Great job everyone!
This was a really cool experience!
I could see a game with a fleshed out narrative and audio soundscape, but basically exact same mechanics, going craaazy as an indie game.
Hope you all keep up the work and keep making cool things like this!
Hallway Games
Creator of
Recent community posts
An intro cutscene is a rare sight in a game jam! haha
Next time I would recommend either one of these options:
- Re-work the tutorial so the player jumps into the soup at the ladle. This will help them understand where to go more intuitively.
- Alternatively, have some kind of UI element which points towards the ladle.
Either one of these would help solve the "where and what ladle" issue that I had when I first jumped in haha.
Overall I love the visuals, but I found pushing items around a little frustrating (I know it's the whole point, but I feel like something could be tweaked to make it a bit more 'user controlled').
Great work, and keep it up :D
This is my favorite 2D side-scroller of the game jam.
I have seen a bunch of the 2D side-scroller "get big then get small" gimmicks, but I haven't seen any other game capture the "fractal" angle of it all. It's such a cool feeling going by and seeing an entire little level that you pass by in 0.1 seconds while you're big, just to be fighting through it a bit later when you're small.
I personally think the level design was pretty great, and the visuals were generally quite nice as well.
Overall great entry, well done.
Love the idea of a bullet heaven where you build your spaceship on the fly!
Some improvements could have been:
- A slightly less dizzying camera set up (Maybe dont make the rotation follow the ship when spinning so fast, but i'm not exactly sure what the best answer to this is)
- A background. Really any kind of patterned background (maybe stars for example) would have really helped with a sense of speed+rotation.
- As someone else said, I think the really simple art approach is a non-issue, but it would have been nice if the pieces were maybe color coded (one color for engines, one for guns etc..) just to help understand what's happening a bit more.
I believe the core gameplay loop could actually be something really special for this.
Great work and well done!
I'm gonna be real with you, for not one second did I understand what was going on, but the game is definitely a vibe haha.
Next time around y'all should put a bit more time into the "flow" of the game, and instructing players on the controls+goals a little more, because I believe that's the main stuff this game is missing.
Overall, great work!
I had a lot of fun playing this! My main recommendation is to try and streamline the controls a little more.
Specifically, if you want the player to use WASD with one hand, and "," and "." with the right hand, that means I can't use my mouse. think the best option would have been to remove the mouse clicking altogether, and bind each different shape to a number so you can just press the number keys to really quickly swap between each piece.
Overall great work, well done!
A very cool bite-sized Pandemic game!
Very impressive for such a small time. I did have an issue trying to run the game in Chrome like others are saying, but it worked in Microsoft Edge.
I also recommend next time to increase the contrast between locked and unlocked items on the UI, to make it glaringly obvious which things are unlocked/locked still.
Overall great entry!
I like the art style and the music!
I do like the mechanic of changing sizes for different powers + routes, sorta gave me Thomas Was Alone vibes.
I wish the physics was a bit more fleshed out (why are those boxes so dang heavy haha).
Including an in-game tutorial is also awesome for a game jam game! quite rare haha.
Overall great job!
Hey, great job! The art and audio was very well put together, and the core gameplay loop is really cool!
I also loved all the little animations!
Feedback:
- I found the enemies quite frustrating to play around, combined with the limited dice rolls.
Because of the limited dice rolls you don't want to waste turns playing cautiously, if the enemy may NOT block your path.
I feel like a cool alternative to that would be to show you exactly where the enemy is going to move, before you decide on where you will move. This will still force you to play very strategic because of your limited dice rolls.
Regardless, the game was great, fantastic job. Keep up the amazing work!
What a beautiful game, the entire team should be incredibly proud!
I absolutely adore the art style, it was very cute!
The music was amazing (although the shooting SFX got a little bit overbearing when you can shoot quickly, perhaps different shooting noises for different shooting speeds might have helped).
Beautifully polished game, easy top 100 contender. Well done!
Great work!
First of all I loved the art, you did a great job!
I also love the idea of using the same dice rolling mechanic to talk to people, it adds an element of skill to dialog.
My feedback:
- Make the dice explode sooner (or on contact). My strategy ended up being just running and throwing because aim didn't feel very important.
- The dialog is quite hard to read and enjoy, because enemies don't give you any space. Perhaps hide NPC's out of reach of enemies, or pause during dialog.
Overall fantastic work, keep it up!
Haha, this was unexpected, but a pleasant suprise.
I would have loved to see a full game of 10 frames, with different people's heads.
My main feedback for this is:
- Make the badly chopped head still able to get to the end, just with more bounciness. (In my experience a bad head literally can't reach the pins.)
- Reset the player's positioning each frame, otherwise you can strike every frame without having to reposition.
Great work though, loved the voice over work! Keep up the good work :D
Very cool platformer! I really enjoyed it. I got through about 6 or 7 levels I think, but got too frustrated haha, it's a very challenging game.
I love the core mechanic you did a great job.
My only feedback was that something feels a little off with the spikes. I feel like I am dying earlier than I should be. I think one of the main issue is the spikes killing you from the sides, which feels a little bit off.
Anyway great job, keep up the amazing work!
Very cool game!
BUT having "shift" as the button you need to press to get past the title screen is very untuitive and most people will give up.
I recommend putting a quick disclaimer in the "How does your game fit the theme?" description, explaining to press shift.
Anyway about the actual game:
It's really fun, even if it's incredibly difficult (I died about 40 times before giving up haha)! Good choice of audio and SFX. The bosses moves are all really cool, although I think the lightning shoots a little too frequently, it was basically always an insta-kill on me.
Feedback:
- I think a health bar would have gone a long way. I might have been more persistent if I knew how close I was getting to beating it.
- An in-game tutorial also would have been very helpful. I nearly gave up because I didn't know that there was a shoot button.
- The control scheme is very weird. I think this wouldn't be a huge problem (because you can re-bind them, good job!), if there was a quick tutorial image explaining the default keys for jump and shoot. (And that there is a double jump, I died a lot before accidentally discovering that haha).
Overall though, great job! I had fun playing this :)
Hey, great job on this game!
I really like the art style, and you did a good job on choosing the soundtrack and SFX.
Feedback:
- The player can't rest looking up, down, or the diagonals. This makes using any of the guns very difficult.
- Any kind of visual feedback for the reloading would also make the guns much more usable.
However I love the animations, and the roll+ability change feels pretty good.
Keep up the great work!
First of all great job!
Fighting with the dice is cool, and I love the DND art style.
Neat levels (my favorite was the top-down hallway level).
Some feedback:
- Keep the enemies health floating above them, even if they are knocked over.
- I think the game would benefit from a way to tell how the damage is being calculated? Maybe rolling the dice first to calculate it's damage, and then letting the player throw it.
Overall though great job, I beat the whole thing so it definitely kept me playing.
Super fun arcade game! :D
Very addicting, although the best I could do was 1503, couldn't reach the covetted 2000 haha.
My feedback was GOING to be to weight the points differently for the harder objects, but then I realised you actually were doing that, it's just hard to tell in the heat of the moment. :) A good way to make it clearer to the play might be to have the "point value" of the item appear under the picture at the top, OR to do like a POINTxCOMBO type popup everytime something is eaten.
So for a pen with a 7 combo a little 15*7 would appear (or just the actual value, so 105 in this case).
Well done though, very fun arcade game (I could actually see something like this in an ACTUAL arcade haha). :D
Really great work, I loved the concept and you executed it well. :D
The graphics are quite good, especially for a game jam, and the soundtrack is solid. :)
A little bit more variety might have been nice, like moving obstacles or something like that, but what you had was enough to keep me engaged. I also do love the polished bonuses of the rage minigame and the police chase, very good additions.
Overall, a great game jam submission, well done! :D





