
Take this shoot to the moon! Help this space cat on their mission to the stars by fixing generators, dodging lasers, and keeping the last plant alive in Hydropawnics!
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About
This adorable space cat has been tasked with taking the last surviving plant to the moon in hopes of inhabiting it. But the ship is breaking down the more it flies on!
The power generators keep breaking, all the defense turrets have mistakenly marked YOU as their target, and the plant can't sustain itself.
Will you join them in their quest and succeed? Or will you falter?
Hydropawnics is a 3D isometric puzzle platformer all about managing your time and resources effectively. Generators will break and need to be fixed, the sole plant slowly deteriorates with water, and the turrets will fire at you from many angles.
As you progress, the map and challenges needed to progress get harder, so you will need to think more carefully about how to do your job well. Your quick thinking, platforming, and management skills will all be necessary to come out on top!
Hydropawnics was initially created as part of a student game jam by 5 developers. Hope you have fun with it!
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Languages: English
Reviews
2nd greatest game of all time behind Gravebound
Hmmm. OK, look; this is a student project, it gets some allowance for that. With that in mind, this gets a thumbs up; it looks delightful, the basic gameplay loop works and I understand what's going on, and it's a pretty good time. There are two main issues here, and they're closely linked. The first is that... OK, balance is very tough in development. The issue is that it's very hard to actually gauge how difficulty the game is when you made it; you've naturally left in things you found acceptable, sanded off the stuff that grated, know exactly how everything works and spent a bunch of timing playing it. If you're not careful you've made a game for your own skillset and tuned the game for that, and in the process made something harder than you realise... and I think that's the case here. Depending on the distribution of breakages and keys and such, timings can be razor-thin, and just making a suboptimal choice on what issue to tackle next can be game-ending even if you're otherwise playing flawlessly... which itself is hard, giving the level layouts sometimes demand precise walks over precarious areas (that pipe in level 1) or multiple chained jumps over gaps that don't quite match your jump length, usually with a pretty harsh punishment in time if you fall (and with the camera at a fixed pulled-out distance, you're never *quite* sure exactly how far you are to an edge). Timings could perhaps be loosened a tad to make this a bit more welcoming to players who aren't playing at quite the dev's level, is what I'm saying. The other main issue is that, for how nice the maps look, they're rather linear in practice. There's usually only one specifc path to get to where you're going, which makes things a little less interesting than they could be. The levels are full of piles of crates that [i]look[/i] like you may be able to jump up them as a staircase, or fences that [i]look[/i] like you can hop over them to get a fast route down to lower areas but, nope; you'll use the designated stairs and like it, bucko. That's especially a shame given the pairing of timed platforming with dodging enemy shots. There's no little room here for creative corner-cutting to get better timing between shots to make jumps, or weaving deviation to take a slightly different route that gives you cover. You have one path, and you better hope the guns don't fire when they'd hit you because you don't have another route to take or time to stop. Dropping some of the barriers and adding more alternate routes (even if just subtle variations like making single-wide paths double-wide) would give the players more creativity in how they handle attacks under pressure... And make those tight timings less of a worry, with skilled players able to keep a buffer through creative shortcutting. ...Also, damn I wish I could stock up on water AND hold a keycard at the same time. Especially on that last level, running back-and-forth managing 3 machine's keycards took up all my time, only lucky patterns would give me the wiggle room to make the extra trip. Being able to stock up water with a slight diversion one way, then use it with a slight diversion later, would've made this much more manageable that it being a full trip every time. Anyway, I don't want to be too much of a downer; I do think this is good, I did enjoy my time with it (short as it was), and I think you should be proud of your work. Well done!
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This is a really fun game with clean visuals
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Bu çekimi aya taşıyın. Jeneratörleri tamir ederek, lazerlerden kaçarak ve Hydropawnics'teki son bitkiyi hayatta tutarak bu uzay kedisinin yıldızlara olan yolculuğuna yardım edin.
Pretty good for a short free game. The last level had a bigger difficulty spike, but it wasn't a huge issue. In some aspects, this game reminded me of Awaria, but it's not as polished.
Симулятор управления гидропонной фермой с элементами выживания в постапокалиптическом мире. Плюсы: Реалистичная механика — детальное управление растениями и ресурсами; Уникальная атмосфера — сочетание футуристического и постапокалиптического стилей; Разнообразие культур — возможность выращивать множество растений. Минусы: Ограниченное пространство — небольшая ферма для развития; Однопользовательский режим — нет многопользовательских функций; Медленный прогресс — требует терпения и внимательного планирования. Итог: понравится любителям симуляторов и выживания в необычных условиях. Захватывающий процесс управления фермой и интересные механики делают игру увлекательной, несмотря на ограниченное пространство для развития.
откуда мне знать ширину цилиндрической трубы и площадь, по которой бежит кот? во втором же раунде я не могу добраться до зеленого терминала потому, что не знаю ширину дороги и кот ее даже не чувствует, и я не вижу, что он бежит по трубе или нет.
Smooth, fun, and cool game. The game has several levels, with increasing difficulty where the players are tasked to maintain generators and the ship's plant while avoiding lasers. Players can replay in timed mode where they can have a chance in the leader boards.
It's a game. It's petty to look at. you have to - keep something full as it enties over time - rush to random places to pick items that sometimes won't be picked up because bug, then bring a item to a machine and repeat as many times as the game says so, - avoid turrels and canons fire at you and you only have three lives. And if you take too much time each device you interact with will explose. No story, no cutscenes, no tutorial, just arcade stages and a menu with a single showing the game's goals. It's certainly nothing like Portal since there are no puzzles and no storytelling in any way at all. I stopped playing on level 2 when I understood I was wasting precious time of my life for nothing. But it's a game, and a free game. Probably a school project. I don't recommand it, but it's not exactly compeltely bad either if you make do around the bugs and are ok to keep runing without a sense of progression. For a school project, it's well made.