Hammer Control by pkenney
Battle monsters in bite-sized rounds, throwing your bouncing hammer against six varieties of enemies in ever-more-dangerous combinations.
But be careful where you let your hammer land - you only get one, and you'll have to get it back before you can throw it again!
A NOTE ON CONTROLS: A few people reported trouble standing still while aiming. This is supported, though! Try holding the pointer closer to the man. There is a "dead zone" where he will still aim but not move. If you hold the pointer farther, he will move.
But be careful where you let your hammer land - you only get one, and you'll have to get it back before you can throw it again!
A NOTE ON CONTROLS: A few people reported trouble standing still while aiming. This is supported, though! Try holding the pointer closer to the man. There is a "dead zone" where he will still aim but not move. If you hold the pointer farther, he will move.
Ratings
| Coolness | 100% | 1 |
| Overall | 3.34 | 238 |
| Audio | 2.43 | 531 |
| Fun | 3.39 | 178 |
| Graphics | 3.02 | 446 |
| Humor | 2.69 | 320 |
| Innovation | 3.28 | 248 |
| Mood | 2.63 | 588 |
| Theme | 3.51 | 162 |
The controls were a little unintuitive at first, but I quickly learned to love them :)
To everyone saying they couldn't stand still and aim:
Standing still while aiming is absolutely essential, and it is supported. No wonder you are frustrated, that sucks if it didn't work for you.
When you are not sprinting, there is a "dead zone" around the man where the mouse will make him aim but not make him move. Try holding the pointer closer to him... this dead zone is about 1.5x his shoulder span. I apologize that this didn't simply work out without you even thinking about it, that's on me.
Perhaps people are playing with the mouse further away from the man than I expected. I'm afraid that's not optimal, given how I coded it.
Note that while sprinting this dead zone contracts greatly, but still should allow aiming without moving.
I could be wrong, but I suspect those of you who were keeping the mouse pointer quite far from the man may not realize how nimble he can be. Escaping death by stepping into a tiny safe space based on a lightning-fast decision is the only way to survive the later levels.
This game gets pretty ridiculous by the time you get to level 30!
Great work.
You should really consider continuing development on this.
Some possible improvements:
- Use Screen.lockCursor (look it up in the Unity documentation, if you haven't already, as there's some extra details for doing it right in the webplayer or windowed modes). I suppose you'd have to make your own cursor to replace the system one, and then make sure you take the dead zone into account, but it's better than accidentally clicking out of the window or closing it.
- Consider adding the ability to hold shift (or any large-ish button, really) to stay still, as it's pretty easy to mouse too far and move when you just want to turn around or aim quickly.
- Provide more audio feedback for winning or dying--something still very short, but recognizable. Maybe just a coin-collection-style 'pling' sound on success would cover it.
- Perhaps provide some reason for starting the next round without hammer in hand. (Maybe the ground is falling out from under the character, and he's landing on a new level each time. Maybe time is passing--colors could change each round, perhaps with varying day/night/season details. Or there could be different locations, I guess.)
- Adding even more enemy types would be nice.
- Having non-enemy, non-wall things to hit could also be fun. Maybe something that creates a briefly fatal area (e.g. explodes) & flings your hammer back. Maybe smashable obstacles that only ghosts can pass through (until they're smashed, anyway).
Heh. I could probably keep going on. There's a lot of ways this could expand. The rapid succession of bite-sized battles in a small space with bouncing is a great kernel to build on.
The controls feels a bit clunky in the beginning, but the player gets used to it. However, I would love the ability to stand still.
And last but not least, I miss a little juiciness. By example, you can shake the screen when you're hitting someone, or you can add (exaggerated) particles to the screen. This will hugely improve the experience of playing the game! I'd recommend you to watch this video, which talks a bit about juiciness in a game: http://goo.gl/N7RfKV
I got to level 21 and stopped because my hand was quite tired. The game speed was too fast so I just threw the hammer randomly. Also having to run around and throw hammer just with mouse was quite hard. Maybe it would be better if you allowed to control the movement by keyboard.
I loved the presentation, the guy moving at the start screen already teaches you how to play the game, also, kudos for that, simple and easy to understand, I liked a lot that.
Good job!