil game, good surfer rock! I was convinced it wasn't getting harder until I got to 100 haha This is a lot of fun but I found myself wanting a little more out of the mechanics, maybe some cool movement tricks :D Nice work!

Surprisingly fun mechanics to play with! Nice level design as well. I enjoyed the animations and little cutscenes, and it was fun boosting and dashing around. Moving felt a little awkward, but I had fun the whole time. The game crashed after surviving the 30 seconds against the swordfish. Not sure if I was supposed to be fighting him? The mechanics were a little unclear at first until I looked on the game page, maybe consider teaching the player about the boost before the shark attack :D

Very cool swimming and harpoon mechanics. I had fun for awhile but found the lighting to be pretty abrasive through the flickering, especially when I found the big baddy fish and it turned red. Having to tap up to swim isn't explained well and took me a bit to figure out, and I felt the player wasn't guided very well, but the controls are well designed and there is a lot of fun to be had here. I had 25 or so fish following me at one point and got them all in one throw and that felt great haha. I must say that sound at the beginning is just awful though :[

Great visuals and implementation in Bitsy. The audio is quite well suited to the experience. I really liked the color grading and the scene transitions. It felt like the narrative had something to say but it didn't find a way to resonate with me. It was well paced and structured, and the descent to the depths coincided well with the narrative delivery, but it kind of seemed to be less impactful as the experience continued. Overall, great work though!