HyperJack by pkenney
Down in a pit with a hyperactive jackhammer, a stoic groundhog without arms tries his very best.

Don't Even Read This Stuff -- Just Play!
Dev Notes:
Multiple hours in, I still had no idea for a game. I said screw it and just started working on SOMETHING, and figured I'd iterate. What came out was REALLY unfun for quite a while, but I finally dialed in to what it wanted to be, and now I'm pretty happy with where it landed.
You should just jump in and play this one, I hope it is very self-discoverable even though it does not explain itself.
I don't know where the difficulty will land. I literally mop the floor with the game until the later colors of bricks, but my playtester was challenged even with the brown-brick early game, so I left it more forgiving early.
SPOILER WARNING, and I recommend just playing, but in case it's too difficult for you to enjoy, here are a few tips to get you unstuck. Don't even read them:
- Everything the jackhammer does is determined by you. Pay attention to how it responds to you, and if you learn its ways you can take a lot of control over things.
- There are terrible situations that can arise, so don't let them. It's obviously a bad idea to dig a pit taller than your max jump and leap inside, but keep your eye out for other less obvious bad ideas worth avoiding.
- The jackhammer has to stop to drill, but you don't. I wonder if that moment could be useful somehow...
| Link | https://savagehill.itch.io/hyperjack |
| Link | http://savagehillgames.com/LD48/LD48-HyerJack-code.zip |
| Original URL | https://ldjam.com/events/ludum-dare/48/hyperjack |
Ratings
| Overall | 249th | 3.7⭐ | 37🧑⚖️ |
| Fun | 219th | 3.7⭐ | 37🧑⚖️ |
| Innovation | 76th | 4.044⭐ | 36🧑⚖️ |
| Theme | 289th | 3.829⭐ | 37🧑⚖️ |
| Graphics | 251th | 3.757⭐ | 37🧑⚖️ |
| Audio | 415th | 3.2⭐ | 37🧑⚖️ |
| Humor | 204th | 3.183⭐ | 32🧑⚖️ |
| Mood | 511th | 3.141⭐ | 34🧑⚖️ |
| Given | 31🗳️ | 48🗨️ |
I'm not sure if this was intentional or not, but if it was, the combo meter going exactly to 4 is a bit of a master stroke of design. I avoided the spoilers in the description successfully, and I had an "aha!" moment when trying to figure out how to keep the combo running. Initially I wanted to let columns stack up so I could just dig straight down, but you can only preserve the max combo for one block that way, which was a letdown. I started thinking about how else you could possibly stack a combo, and that led me to the third trick in your spoilers list above, pretty critical for score.
As usual, this one is probably going to sit in my head for a bit and then beg for a quick replay later, to see if I can get a good score. For now the beet red blocks are consistently my downfall. I think this is the best score I'm gonna get for the moment:

https://youtu.be/5_7QHLz41l4

I'm always surprised at how much you get done solo in just 2 days and how good the game feels to play. The sound effects and art very reminiscent of old Gameboy games. The initial starting game tutorial by getting you to figure it out is fantastic. I'm a big fan of physics based mechanics and I think you got it down here perfectly. How the jackhammer always tries to bounce towards you and not just bounce randomly really lets you master it eventually.
As always, another great entry. Can't wait for the next :)
Very cool entry.
This is a really unique and neat entry.
Amazing job on this!
I went in blind and it looks like I figured out your tips anyways, in that exact order. Like your other games, I start off awkward and clunky, but then ride a smooth curve of improvement and I always see better and better progress by the minute. That stuff is addicting.
The big key for me was indeed jumping off as soon as the drill started. From there I eventually learned to control my jump height so I could continue my combo across columns. By the end of my playthrough, I could dance around each column with a full combo unless the height difference was too much. I ended up getting to the red blocks which I think are doable, but require no more than a couple mistakes or you're done.
The game is great as is but I wondered if different kinds of tiles would help or ruin the experience. On one hand it seems good, to add to the decision-making and shake things up. On the other hand it feels REALLY good to time the tile rising and continue your combo. That wouldn't really be possible if you had to be careful about bombs coming up or something. Perhaps just a stun object that spawns so that you would have to do something fancy like jump off your friend to get over it.
Probably the most innovative game from you and one of my faves. Looking forward to the next!

Well done getting a game done despite feeling like you wasted time at the start of the jam. I did too. I didn't have anything started until the following morning 11 hours after it started. I'm glad you and I didn't give up!
You found an interesting interplay of mechanics! I was sorta hoping it would be more of an exploration digging game not a tetris style game, but this is definitely a very unique take on that genre!
Good job :slight_smile:
i really enjoyed this one,while being frustrated at the same time, but in a good way!
Awesome job,specially since its combo!
I'm honestly super impressed with this one. The concept is super simple and yet super polished and fun to play around with, even without the game rules that it's wrapped around. On top of that, the art is super cute and charming. AND you did this all by yourself in a weekend? Now that's some talent right there. Well done!
I was frustrated at first, but I quickly realized how much control I actually had over the jackhammer. I started getting a much better feel for the nuances of the controls. It was very satisfying learning the rhythm of the game.
I'm glad you were able to overcome the initial block. I know how annoying that can be. It's interesting seeing complexity arise from relatively simple mechanics. You've created something really unique. Great work on it.
Watching live play is great, so special thanks to @coleslaughter and the amazingly hard-working @jupiter-hadley
Some really impressive scores here. @justinmullin 4k is great! The combo meter paid off more than I expected, I've included them in games before but it seems like in this one it was really worth the effort. The interesting tradeoff between the easy-but-problematic vertical digging vs the harder-but-sustainable horizontal strategy was something that just emerged naturally from the system. I love how those things reveal themselves rather than get designed in, so I'm really glad the combo system helped to nudge players toward discovering it.
But wow, @peachtreeoath 7k??? That's mind-bogglingly good, you must have really mastered it. I'm impressed. I did wonder if other types of blocks could provide a shape to the level and force the player to do more on-the-fly planning rather than just executing a set strategy. I had imagined bonus gems that pop out which would be crushed by the jackhammer if you didn't snap them up first for bonus points, but I never found time to explore that possibility.
If I could have done a few more things:
As time I ran out I was like 90% of the way through adding little pieces of debris that fly off when you dig a block. I think it could be more viscerally satisfying to dig.
Next I wanted to add a full-clear bonus row of special blocks so that you'd NEVER have an empty screen, and if the player dominated the game it would fill the gap with more work to do (with those bonus blocks letting you get even higher scores).
Lastly, I spent some time practicing in FL Studio for this jam, and had a goal of adding music for the first time. Instead I ran out of time and barely added the sound effects. Hopefully next time! Music is definitely the next big level-up for me as a jammer.
Good luck in the results everyone, hope to see you next time!