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A jam submission

Hammer FlockView game page

Battle waves of enemies with your hammer
Submitted by chrisbiscardi — 4 minutes, 35 seconds before the deadline
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Hammer Flock's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#253.4843.484
Execution#352.8392.839
Overall#402.4922.492
Game Design#422.4192.419
Audio#561.2261.226

Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I liked the simplistic visuals! Apart from missing audio and collisions,I'd complain about attack input being slightly confusing - not only a delay on it without locking the player's rotation makes it so you can change the angle of attack after the attack, but also by attacking again you can cancel the previous one - my friend was confused and thought that attack action broke 👀

Submitted

Love the isometric style and the low(ish)-poly models, especially the verical-like enemies. Very satisfying to be swinging a hammer around, although I do wish I had at least a little bit of control over the angle via my mouse, instead of it always being where my character was facing. Very fun to play!

Submitted

This is not only fun but also educational!
https://github.com/ChristopherBiscardi/bevy-jam-7

Submitted

im on linux chrome and couldnt run it: panicked at /Users/chris/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/bevy_render-0.18.0/src/renderer/mod.rs:281:36: Unable to find a GPU! Make sure you have installed required drivers!

i got to watch FunthomTomate play it tho, the vfx is really cool, it looks clean overall. i dont quite see the fever dream in this one

Submitted

It worked fine, looked neat, and concepts were introduced well. The gameplay seemed clear (once I realized the glowing crystals were inert (?) enemies and not health regen stations :). It might benefit from resolution scaling since the level meters are pretty tiny on a 4K monitor. The game could have used audio to enhance the aesthetics.

And please confine/hide the mouse cursor to avoid accidental out-of-window clicks :)

Submitted

It worked fine, looked neat, and concepts were introduced well. The gameplay seemed clear (once I realized the glowing crystals were inert (?) enemies and not health regen stations :). It might benefit from resolution scaling since the level meters are pretty tiny on a 4K monitor. The game could have used audio to enhance the aesthetics.

And please confine/hide the mouse cursor to avoid accidental out-of-window clicks :)

Submitted

I liked the cold sharp look of the visuals and the spawn/hit effects!

The blue enemies felt kinda pointless as-is, maybe making them weak but let them buff nearby enemies would be a nice change so you’d have a reason to take them out early.

Submitted

Woah the VFX are high quality! Definitely feeling the Hades influence here ;) The enemies also feel distinct even though there’s just a few of them, and zooming around with my guy feels great! Only thing I dislike is how after I had fun killing the enemies, I had to go clean up the crystals, which takes a while. Maybe reducing their health to just a single hit or two would have been nice.

Developer

yeah crystals definitely have too much health for what it is currently. Thanks for playing!

Submitted

Very nice visuals. There should be some penalty or respawn if you leave the platform

Developer

intent was to prevent leaving the platform by checking to make sure you were inside the navmesh when applying movement... but I ran out of time to do that (or texture the platforms, etc)

Submitted (2 edits)

Some interesting visuals, I liked the ice towers and the spawn animation. The character was kind of hard to control (too fast, too slidey), and clicking during an attack would reset the animation so timing was awkward (should probably buffer instead). The web build had a lot of the game field out of view in the default display, which made things harder. I liked your tutorial area, it was a nice touch that a lot of jam games overlook.

Developer

hmm, I wonder if the "too fast/slidely" is you experiencing an intermittent bug that I'm trying to track down. I think bevy_enhanced_input sometimes skews the input value higher or lower. I found myself having some builds that were fast and others that were slow.

Re: viewport. The game was set to allow enable fullscreen so that people would use it.

Thanks for playing, and your thoughts!

Submitted (1 edit)

Ah, if the intent is for it to always be fullscreen, in the Itch project settings, you can set Embed options to “Click to launch in fullscreen” to enforce that behaviour.

Also, I’ve had a few framerate-dependent issues with various games during the jam on my 240hz display, and I think yours is another - at 240hz it’s very fast and slidy, if I drop to 60hz it’s much slower and easier to control. Think some deltatime issues are at play.

Developer

yeah I just tried on my 240hz and you're right. I don't know why I assumed bevy_enhanced_input was taking care of framerate independence for me. Probably because of the observer api. Anyway, thanks for the heads up!

Submitted

I am a big big fan of isometric 3d and your visual effects are top notch. Using the in-game world to communicate controls was a great idea, and the AOE hammer was pretty satisfying. I did feel like the game wasn't challenging enough , and that the crystal towers were too spongey, as most of my play time was hacking them down after fighting the floating enemies. The exit door was also slightly cut off - I imagine it might have something to do with the dimensions Itch is displaying.  I recorded my play session here!

Developer(+1)

nice, thanks for the recording. The game was definitely designed to be played in full screen (which is why I enabled it on the itch settings).

The tower spawning is something like 1/3 towers right now, which is *not* reflective of the difference in health between it and the floaters. I also have a half-built awareness system that would've made the big eyes target you more often. Basically just ran out of time :D

Submitted

I like the isometric visual treatment, looks very clean. Needing to wait for the impact wave of the hammer was an interesting way (intended or not) to keep me from spamming the hammer

Developer(+1)

It was intentional in the sense that I am intentionally using AnimationEvents driven by the AnimationClip to trigger the actual hammer damage+effect. So if you see the effect, the damage triggered, and that doesn't happen immediately. Although in the future I will likely prevent user input from being able to early-cancel/restart the attack animation so the animation won't restart as fast as you can click.

Submitted(+2)

I wasn't able to run this on Linux with either chrome or firefox without errors or severe performance issues. If you add desktop builds I'd love to try those instead!

Developer(+2)

linux users should make sure their system is configured correctly. Such as running chrome with `--enable-features=Vulkan`

Submitted(+1)

Thanks! I also needed `--ozone-platform=x11` or else the browser fails to render anything at all on wayland.

I gave it a try and I made it a good few levels in. I was really missing a sense of progression such as hammer upgrades, new enemies, mechanics, or a level counter. But I really liked the enemy assets and overall presentation. Nice work!

Developer(+1)

yep, those were definitely "in my head" but I absolutely ran out of time to implement them :) As I move forward I'm intending to move it in more of a roguelite direction and away from "waves". Thanks for playing!

Submitted(+1)

Really great visual presentation, with a nice colour palette and use of bloom. I liked the short and sweet tutorial levels and how the text was part of the world. I did find it surprising that the hammer attacks in the direction the player is facing, rather than the direction of the mouse (since the mouse button is used to attack). I also wasn't sure what the pylons did, if anything.

Submitted(+1)

The text thing is brilliant

Developer

you're right, hammer attacks should definitely go in the mouse direction. I basically ran out of time and used whatever transform I had lying around in the system already 😅 As I work on this post-jam that is one of the items on my list to fix.

Submitted

I like the visuals- spawning in the enemies was particularly neat looking. I wish we could have heard that hammer smash, I feel like it would have added a lot. Also it was tough to tell I was dealing damage to the pylons, I wonder if having the health bars a bit larger could have helped.

Developer

The health bars are positioned by a vertex shader, so can easily be scaled up or moved. Right now I'm using a hardcoded vertical offset: https://github.com/ChristopherBiscardi/bevy-jam-7/blob/6e8d26bb6f94bb62d43146b08... . The player's health bar should really be in screenspace UI as well.

I agree audio would've added a lot. Alas I ran out of time for that and damage indicators, etc. I think both small damage numbers and a "hit flash" shader would've helped.