Hammer Keep
Overall★★★★★★★★★★3.93
Fun★★★★★★★★★★3.96
Innovation★★★★★★★★★★3.83
Theme★★★★★★★★★★3.71
Graphics★★★★★★★★★★3.79
Audio★★★★★★★★★★3.40
Humor★★★★★★★★★★2.73
Mood★★★★★★★★★★3.62
A Hack-and-Smash arcade game where your weapon is unstable
Currently has two enemy types and one bossfight
Comments76
I love that you added hp to the mix. It adds 1 more strategy to the mix which is to heal all your health and then wail on whatever's in front of you. The game is really intense at all times because you're usually only a couple attacks away from death. Though I did find that the game gets much easier the 2nd time around, because you're not quite as afraid of the AI after learning their patterns. It mostly gets tough when there are multiple enemy types thrown into the mix.
I thought this was a really cool entry. I had only played your FPS games so it's need to see you branch out and show off your other design chops :)
I do think the health regen felt a bit overpowered, as I could sit there with enemies wailing on me and heal through that. I think maybe making the enemies interrupt your healing would force you to get some distance to heal at least.
Animations were great though, loved the telegraphs for the charge attacks. Music was a good bop too. Excellent entry!
Perfectly sized game, only complaint is that the music gets repetitive fast
Also I love the playable title screen, a really nice touch! And the pixel art is great!
I'm quite bad at this though, I'm too greedy and I never managed to beat 200 ahah
Congrats!
I've had some issues with the controls where i kept restarting because in my mind R is wired to "reload" action games haha.
Thanks for making this game !
The control scheme didn't feel right to me, I personally prefer having a dodge on shift (when using a WASD move type), and then attack on the mouse - but this is a personal problem more than anything. Would have loved to be able to rebind keys a bit, but in a jam that's a really low priority QOL feature haha
Awesome job, wouldn't mind playing more of this!
Though it would be nice if the chargeup and dash used the same button, since the dash button doesn't do anything if you aren't moving in a direction.
A solid entry, with fresh badpiggy aesthetics and gameplay!
I found that on earlier stages I could just constantly regen without consqueqences
I like the perspective. The graphics are simple yet cohesive. Music doesn't get annoying.
The controls felt very tight and the hammer attack is crunchy. That, along with the sfx, made it incredibly satisfying when you kill the enemies.
The music could have used some variation, but it never quite got to the point of being annoying.
The graphics conveyed the game almost perfectly (I had the assumption that the ghost enemy turning grey meant they were invulnerable, but it just meant you had to use the rock attack, I think this was because the regular enemy you need to kill with the rock has a yellow head, so yellow = vulnerable). The sprites were distinct enough that you always know where your character was even though they share the same colour as the enemies.
The controls took a second to get used to, but it felt pretty rhythmic once I got into it. The minimalistic graphics worked well, too. I think healing felt a little too safe, but maybe it gets harder further in. I got past the boss. That could have used a health bar or some damage indicator and felt like it dragged a bit.
Otherwise, super solid entry. Well done!
Good job overall!
Like usual you art style and "2.5d" perspective look and feel really nice. I like the idea of having the instability bar also serve as your health bar, that's a nice take on the theme. The single most important part in a game like this are the controls, that's the difference between something which is fun and something which is just frustrating. The great thing is that you nailed the controls perfectly, they are super tight and give you full control of your character.
There isn't really anything to complain about, it's a small, polished and overall pleasant experience.
Would be cool if you decided to make a post jam version with an online leaderboard. If you do, let me know because then I will hammer my way to the top of it :hammer: :smile:
Also, very nice/polished start menu so you can play with the mechanics.
Very good entry! Good interpretation of the theme as well!!
Good job!
I'm lowkey envious of how wonderfully elegant the design of this game is. Super creative, and absolutely no bloat to be found. Very nicely done!
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/1172268556?t=0h12m34s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
I do have a few suggestions. I found the hammer and heath bars to be very confusing at the start and I could not figure out why I was dying so often. It might be worth just having a single bar and drop the health entirely.
Secondly, I found the dash keys to be awkward. I would suggest using a more commonly used key such as shift.
Overall, though, a really fun experience with great visuals and fun gameplay! Nicely done!
Great entry!
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I want to thank all of you for playing Hammer Keep and for providing feedback :). Some of you played it on stream as well and it was a joy to watch. Most of you had trouble with the tutorial being boring and I apologise for that lol. Wasn't sure at the time during the development period how I'd make a good tutorial with this mechanic.
Either way though, I do want to do something with this post-jam but time will tell what becomes of it and if I even do anything with it lol.
If you would like to see anything I come up with, let it be this game or anything else...
Follow me on twitter : https://twitter.com/BadPiggyproduc1
Join our discord : https://discord.gg/RNGVq63
I've fixed a few issues like the enemies not slashing if they're in contact with a wall. I've also made some updates to the game, chief among them being a more dynamic camera. I actually wanted this in the jam version but couldn't get a decent implementation of what I wanted in time. You can still turn it off if you wish and have the camera back to the old static system though.
I've also made a few new enemy types, two of which are more like mini-bosses. Here are some snippets of them...
Like I said, not sure as yet what will become of this game, but it was fun to make. Thank you all again for playing :)