One night on the way home, the hooker falls through the ground into a strange dungeon-esque place. Of course, her first thought is how to escape from there.

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Updated 16 days ago
StatusReleased
PlatformsHTML5
Release date Apr 15, 2019
AuthorDaxtear
GenrePlatformer
Made withGameMaker: Studio
Tags2D, Female Protagonist, GameMaker, Pixel Art
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse

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Click download now to get access to the following files:

Hooker 1_2 installer.exe 25 MB
Hooker 1_2.zip 12 MB
Hooker 1_1_1 installer.exe 25 MB
Hooker 1_1_1.zip 12 MB
Hooker 1_1 installer.exe 25 MB
Hooker 1_1.zip 12 MB

Development log

Comments

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Came from the rant as well and just finished the game. I like the concept a lot, good job so far! A few things critiques though. First would be the fall speed, I think it's wayyy too fast. One thing I'd do is cap it once it builds up to a decent pace. Why I feel this way is because once I started falling or made one mistake I would instantly fall to my death within 0.5s. It felt odd. 

All you'ed have to do in game maker is take the variable that's being applied to your y and do: fallingvariable = clamp(fallingvariable, min, max)

A wall slide would still be in the realm of "believably" if your going for something like that and it'd also assist in down/upward levels. It makes the game easier of course but in turn I think the enjoyment goes up as you have some time to process levels you are progressing on.

This isn't a critique just my personal preference when it comes to hookshot games but the ability to let go of what you are grappled to and carry on your momentum, which in turn allows you to swing around like Spiderman is an incredibly fun mechanic which can be explored in many ways.

I also think having infinite ability to grapple is just a more enjoyable experience than being gated until touching the ground. As long as the design takes it into consideration it shouldn't be a big problem either.

Otherwise good job on the game! I really liked the aesthetic and the left side of the map took me a few tries to understand that I had to build up some momentum by grappling the ground. Hope this didn't seem too negative just some design pointers from a fellow game dev. Have a good day!

I come from digibro's rant. Pretty cool game. I find it weird that the game doesnt let you maintain the hook to stop since you can just spam it. You could limit the uses of the grapple hook until you touch the ground and then add collectables in mid air that recharge the hook like celeste does. If you are giving it all on one mechanic i think you could add little upgrades, like a cape that lets you some room after grappling to not fall so fast and it could also feel visually refreshing, or using the secondary button of the mouse to lock the hook in place to change direction and reach distant platforms. Even if you like to keep it simple there is room for improvement visually and on level design(even if it already seems pretty cool btw). Good luck.

Thanks! Obviously Celeste already is a big influence on this game, but yeah being able to just spam the hook is suboptimal and was basically just to save time, as this game was made from concept to completion in a week.