HAMMERSPACE by kaiclavier

[raw]
made by kaiclavier for LD 42 (JAM)

PromoArt1.gif

Screen Shot 2018-08-13 at 10.22.10 PM.png

Please follow this link for music: https://www.youtube.com/watch?v=qQ-Pyx4joKM&list=PLn2L-aGIP_9QciPWEZavd4CdHgyTC3DoE&t=0s&index=2

This is a fighting game for 2 players! You score when the other player gets hit. To hit the other player, pick up any item and throw it! You can charge up your throw by holding down the throw button. The player with the highest score after 2 minutes wins!

Looking to play with a friend online???

I tested out online play using Parsec with a friend who lives on the other side of the world and has a shoddy internet connection, and it seems to work fine! (At its worst, it was about a 0.3s delay, and this game is kinda crazy anyway, so I'm satisfied with how it feels!)

Controllers are recommended (and will probably work better in the download version), but keyboard controls are:

Player 1:

  • Arrow Keys to move (press up to jump)
  • [.] to charge a throw
  • [/] to catch any item

Player 2:

  • WASD to move (press up to jump)
  • [`] to charge a throw
  • [1] to catch any item

Also:

  • Pressing escape brings up the pause menu.
  • Pressing P with the pause menu open will toggle the Control Remapping screen!

Screen Shot 2018-08-13 at 10.22.43 PM.png

Looking for SECRET TIPS & TECHNIQUES??

  • Your throw charge is indicated by a flashing circle that grows around the player as you hold the throw button. It can charge for up to 1 second. I recommend throwing every object at maximum charge!!
  • If you press the catch button with good timing, you can catch objects that are thrown at you. This is called a "counter".
  • Hold down to fall faster and bounce higher with good timing.
  • Double-tap down to drop through thin platforms.
  • You can carry up to 3 items at once. If you try to pick up a 4th item, your inventory will "Eject" an item at its maximum velocity! If this 4th catch is a counter, the object will be sent flying in the opposite direction the new item was heading.
  • Try out the different play styles! "First In, First Out" is the default, but "First In, Last Out" and "Random" can be more strategic and more fun, respectively!
  • Try out the "dodgeball" stage layout for a completely different experience. Only items can cross the palm tree threshold in the middle!
  • You can disable charging throws in the pause menu for a truly chaotic duel!
  • When I say you can "catch any item", I mean it.

Ratings

Overall 757th 3.24⭐ 27🧑‍⚖️
Fun 761th 3.063⭐ 26🧑‍⚖️
Innovation 941th 2.833⭐ 26🧑‍⚖️
Theme 1167th 2.5⭐ 24🧑‍⚖️
Graphics 792th 3.13⭐ 25🧑‍⚖️
Humor 357th 3.045⭐ 24🧑‍⚖️
Mood 722th 2.978⭐ 25🧑‍⚖️
Given 25🗳️ 14🗨️

Feedback

sobakaduka
16. Aug 2018 · 20:02 UTC
The cloud sound is HILARIOUS! :laughing: :laughing:

*Pheee*
EdwinGameDev
21. Aug 2018 · 00:01 UTC
I liked playing this with a friend, so many laughs. Good job :heart:
Radical Dog
23. Aug 2018 · 08:36 UTC
The art in this is great. It might have been simpler to have collect/throw be the same button, and only store one at once. Also, mapping jump exclusively to "up" makes it difficult to use with a controller!
🎤 kaiclavier
23. Aug 2018 · 08:49 UTC
@radical-dog Putting collect/throw on the same button would clear one up for jumping, but I'm a big fan of knowing exactly what a button will do in a game when you press it, haha. One inventory slot *would* simplify the game, but having a sizable inventory on-screen was important to the game because of a certain secret-ish mechanic.

The game was actually designed with the Winnitron arcade cabinet in mind (one arcade stick and two buttons per player) so pressing up to jump might feel more natural on that. I figured since it's a fighting game and has heavy smash bros influence, putting jump on "up" was the best way to go for now. I almost mapped "catch" to "down" instead, but it felt... really bad.

I can add a toggle to map jump to a third button and disable "up" to jump in a later build tho! It's a good idea for continued controller support as I've already submitted the Winnitron build anyway.

Didn't mean for this to become a whole wall of text, oops.
adrian0901
23. Aug 2018 · 13:39 UTC
Fun game, feels like Super Smash Bros. but with Animaniacs :)
CristiHKJ
23. Aug 2018 · 14:07 UTC
Nice game! Really cool and interesting! :D
Pete
23. Aug 2018 · 16:54 UTC
Next time please don't bind the game to special characters like [/] and [`] as some keyboard layouts don't have these characters as non-modifier keys or have them in a completely different place.
🎤 kaiclavier
23. Aug 2018 · 21:53 UTC
@pete This game was designed for the Winnitron arcade cabinet, which has [.][/] and [`][1] as the default player buttons, respectively. Do you have a recommendation for what I could use instead? I'd like to update the game and make my future games use layouts that are universal to any keyboard layout.
Pete
23. Aug 2018 · 22:39 UTC
@kaiclavier I don't have that much insight, but keeping to A-Z, 0-9, arrow keys, space, ctrl, alt, and shift should be pretty universal I believe. In Denmark we use a Nordic keyboard layout seen [here](https://nordickeyboards.se/product_images/124931.jpg). Of cause making buttons rebindable is always a good thing to do.
🎤 kaiclavier
23. Aug 2018 · 23:35 UTC
@pete Looks like [,][.] and [1][2] might be acceptable candidates for this layout? I'm looking at more keyboard layouts from around the world right now and... well, yeah remappable controls might be the way to go. That was beyond the scope of the jam game, but I think I could fit in a control remapping menu now.
Pete
24. Aug 2018 · 00:17 UTC
@kaiclavier Can't imagine 1 and 2 not being okay. I would guess period and comma is fine too, but as long as you don't need more keys I would maybe keep to something like k and l, just above. ¯\\_(ツ)_/¯ Looks like you are using Unity which makes it really easy to make things rebindable in the launcher non-web version, you just need to use the Player Input and bind to a string instead of a specific key. I guess you already do this if you have controller support as stated in the description.
beanslasher
24. Aug 2018 · 04:35 UTC
I loved the audio, it is a really cool a thought out game :) I agree with adrian, it does feel a bit like smash bros haha
beanslasher
24. Aug 2018 · 04:35 UTC
I like it
Ephoria
24. Aug 2018 · 07:45 UTC
Love this game ! Graphics and Menu are very pretty ! Pity like I am alone to play it :cry:
Good job !
Drums
24. Aug 2018 · 22:56 UTC
Controls are a bit unique, but I loved the audio and feel of this game. It's silly and fun so good job overall!
Mikixen
25. Aug 2018 · 11:30 UTC
Super fun multiplayer game! Rare to find multiplayer in LD but this turned out great, the concept is really good! :D
🎤 kaiclavier
26. Aug 2018 · 06:38 UTC
@radical-dog @pete @drums Added a control remapper! It's just Rewired's default remapper (and it doesn't seem to render crystal-clear on WebGL) but it works! To use it, press "P" on the pause menu, and then press "P" again to go back. You can reconfigure keyboard and gamepad input there, and unbind jump from up, too.
Rahim_Pxr
27. Aug 2018 · 17:03 UTC
Nice game, Love how everything is balanced!
Good luck, Don't forget to take a look at ours if you don't mind and see what it's like when we just focused on graphics in this game jam!
Game Link: https://ldjam.com/events/ludum-dare/42/spacelab-42a
Andrei9
03. Sep 2018 · 12:58 UTC
I liked the Graphics, and the Gameplay was fun, Nice Game. :thumbsup: