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Hook (by Rainbow Train Games)

01-21-2015, 11:39 AM
#1
Joined: Mar 2014
Location: Poland
Posts: 24
Hook (by Rainbow Train Games)

Hi!

My new game is out. Please check it out: HOOK Trailer
Or get it here: http://playthehook.com

Its an advanced version of my Kongregate game with 240k plays: Play a prototype on Kongregate

If you don't like relaxing puzzles, you can get my hardcore game "oO". Its free till 23! "oO" at App Store

Let me know what do you think,
Cheers!

Last edited by psj3809; 01-21-2015 at 11:41 AM.
01-21-2015, 12:35 PM
#2
Joined: Apr 2011
Location: Houston, TX
Posts: 3,585
Game Impressions




I was lucky enough to grab a promo code for Hook from another thread (currently all codes are used) and I am glad I did. While I have only played the first 20 levels or so, I really like what I am seeing.

I very much like puzzle game where you just jump in without explanation, but also where things are intuitive enough where you quickly figure out what to do. This has that attribute!

Hook's puzzle aspect is determining which sequence to remove pieces in. If you make a mistake, the puzzle resets which makes sense as they are not too challenging (so far). The game has already introduced a number of new elements and, again, they are all intuitive. As a nice bonus, the game is well presented.

Check it out! Just a dollar.

Game Center: MarinasideSteve

01-21-2015, 04:54 PM
#3
Joined: Mar 2014
Location: Poland
Posts: 24
I'm super glad you like it - thank you for playing!
01-21-2015, 11:38 PM
#4
Joined: Dec 2014
Posts: 196
This looks intersection. Anyone tried this yet?
01-22-2015, 12:07 AM
#5
Joined: Apr 2011
Location: Houston, TX
Posts: 3,585
It is an excellent puzzle game. I posted comments in another thread, which this thread duplicates.

Game Center: MarinasideSteve
01-22-2015, 06:13 AM
#6
It is that the "Out now" article links to this thread. Isn't this one THE thread on this game? What is the link to the other thread?

[edit] couldn't find any other thread, and seeing a post from slewis7 with comments on the game in *this* thread, it must be that the threads were already merged by admin?

Last edited by saosijs; 01-22-2015 at 08:23 AM.
01-22-2015, 09:01 AM
#7
Game impressions

It is always good to see new and interesting puzzle concepts appear! In this one the puzzles objective is to untangle lines that are "hooked" into each other by retracting the lines one by one in correct order. The "hooks" are implemented by different mechanics, which are not explained at all, but as slewis7 already commented, it is all intuitive enough to not be a problem. It actually is part of and enhances the experience imo. In the later levels (I'm at 20 now) you also can manipulate the hooks themselves and I expect it will require more and more logic skills to solve the puzzles, that also become more and more visually labyrinthine. I'm definitely going to play more to see what is ahead.

The iTunes description is just "Relaxing, minimal, puzzle game". No attempt to explain anything other than those 4 words No indication of number of levels. The game UI follows the same concept. It is minimalist almost to a flaw, but it does work. However, no level menu, and the only way to navigate levels is by solving a puzzle after which you go to the next one, or use the subtle arrows to go back a level or forward a level (only if already solved). That is the whole UI! There is the current level and you can go one level back and one forward.

A suggestion for the dev: maybe a name change could help find the game on the appstore more quickly. "Hook" finds a lot of apps and games! Maybe "Hook Lines" or a catchy "Unhook me!"
01-22-2015, 10:16 AM
#8
Yeah I had to search a bit to find this but enjoying it thoroughly!
Some of the later levels have really tangled wires and stuff that can get pretty confusing.
I'm at level 45 ish (can't recall the exact level), and it's still introducing new concepts (wireless signal) and using it in really cool ways; you now have to visualize the signals traveling back and forth, and I won't spoil anything but there are some really cool and subtle things that some people might not notice and luck out with, but it's pretty awesome.
I'd like to know how far along I am, so I can know where and when it will end... Because I don't want it to!
Great game so far. Definitely worth the dollar.
01-22-2015, 12:56 PM
#9
Joined: Jun 2010
Posts: 1,474
targaciej,

With such strong recommendation from TA members, I have to try out this game.

I am only very early on in the game, so the puzzles are still quite simple and are meant more to teach the basic mechanics of the game. Even so, I can see the real potential of this game to have some truly ingenious puzzle levels.

A few questions for you:

1. I like that some levels can be solved in multiple ways. Some solutions, as expected, are more efficient than others. Efficiency implies EITHER fewer times the BLACK buttons are pressed OR fewer times that the GATE buttons are pressed. Do you have a tally of the optimal solution(s) for each level (even though this is not displayed in the game)?

2. Does the game keep track (internally or overtly) of any play session stats that determines how efficient the puzzles are being solved (such in the manner I just described)?

3. There is one odd behavior I observed in Level 28. The blocked spoke at the bottom right corner is able to be retracted AT THE SAME TIME (i.e, AT THE SAME BUTTON PRESS) as the spoke that is blocked it, because the latter spoke is able to withdraw just in time. This behavior is counterintuitive, as it implies that the "lead" time must now be taken into account when judging whether or not such combo is possible. It is not possible to prejudge this without seeing it in action. I want to know if this is intentional. If it is indeed intentional, is this behavior CONSISTENT in all other puzzles in the game? Am I supposed to look at the relative length of each line to judge whether such dual retractions are possible?
01-22-2015, 02:01 PM
#10
Joined: Mar 2014
Location: Poland
Posts: 24
First of all, thank you all for playing! It feels great and helps me a lot!

Quote:
Originally Posted by y2kmp3 View Post
1. I like that some levels can be solved in multiple ways. Some solutions, as expected, are more efficient than others. Efficiency implies EITHER fewer times the BLACK buttons are pressed OR fewer times that the GATE buttons are pressed. Do you have a tally of the optimal solution(s) for each level (even though this is not displayed in the game)?

2. Does the game keep track (internally or overtly) of any play session stats that determines how efficient the puzzles are being solved (such in the manner I just described)?
I wanted to make it about solving puzzles, and that's all. There are multiple solutions and no track of anything. Some games are forcing players to do things better/more efficient, but I didn't want to do that. I was trying to make a game-like experience more than a challenge.

Quote:
Originally Posted by y2kmp3 View Post
3. There is one odd behavior I observed in Level 28. The blocked spoke at the bottom right corner is able to be retracted AT THE SAME TIME (i.e, AT THE SAME BUTTON PRESS) as the spoke that is blocked it, because the latter spoke is able to withdraw just in time. This behavior is counterintuitive, as it implies that the "lead" time must now be taken into account when judging whether or not such combo is possible. It is not possible to prejudge this without seeing it in action. I want to know if this is intentional. If it is indeed intentional, is this behavior CONSISTENT in all other puzzles in the game? Am I supposed to look at the relative length of each line to judge whether such dual retractions are possible?
I was thinking about it Situations like that are counter intuitive, but are never required to beat a level. They break a logic a tiny bit, but are not against game rules. I liked this idea of mystery, solving things not being 100 % sure what happened - just a few times The same story with multiple solutions to a level - " Did I do it right, could I do it better ?" I like movies with no answers at the end

Thank you again for stopping by!