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HallwayGames

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A member registered Jan 23, 2014 · View creator page →

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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

Such a fun idea! The concept of power accumulation is so good, it was fun seeing the game get more and more complex as I went, with different interactions gettings harder to manage.

The audio was great and the graphics and animations were so fun to look at.

The level design was even great, overall just a topnotch submission.

I was getting old school Newgrounds vibes from this game (that's a compliment haha) keep up the great work all of you. :D

Simple and peaceful. To me this is basically "Kitten Cannon" meets "Flower" haha. Very zen, and quick enough to be addicting.

Feedback:

  • Make the tutorial "pages" skippable, to speed it up for faster readers.
  • The momentum gained from each seed ejection didn't feel like it made complete sense, although I might have just been misunderstanding the mechanic a little bit. My best strategy was to eject all but one of the seeds one after the other, in quick succession.
  • Might be worth stealing some ideas from Kitten Cannon, and allow you to upgrade your "tree" to have improved seeds, based on the distance you reached. Gives the game much more long term playability.

Well done on this zen experience, keep up the great work :)

A fun take on the bullet-hell "out of control character" type of game in this jam. While I like the general concept, and think you did a pretty good job at implementing it, I have just a couple bits of feedback.

  • The audio gets really repetitive really quick. This can be avoided by adding some variants of the shooting noise into the game. (Perhaps 2-3 noises for the player, 2-3 for red enemies and 2-3 for blue, or something along those lines, however I know that's easier said than done in a game jam haha).
  • I sorta cheesed the game, because I realised if you hold left, you're pretty much impossible to be shot at. Using this tactic I got to 100 health, and decided to quit. :P This can probably be avoided by adjusting the way you spawn enemies, but also maybe changing the way enemies shoot. If the enemies shoot towards where I'm going, that would require me to dodge (although make the game a lot harder), OR you can give the enemies shots a bit of spread, randomising their shooting patterns a little bit.

Overall though, great effort, I'd love to see this idea explored further.

A really fun little idea, that got a lot harder than I expected when the green sphere gets introduced. Definitely a solid concept that could be expanded on further :)

Feedback (if you want to keep working on it, or maybe just things to consider for the next jam):

  • The music track got real annoying real fast. This can be avoided by having a longer looping audio track, and make it persist through levels/restarts. Especially in a game like this where you are restarting so often, hearing the first 4 seconds of the track takes it's toll real fast.
  • Add a little bit of juiciness to the deaths, an explosion or some little visual tell, that you died. 
  • I know you were embracing the "Unity Default Project" look for this (no offense I hope haha), I've discovered a great trick to avoid that is to see the Clear Flags of your Main Camera to Solid Color, and choose a color. That blue/grey horizon is ingrained in most game jam players heads at this point I think haha.

Great work, you made a genuinely interesting game design in 48 hours, that's definitely worth exploring more, keep up the good work. :D

I love the concept of trying to reach "critical mass" of a population, and see a lot of potential in this. 

Definitely needs a lot more polish though, menus between levels and an actual "game end" state would be a big step in the right direction. Also a little bit more in-game guidance on how to use the chemicals would be very helpful.

Another awesome mechanic would be some other factor that changes population growth (might be a bit whacky, but imagine throwing in basic genetics, so you want the tadpoles with better genetics to be the one's that reproduce the most).

Overall great concept and a very good effort, keep up the good work. :)

Super fun idea, and very well executed. Simple and to the point. The last level definitely had me thinking for a few minutes, and I would have kept playing if there were more levels for sure. :D

I don't really have any feedback, you did the concept justice. :) Doing more with the plot could have added a juicy layer ontop of the neat gameplay, but that's easier said than done in a game jam haha.

Well done overall, keep it up :)

Fun and simple arcade style game. Had a good bit of fun with it. The graphics and animations were quite good (I love the slow down and zoom of the slash). The music and audio also felt really nice as well. :D

Feedback:

  • The lives system is a little bit confusing. I realised after a bit of playing that the lives are more there for if you miss a dummy, and not there for the spikes (which more often than not, insta-kill you). I think the solution is to either get temporary invincibility after hitting a spike, and only lose one life OR replace the hearts with pictures of the dummies, and make the spikes properly insta-kill you (not drain all the hearts really quickly).
  • Only other feedback or idea would be to give the player a multiplier if they hit multiple dummies at once. This encourages more risk/reward gameplay, and adds another layer of skill ontop.

Good job overall, keep up the great work. :)

Satisfying in only the way a game just about mowing grass can be haha.

Very pretty, with smooth controls. Everything that's IN the game is great, however it could have used more complexity to spice up the gameplay a little bit. It's hard to say what (it is a game about mowing lawns after all haha). Perhaps flower beds the player had to avoid mowing down, or something of that nature. That also would have added to the color palette of the game nicely. :)

Great work overall, keep it up. :D

Thank you so much for your feedback! I am so happy you enjoyed the humor (it's usually the focus of all my games haha).

From here on I'll address the bugs you mentioned, which DOES contain spoilers.
{SPOILER} Yeah, not allowing 2->4 was an oversight on my part. The kind of oversight that comes with designing a stupidly complex little puzzle game in 48 hours haha. Also yes, that laser bug is also a very good spot, so I'll fix that for my post-jam fix. It also sounds like you found my *game breaking* ending bug. I was devestated to realise after the deadline that one of the ways to reach the ending has a critical bug (I adress it in the description of the actual game page).

I love the art style so much, and even though you didn't make the audio, the music you chose fit really well. :)

The idea for the gameplay is great, it's very difficult but that comes with the territory of these types of games, and I suck at normal bullet hell's, let alone versions where you can't control your character haha.

Only real feedback is to add a main menu next time, and maybe a quick screen between levels to give the player a moment to breathe. :) These are big quality of life improvements that can take a game jam game to the next level.

Otherwise great job, keep up the awesome work. :D

A fantastic game. A fun take on the 2048 style merging games. If there was a mobile variation on this game I could see myself getting dangerously addicted. 

At first I thought "this is so chill and nice". Then you finally start reaching the edges, and the panic knocks up a notch haha.

Well done, love your work.

This is probably my favourite game of the jam so far.

The art style is awesome for a game jam, from the UI, to the level transitions, to the actual game, it's all great!

The music is so chill and professional, and the in-game SFX are also perfect.

And don't even get me started on the level design. You perfectly introduce each mechanic, I just wish there were more levels, you all did such an amazing job.

Keep up the amazing work!

Cute art style, funny dialog, and the premise itself is great as well. :D

The audio fits really well (I know you didn't make it, but you chose it well).

Well done, keep up the great work. :D

I really enjoyed this. It's a beautiful mixture of skillful and frustrating (may as well have called it Super Ice Boy haha).

The art is adorable. I was a little bit confused to why sometimes I could climb walls, and sometimes I couldn't (I realised after some trial and error this was bound to how cold I was). This mechanic could be used in some awesome ways. :)

I gave myself a pat on the back for finding all of the fountains, and my only advice after finishing it would be to maybe tone down the slipperiness just a fraction, because I think the auto-jumping off walls is a great mechanic in its own right :D

Keep up the great work!

As a multiplayer game this would be so much fun. Playing it on my own just sorta stressed me out so much, I didn't make it very far haha.

Soundtrack was killer, and the general idea was really good. :)

Keep up the amazing work.

Thank you! :)

Yeah it was quite ambitious, but doing voice work and comedic elements is probably my favourite part of game jams (and I worked around the clock all game jam to try and pull it off). :D

Thanks for the kind words  :)

First of all I've never seen this type of controls before, it's really cool! 
The only downside for me is that I couldn't pass the second level... I realised after a little while you get more jump height by jumping as soon as you hit the bottom of the ramp, but still couldn't get the height.

In future maybe ease the player into those kind of game mechanics. 

Otherwise though, I really liked the audio, the mech felt like it was really stomping around, and the UI for changing gears made perfect sense after a little practice.

Keep up the amazing work, well done! :)

Fun little FTL (I'm assuming) inspired game. Could become a really fun multi-tasking game in the same vein as FTL with some extra mechanics added in. 

Love the way the audio is adjusted as the ship takes damage, and the graphics were really nice. (Even if you didn't make the art and audio, it definitely fits well, which is all you REALLY need for making a game).

Keep up the great work :)

Thanks for reporting this. What did you collide with that shifted you up? I had experienced this bug during development, but I thought I removed everything small enough to actually shift you up.

And yes, as you can imagine getting the narrator perfect for this, in such a small time period, was quite difficult haha.

Thank you for playing! :)

A fun game, that garden was totally out of control indeed haha. I think the game could benefit from a snappier shorter gameplay loop, so I wanna keep trying to beat my score  (maybe 60 seconds instead of 120). Very cute art style though, and the music (even if you didn't make it) fit the game perfectly. :)

Well done, and keep up the great work :D

Side note for future reference before I start, most people who download game jam don't like having to install them. I don't know much about Game Maker though, but if you can avoid it in the future you'll get more game plays. :)

Now to the game, I love the song at the start, your voice reminds me of the guy from Cavetown. Also the meta jokes are RIGHT up my alley haha. Meta audio is probably my favourite game mechanic.

Love the visuals, the ending animation is adorable. The gameplay overall is a little boring, but the universe you built is really cool.

Good job to the three of you, keep up the amazing work! :)

First of all the art and animations are really nice. I think I understood the point of the game but taking over the person's mouse was quite difficult. I think the game would have largely benefited from a smaller and quicker game loop. Waiting for so long after failing to grab their mouse so many times makes it hard to practice.

Great work though, keep it up. :)

Amazing art style and audio, and a very cool gameplay loop! A more polished version of this could be a genuinely great full game.

Well done and keep up the great work!

Very interesting concept, a good tool to learn touch typing in a weird way haha.

My suggestions for polish would have been things like a noise .5 seconds before the switch happens, to give the player a fighting chance. The platforming could have also been improved a bit, the jumps and ramps all feel a bit off.

Fun little prototype though, great work and keep it up. :)

A cool concept, and a very good effort for your first game for someone new to programming! :)

A few suggestions would be to reset the cube properly when you press "R". If I was a sphere when I press R, I start the next round as a sphere. Also to show the player when the actions are actually happening (explain that every second the next action happens, or however it works).

Great effort, keep up the good work and good luck in all the future game jams to come. ;)

Very nice game! Firstly I love the graphics, cute and simple, I really liked it. The UI was also nice and clean, and easy to understand.

The tutorial could have probably been sped up a little bit BUT I like that you added one in the first place, most game jam games suffer because they didn't have an explanation.

I also really liked the audio, it felt like i was playing a kid's educational game again and it reminded me of primary school/highschool haha.

Being able to explore the level from the start would be nice, but I also understand if you prefer the player to keep iterating on their pattern. :)

Overall amazing work, keep it up!

Very nice game! Firstly I love the graphics, cute and simple, I really liked it. The UI was also nice and clean, and easy to understand.

The tutorial could have probably been sped up a little bit BUT I like that you added one in the first place, most game jam games suffer because they didn't have an explanation.

I also really liked the audio, it felt like i was playing a kid's educational game again and it reminded me of primary school/highschool haha.

Being able to explore the level from the start would be nice, but I also understand if you prefer the player to keep iterating on their pattern. :)

Overall amazing work, keep it up!

A really fun mechanic, the sound design was pretty good, and the visuals were great for this style of game. Good use of the theme as well. If there were more levels I definitely would have kept playing, great work, well done! :)

(1 edit)

Thank you for the lovely words! :)
I was hoping a lot of people would choose 1,2,3,4 first tbh haha.

Love the idea of playing the stage safely and then playing it much less safely, would have loved to have seen more of that.

I also love the art style, the second level especially (I didn't make it past that level though unfortunately, holding Ctrl to wall cling was starting to get uncomfortable after 10+ minutes of playing). The background and foreground of the second level really wow'd me when I saw it, well done. :)

If it wasn't for the controls I probably could have played for ages (I was a big Super Meat Boy fan, and I see a lot of it in this). :)

Keep up the great work team!

Love the idea of playing the stage safely and then playing it much less safely, would have loved to have seen more of that.

I also love the art style, the second level especially (I didn't make it past that level though unfortunately, holding Ctrl to wall cling was starting to get uncomfortable after 10+ minutes of playing). The background and foreground of the second level really wow'd me when I saw it, well done. :)

If it wasn't for the controls I probably could have played for ages (I was a big Super Meat Boy fan, and I see a lot of it in this). :)

Keep up the great work team!

The visuals combined with the audio were great, very bright and whacky, I love them. :)

As far as the gameplay goes, a penalty for spamming space bar definitely needs to be there to keep the difficulty/timing challenge there, but otherwise it was really fun, well done. :)

The visuals combined with the audio were great, very bright and whacky, I love them. :)

As far as the gameplay goes, a penalty for spamming space bar definitely needs to be there to keep the difficulty/timing challenge there, but otherwise it was really fun, well done. :)

I really enjoyed this :)

At first I was like "But wait this is easy, its just dig, water, harvest, and burn the weeds... right?"

Then moments later as i accidentally switch to fire and burned down my entire crop, I understood the complexity haha. Well done, very fun little game. I would love to see a mobile version one day with a smaller grid. like bamsarker recommended. Well done!

Hey lookMANimator,

As other's have said, unfortunately you haven't uploaded the files correctly. 

For future reference next time, when you build a Unity project for Windows it generates a few files which includes (in my case, may vary slightly in yours):

  • YourGameTitle_Data
  • MonoBleedingEdge
  • YourGameTitle.exe
  • UnityCrashHandler32.exe
  • UnityPlayer.dll

So the best way to upload a Unity game for download is to put all those files in a single zip file, and then upload that. This allows the person who downloaded it to just unzip the folder, and then click on the .exe to play the game.

Good luck next time, and I hope I could help! :)

By the way, the game looks really good from that screenshot, if you end up uploading it anywhere else let me know because I'd still love to play it. :)

Hey Jacob,

As other's have said, unfortunately you haven't uploaded the files correctly. 

For future reference next time, when you build a Unity project for Windows it generates a few files which includes (in my case, may vary slightly in yours):

  • YourGameTitle_Data
  • MonoBleedingEdge
  • YourGameTitle.exe
  • UnityCrashHandler32.exe
  • UnityPlayer.dll

So the best way to upload a Unity game for download is to put all those files in a single zip file, and then upload that. This allows the person who downloaded it to just unzip the folder, and then click on the .exe to play the game.

Good luck next time, and I hope I could help! :)

(1 edit)

As other's have said, unfortunately you haven't uploaded the files correctly. 

For future reference next time, when you build a Unity project for Windows it generates a few files which includes (in my case, may vary slightly in yours):

  • YourGameTitle_Data
  • MonoBleedingEdge
  • YourGameTitle.exe
  • UnityCrashHandler32.exe
  • UnityPlayer.dll

So the best way to upload a Unity game for download is to put all those files in a single zip file, and then upload that. This allows the person who downloaded it to just unzip the folder, and then click on the .exe to play the game.

Good luck next time, and I hope I could help! :)

As other's have said, unfortunately you haven't uploaded the files correctly. 

For future reference next time, when you build a Unity project for Windows it generates a few files which includes (in my case, may vary slightly in yours):

  • YourGameTitle_Data
  • MonoBleedingEdge
  • YourGameTitle.exe
  • UnityCrashHandler32.exe
  • UnityPlayer.dll

So the best way to upload a Unity game for download is to put all those files in a single zip file, and then upload that. This allows the person who downloaded it to just unzip the folder, and then click on the .exe to play the game.

Good luck next time, and I hope I could help! :)