

Pages that don't do this will be subject to deletion, with or without explanation. All new pages should use the preloadable templates feature on the edit page to add the appropriate basic page markup. All images MUST now have proper attribution, those who neglect to assign at least the "fair use" licensing to an image may have it deleted.

Failure to do so may result in deletion of contributions and blocks of users who refuse to learn to do so.
HAMMERFIGHT HAROUNS BALL MANUAL
HAMMERFIGHT HAROUNS BALL PSP
Most recently (April 2010), it received an officially-sanctioned PSP port in the form of Hammer Wars. Many feared Hammerfight had become vaporware before the appearance of the version v1.0 demo in July 2009, and the game's subsequent publication.ĭuring all this time, Hammerfight was essentially a one-man project, with all art, design, programming, writing and sound by Konstantin Koshutin. It didn't win in either category (beaten by Crayon Physics Deluxe and Fez, respectively) but its profile was raised further.ĭespite all this, there was little news, bar a few rumors, as Konstantin continued to polish the game in his available time and search for a publisher. It gained in popularity, also thanks to a rough English translation and a well-visited article on .Īt the 2008 International Games Festival (IGF), it was nominated for two awards - Seumas McNally Game Of The Year and Excellence In Visual Arts. Also, thanks to an easy workaround for the demo's 60 minute time limit, players were able to spend as much time as they liked with it.
HAMMERFIGHT HAROUNS BALL FULL
Konstantin Koshutin) posted a demo for feedback purposes on the forums ( Google translate link).ĭespite a low version number (0.2), the game was already at an advanced stage of development with many of the levels, models, weapons and features that would eventually appear in the full version. Originally known as Hammerfall, it was first announced on June 14th 2007 when a user called GKosh (aka. The main game modes contains branching paths and there are also three additional modes to unlock: Hall (a training mode), Grim (a patrolling/survival mode) and Hammerball. Players can choose to switch between weapons, weld them together, or add gunnery through an Arquebus or bombs in the armory. Starting with a small and fairly feeble weapon at first, better maces and swords can be found. Some missions also take place in tournaments or settings where the player's vehicle is held fixed through a chain. The player often will need to work together to defend outposts, or ward off large enemies or swarms of small creatures. Various missions are introduced through cutscenes. In order to attack, the mouse needs to be moved around in circles to build up the swing, and then attacking is done by smashing the weapon into enemies, with physics influencing the speed relative to the player's movement. It is fitted with a swinging, piercing object.

In Solo - Warrior's Path, one of the game modes, players are introduced to the story and take on various missions controlling a flying vehicle. The player controls Gaiar, a young trainee who quickly works his way up. Although they are at peace at first, a bloodthirsty brother quickly turns it into a real war. They all manage to locate broken machinery and turn it into flying vehicles. The game is set in a world above an abyss where three houses rule: Kadish, Kelete and Gaiar. Hammerfight is a 2D fighting game between hovering machines equipped with different kinds of blunt weaponry.
