It's ok, but not outstanding although I kinda like the gimmick. Too bad the game isn't fully finalised and is more of a tech demo because I would like to see my final score when I beat all the 15 levels.
"Hoisted" was imagined as a platformer where the player only uses one action to navigate. In combination with the phrase "hoisted by your own petard", this game is about being a medieval soldier trying to break your way into enemy castles by blasting your petard.
It's ok, but not outstanding although I kinda like the gimmick. Too bad the game isn't fully finalised and is more of a tech demo because I would like to see my final score when I beat all the 15 levels.
I hope the camera is a bit further back so I could see the whole shooting circle thing all the time
Lots of potential, I played through all the maps twice. Only wish there were more challenges.
Thanks! I'm glad you liked what is there. I'd love to revisit this project some day soon
i like these types of games. good mechanic. you can make this into a lot of types of games, puzzle, speed, number of tries, accuracy, etc
since you put momentum at zero every time you click, you can easily win ones by just shooting him above and pressing the very corner of the circle. idk if normal momentum would be too hard. levels that can be won this way will be easily beat and the game isn't challenging anymore.
the low surface friction makes sense if the character is a ball, not a turtle thing
the surface friction is weird. it just stops
I feel multiplayer games are more fun than singleplayer ones, of this type.
for the ball character, you don't gotta make it roll. just make it a plain color and make it small. i think you can't tell if its rolling or not.
A rather interesting and unique golf prototype that is a bit too bare-bones at the moment, but could become something really fun! Controls are a confusing at the moment. I think games like this usually have clicks close to the character be low power, while clicks far away from the player be high power, but this game inverts it. This is a bit of fun to rework your brain to get used to it, but maybe the game could have some sort of instructional graphics to help the player understand this better. Also, its frustrating when the spot you want to place the bomb is off-screen. I wish the game would reward you based on how well you're shooting: at the moment, you get the same fireworks whether you got 1 under par or a hundred over par. It doesn't even give you a scorecard at the end to show you how you did with a medal or something. Basically, its a little bland at the moment and could use a lot of juice, but the concept is fresh and inventive and worthy of expansion!
Thanks! I'm glad you think this prototype has some merits!
I'm hoping to get some time in the future to give the game more polish and structure.
Your comment on controls is interesting! I had it that way originally, but it's intended that the player is propelled away from the explosions triggered on click. However, you're right it's super unclear. I'd love to figure out a better way to show that in the future too.