Hunk Hustler

Hustle some hunks out of the dungeon.


Hunk Hustler is a sidescrolling beat-em-up in which you need to defeat hunks in order to bag them and add them to your collection!

Are you ready to delve into the dungeon and hustle yourself some hunks?


  • Unity
    • iTween
    • Fungus
  • FMOD
  • Photoshop
  • Aseprite



Listen on SoundCloud


Voting results


This game entered in the Team competition (15 entries).

Comments (22)

 • 5 years ago • 

Very cute and fun! I really like the visuals and sounds in this game, they made me smile. Took me a bit to get the hang of the controls since I was using keyboard. I also really liked that the tutorial section was voice acted.

All in all, good game! Sorry that I didn't have anything more constructive to add. :'D

 • 5 years ago • 

So cute!! I love the heart and the main character!!

There could be more variety in the gameplay and the enemies, but overall it was a cute small experience. :)

 • 5 years ago • 

The audio is really sega-esque. It sounds really good. Also, the first song reminds me of the beginning music of the final fantasy (VIII) overture.

 • 5 years ago • 

Ridiculously cute! I loved the narration in the tutorial. Super nice touch. Controls were a bit finicky and the difficulty could have ramped up quicker.

 • 5 years ago • 

Making a brawler is tough. There needs to be a certain amount of depth combat in order to keep players interested.

(@LazerLord) • 5 years ago • 

Great visual i can't wait to try it on my youtube series on the jam ;)

(@OatMealPal) • 5 years ago • 

Great art, great tutorial. The controls were a little tough to handle, but I think enough people have said that and it wasn't enough of a problem to bother me. Overall, fun and adorable. Nice work, y'all. :-O

Caique Assis
(@caiqueassis) • 5 years ago • 

I bagged 40 knights. I think that's a good loot.

Like many people here said, lovely visuals. And I do agree that the difficulty could have ramped up way sooner.

Best part was the tutorial though. That narration with those low-quality sample filters (even if this was quite high quality) was lovely. I love this kind of stuff.

 • 5 years ago • 

I loved the presentation of this game. The graphics and audio were great, and you took the time to make a voice acted tutorial with custom art for controls and a dialog box which is almost always the last thing anyone gets to. Very well done.

The gameplay itself was rather simplistic, and I liked the twist of some of them having more hitpoints, but with only one type of enemy, since it didn't really seem to matter how big they were, the gameplay got a bit stale after a while.

I have a few suggestions. First, maybe there should be a little more of a risk for raising your score higher It could make a good tradeoff and fit in the theme to have your growing bag also weigh you down and change your physics a bit as you go. Also, in terms of varied enemies, my thought is a handsome wizard who throws out love spells which you have to avoid.

Great job. Love the concept.

 • 5 years ago • 

The music was great. The pixel art is good, but the varying resolution drives me crazy. xD

The keyboard controls were a bit frustrating at first, but I kind of got used to it. The concept itself seems interesting, but I would've appreciated more depth. It felt like most of your time went into the tutorial. While the tutorial was great, I would've appreciated more depth to the gameplay than have an extremely polished tutorial.

The game is well polished, good work.

 • 5 years ago • 

Art and Music was retro and well polished at same time.However I was having trouble bagging knights after beating them. At some places it would bag while at others it wont.Nice game anyway.

Antti Haavikko
(@anttihaavikko) • 5 years ago • 

Very nice! You can consider the mac version tested and to be working beautifully.

Took me a while to figure out the keyboard controls because I'm a cool kid who skips the tutorial if it isn't mandatory ;) The animations didn't quite match what I was expecting them to be based on the image showing the pad controls. Purely based on the animations, I first thought the attack was the dash and the bagging was a whiffed attack, that facial animation there looked like something I shouldn't be really doing. And based on that, there was still X key between those two that did nothing, that must be the bagging and I'm just missing the requirements, right?

But oh well, lessons learned, do the tutorial guys. Never! Also didn't figure out that you're supposed to leave the dungeon before finally checking out the tutorial after few tries. And still somehow ended up with a highscore of 27. But now I gotta dive back in, have to beat that @caiqueassis 40 baggings…

Now I got close but then just started losing knights because they cheat even can't be attacked from behind when they're attacking. Another big annoyance is that z-ordering of the knights. If there is a big body on the ground, the smaller ones are free to do whatever the dang they wan't from underneath, there isn't any indication whether the die or not (or even if they are there). Would be nice to see maybe a visual representation of how many hits a knight will take, like a different colored ones or something.

I'll have to end up admiting defeat and quit here. Got a bit past 40 but lost too much because the dash isn't reliable at all. I even tried the secret "kill first, bag later" (so only 1-hit knights spawn) method but that wasn't too successful tactic either since it's way too hard to even bag them in the end when there can be little dudes hiding midst the corpses.

There is indeed something iffy going on in the bagging detection…

But yeah, good job indeed!

 • 5 years ago • 

Wow, voice acting! I really love the cute art style and premise of this game, and the music is great as well.

I do have a few minor complaints - you have to be on a very specific spot to pick up the knights, which can be quite frustrating - if you hit the wizards when they are preparing to fire, they still fire before they fall down, which I think is wrong - if you don't have enough distance on your attack it seems to fail, which makes dealing with a big group of enemies difficult.

I think the bagging problem is the worst of these, because if it was really easy to bag them you could probably play more One Finger Death Punch style, left right left right, then occasionally scoop up the fallen.

Overall a great concept, well executed, and with a tutorial that puts most other jam games to shame - good work!

Antti Haavikko
(@anttihaavikko) • 5 years ago • 

@hyperlinkyourheart WHAT? There are wizards?

  • 5 years ago • 

@anttihaavikko definitely didn't stealth patch in a new enemy type because I was bored

The original version should still be available on Gamejolt though for those who want an unedited version.

Antti Haavikko
(@anttihaavikko) • 5 years ago • 

Probably might wanna mention it somewhere a bit more prominantly. People are now playing and rating your post jam fixed/enhanced version.

 • 5 years ago • 

@sebastianscaini @anttihaavikko oh yeah I didn't realise I was playing a post-jam version! you should mention that in the description for sure.

 • 5 years ago • 

Cute visuals and sound, was sort of surprised not to be able to move up and down as well as left and right as that is kind of the standard in those classic beat em ups and somehow adds quite a bit to the gameplay in trying to position yourself to attack before they can hit you. I was also a bit confused what was the point of being able to leave early instead of staying till you get killed? Nicely polished.

 • 5 years ago • 

@sebastianscaini Can you edit your links to show the right version?
You can add another link with the post jam version with the right description.

 • 5 years ago • 

Played the jam version, of course…

The control issues have already been pointed out… Let's think of something else.

The theme doesn't fit. The bag keeps growing, but that is just a visual. Maybe it could result in a damage increase and/or slower movement/dash?

What's the point of lives? I'm not incentivised to leave the dungeon early as I only lose a single knight when taking a hit… I'd just drop the health all together. The controls should be tight to make this work though.

Beat'em ups need variety. Variety of enemies, moves, weapons, something! This is the most basic take possible. Limiting movement to a 1D line does not help as jumping too is out the question.

The animations are funny, unfortunately the scaling and rotating sprites cause everything to look mushy. Audio works, extra points for voiceover.

It's functional… That's good.

Overall: Below average (4)
Graphics: Above average (6)
Audio: Good (7)
Gameplay: Bad (3)
Originality: Bad (3)
Theme: Bad (3)

  • 5 years ago • 

Oh sorry everyone about the confusion with the post jam version before. I patched it super early in the morning here and then went to bed without realizing that I'd overwritten the jam version.

It's been fixed for a while but I'd been so busy I forgot to update anyone here.

Again, sorry about that.

 • 5 years ago • 


I'm really pleased with the overall looks of the game (in particular the characters/their animations), and the audio that complements it really well. Overall the game has a cool arcade vibe, and despite a very simple gameplay, the good looking playground and animations + satisfying basic actions + quirky bag system are fun enough to make it pleasant to play.

Gameplay-wise it quite lacks some depth, making the game feel like you didn't build all the mechanics you wanted in time. What's already done works well though, for instance you balanced out various action/animation delays to make the game challenging but fair. I also do like the idea of picking up enemies in your bag, and I even like how killing enemies eventually mess up with your visibility, making you guess when the next one will reach you and blindly attack.

But I still feel like it lacks something like an additional mechanic, maybe to give some more risk & reward aspect to the game. Off the top of my head, maybe you could choose to throw hulks from your bag as a last resort weapon, risking decreasing your score in exchange for a chance to last longer?

I've played a little bit of the post-compo, and the new enemy type does help give some more variety.

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