Hammerfight is about 2D battles of flying machines equipped with various slashing, piercing and blunt weaponry.A unique combat system is based on realistic physics simulation, and it ties the movements of the rider to the movements of your mouse. As you wave the mouse, your rider swings his warhammer, smashing the foe into the wall!
Data de lançamento: 19 Set 2009
Marcadores populares para este produto:

Comprar Hammerfight

$4.99

Pacotes que incluem este jogo

Comprar KranX Complete Pack

Inclui 3 itens: Yumsters 2: Around the World, Musaic Box, Hammerfight

Análises

“There are a lot of reasons to play Hammerfight. It has a good story, unique gameplay and it provides a good challenge.”
– Geoff Gibson, DIYgamer
“The moment you start up the game, you will be kicked in the balls”
– Anthony Burch, Destructoid
“The physics are well-tuned, the art is fantastic. Go get it, physics game fans!”
– Matthew Wegner, Fun-Motion

Acerca do Jogo

Hammerfight is about 2D battles of flying machines equipped with various slashing, piercing and blunt weaponry.A unique combat system is based on realistic physics simulation, and it ties the movements of the rider to the movements of your mouse. As you wave the mouse, your rider swings his warhammer, smashing the foe into the wall!
This creates an unequaled feel of the real strike, a feel of the mass of the weapon in your hands. Simulated physics and direct mouse control creates a huge variety of possible battle techniques and an unlimited field for perfecting one's fighting skill.
  • Intuitive mouse control
  • Realistic physics, breakable objects
  • Great storyline
  • High quality art
  • More that 50 weapons
  • 3 additional modes, up to 4 players

Requisitos de Sistema (PC)

    • OS: Windows 98SE / ME / XP / Vista
    • Processor: Athlon / Pentium III 2 GHz
    • Memory: 256 Mb
    • Graphics: DirectX 8.0 compatible with 64 Mb VRAM
    • DirectX®: 8.0
    • Hard Drive: 150 Mb
    • Sound: DirectX 8.0 compatible

Requisitos de Sistema (Mac)

    • OS: Mac OS X 10.5 or later
    • Processor: Intel (32 or 64 bit)
    • Memory: 256 Mb
    • Graphics: Any GPU supported by Mac OS X
    • Hard Drive: 150 Mb
    • Sound: Any hardware supported by Mac OS X

Requisitos de Sistema (Linux)

    • OS: Compatible with Ubuntu 11.04
    • Processor: x86 or amd64 2GHz
    • Memory: 256 Mb
    • Graphics: Any reasonable GPU supported
    • Hard Drive: 150 Mb
    • Sound: Any reasonable hardware supported
Análises úteis de clientes
4 de 5 pessoas (80%) acharam esta análise útil
55 produtos na conta
2 análises
0.8 hrs em registo
TLDR: Good concept, bad implementation.

Hammerfight tests your skill at flying a steampunk helicopter (best description I can think of for someone who hasn't actually seen one), which seems to be refered to as a "machine" while attatched to various devices of war which you swing via the momentum imparted by moving your machine. You use this as a weapon in combat aginst whoever is thrown at you.

This review centres around mouse contol as it is the only control in the game.

Note: I played the opening chapter of this game while it was free on Steam which was as far as I could before it became thoroughly frustrating. Not due to the game being hard, but because of the many initial obstacles are due to implementation.

Once calibrated, my mouse (Logitech G5 gaming mouse) was able to give me a distinct and measurable feel in moving the machine around, which is great, the initial close quarters fight felt intense and I felt like I had good distinct control over the momentum of my weapon.

That sounds like great implementation. What's wrong with it?

As I progressed through the chapter, I was pitted against more and more foes simultaneously, on progressively larger battlefields. My high precision movements covered a tiny area, and with no other controls than the mouse, I found myself pounding my desk with my mouse as I pick it up to move it back to a comfortable position.

Why not recalibrate your mouse?

Okay, So I started again, manually calibrated the mouse to give me greater freedom of movement.

Panned in the first fight. Why? That smooth distinct control over the momentum of my machine had gone. But I could move around at pace. A few calibrations later, I still couldn't find an acceptable balance between pace, control and not having to pick the mouse up every time I want to move.

Which brings me to the enemies knockback. When an enemy stikes you, you go flying, not surprising at all, and not a huge problem in game, but you guessed it, you're gonna have to move the mouse if you want to get out of that corner (the sky has corners right? I'll get back to this in a minute.) and this simply added to the wrist flicking madness.

Maybe your setup is poor? Do you have a tiny desk?

Nope. I have two 23inch widescreens, wih room for a third if I really wanted it and the entire width of the 2nd monitor is where my mouse lies.

Something just occured to me, time to Google.

I'm amazed, this game is NOT a port of a touchscreen tablet title. Which seems absurd, as it occurs to me a touchscreen would be a perfect control method for this type of singe control game.

Enough with the controls, what's the rest of the game like?

Visually, I like it, the menus are crisp, the setting seems familiar yet unique, (Think Tatooine, but with apparent unlimited access to trees.) The inspiration for the characterisation seems middle-eastern, and the ideas of fame glory being important seem to fit well. The opening does not seem to do justice to the potential of the game, with the first three fights contested in or near grey mountainous regions, and with the grey brown machines, you can easily lose both yourself and your enemies.

Mechanically, it CAN be good and fun, but I would say only as fun as conkers. (for those of you who didn't grow up in England, we put large seeds on the end of a length of string and take turns bashing them against each other until one breaks.) However, getting back to an earlier point, having the near infinite expanse of the sky to fight in, hitting "the edge" is terrible for a sense of immersion.

Probably not worth your time, as of 7th May 2014.
Publicada: 7 Mai 2014
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5 de 7 pessoas (71%) acharam esta análise útil
388 produtos na conta
6 análises
10.1 hrs em registo
Underappreciated, engaging, challenging, and surprisingly in depth, Hammerfight is more than worth your money. Some fiddling with the DPI is necessary to fully explore the unique physics-combat. Few other games have quite the same satisfaction in smacking something. 8/10.
Publicada: 1 abril 2014
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8 de 13 pessoas (62%) acharam esta análise útil
96 produtos na conta
2 análises
0.1 hrs em registo
Conceptually, this could really be a great game. Except it's not, and that is very apparent within the first few minutes of playing.

The controls are terrible. You can use a mouse and that's it. Perhaps my mouse is not of the quality required to properly play this game, but I found it very unresponsive to my movements and incredibly hard to control my rider. I'd adjust sensitivity... but I didn't find settings with which to do so.

Visually it's alright. The resolution options are poor and it looks unpolished, with HUD information that is undefined and not easy to make sense out of at first glance.

The menus are not easy to navigate. I found them slow and convoluted.

The story seems dry and not very enthralling. I was quickly bored with what was happening and not interested in who my character was supposed to be. I blame this partially on the frustrating gameplay.

The audio was nothing noteworthy. I'm sure someone worked hard on the soundtrack (as well as the rest of the game) but the audio is just nothing special.

I would like to give this game a second chance. It really could be a lot of fun and I've seen other people really enjoy it. However, there are so many shortcomings that I don't think I'll put more than a few hours into it at best, and I certainly would not purchase it (I played it as part of a "play for free" time period).
Publicada: 8 Mai 2014
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2 de 2 pessoas (100%) acharam esta análise útil
21 produtos na conta
9 análises
1.2 hrs em registo
Yes, I like the idea and concept, but when it's all put together Hammerfight is completely different than what you may have expected. Yes, the game is fun, but way to hard. Also, the difficulty of the game is obsurdly difficult. It doesn't support cloud, trading cards, emotions, or backgrounds. I personally think this is great for an Indie game especially, but it's not my type of game.

Final review: Graphics - 7
Gameplay - 4: Good storyline, but way too confusing
Misc. (Acheivements, in-game goals etc.) 2: It has no value. "Hey you beat the hardest level! +150 Fame"
Difficulty - 3: Wayyyyyy to hard (Like throw your mouse hard)
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OVERALL - About 4.5. This is honestly an amazing game for an Indie dev, though! :)
Publicada: 6 Mai 2014
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2 de 2 pessoas (100%) acharam esta análise útil
22 produtos na conta
1 análise
1.5 hrs em registo
Putting aside the personal dislike of the games overall atmosphere, I find that the gameplay itself is rather hard, And very unforgiving. One thing I've also noted about this paticular game is that the scripting it uses is very bad, As well as the actual coding itself. While the artistic style matches the theme of the game, And doesn't look to bad, I'd have to say that the ammount of bugs it has makes the game damn near unplayable. Now, I'm all for a game being challanging, And infact I do love challanging games, But this is more of a challange because of its floaty controlls and as I've said before, Bad coding.

One paticular moment was at the start of part III - I, Where the worm-caravan-thing would quite litterally, Bash its own head in off screen, And crash into the ground, Leaving me stuck in an endless cutscene. When I restarted it, I was greeted to the same thing, Over and over. In the end, By shear luck, I got the second phase of the cutscene to initalize and actually FAILED, Where I was able to use their built in level skipping mechanic at the cost of all gold I had earned upto that point. Not only was this rather rage endusing, But made me feel like I was being punished by the game for simply playing it.

On another note, The game engine feels very floaty in physics. One thing is the lacking of a real feeling of gravity to the world and the feeling of too much air resistance. This makes it very hard to quickly change directions as the rock-chain wouldn't switch directions dispite me yanking it the other way and swinging it that direction several times.

Yet another issue with the game is its overwhelming difficulty. Dispite the floaty and bad controlls, The AI seems to have damn near full controll of how they swing their weapons. While I have to pitch, Roll, Slam into walls and the floor to pull of my many orbits to get my weapon to actually swing, (Wimpily I might add.) The AI was able to dead-on charge me and send me flying into the ground, Dealing almost 50-60 damage to my starting vessel, Which is almost 80% damage. Another thing is that on MANY occations, While fighting enemies like the worm-like creatures, After bashing them in the head, They would go limp for only around a quarter of a second before shooting at me like they were fired out of a cannon, And deal a killing blow or damn near.

To cap this off, I just have to bring up the broken coding one more time. On the mission where you battle a... sky-shrimp-thing?... and defend another... Worm-blimp-thing....? ....While I would try my best to defend it, The sky-shrimp would just crash into the worm-blimp-thing and spaz out, Causing everyone to, In a way, Explode. Honestly, I tried the mission again and stood completely still while it crashed into me, And amazingly won... In under 10 seconds...

One thing I also didn't note above is the HUD. The HUD is far to big for some missions as I can't see the entire battlefield. Of corse, this issue could be just my monitor's res, But I've read that it is a big issue for others as well as myself. Of corse, The HUD issue isn't as much a problem as most other things that could be wrong about this game.

While I understand that I probably can't do better then this, I also feel that the creators could do so much better. They put a lot of work into this, And while the consept would be great, The actual game itself was executed rather poorly. I would NOT recommend this game, Unless it was free... Which its not, And never will be. To the Devs of this game, I would STRONGLY advice a revision of the games engine and a quick once over of the scripting and dialog of cutscenes throughout the story.

And thank you in advance for reading my review completely. ~<3 Violet.
Publicada: 7 Mai 2014
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Prémios

2008 Independent Game Festival - Nominee for the Seumas McNally Grand Prize
2008 Independent Game Festival - Nominee for Excellence in Visual Art