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Hayo

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A member registered Sep 07, 2016 · View creator page →

Creator of

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You can set the controls in the top menu. Default is arrow keys, z and x.

Hi!

I tried this last year and the game got picked up by other antivirus software. As soon as I get home (I am abroad now) I will look into it, maybe exporting it with the latest build of Fusion will sove it.

It should be able to switch to controller when a controller is detected by Windows.

Hitting him as many times as possible should do the trick!

Thanks!

That is weird. What happens when you unplug the gamepad?

Some of them are here: http://hayovanreek.nl/section-3-Games
Be warned, they are 20 years old on average!

Thanks again. It seems to me it is unwise to publish the project page before the game is done. 

Thanks, I will look into that. But should it not automatically be added to  "fresh games"? 

And as devlogs are concerned, I posted devlogs for this game for two years during production. Now it is done, what else can I do but post the trailer?

Hello folks,

Last week i released a game (https://hayo.itch.io/fishheadblueprint). I built the project page about 2 years ago (set to "under development") and posted updates using devlogs. When it was done I set the project to "released" and posted a devlog and ticked "major update or launch".
A week later the game is not showing up on any page, not even under  "fresh games". Now it is doing okayish on Steam but it does not get noticed at all here.  What am I doing wrong?

https://hayo.itch.io/fishheadblueprint

Thanks and good luck!

I have the same problem. Here are some possible fixes, not compressing the runtime being the easiest one: https://clickfusion.academy/prevent-false-virus-flags-fusion-2-5/

Thanks!

Hello folks,

I am happy to finally release Fishhead: Blueprint, the first Fishhead game since 2003. 
 
   

The game is based around a big overworld with 50 doors. Most of these doors lead to levels, some to other locations. In most levels you have to collect usb-keys to open doors, find switches, collect hammers and defeat enemies. Some levels have light puzzles, others have mini bosses. The game has around 40 enemies and other dangers.  You can get new moves (like wall-jumping and swimming) in labs, opening new parts of the game.

https://hayo.itch.io/fishheadblueprint

You can find it here: http://barbaareducatie.nl/
It is all in Dutch so not much use to most people :) Millo is an interactive historical atlas, Epoch is a digital history textbook.

But you are of course right, just made a new twitter account for my games today: https://twitter.com/HayoReek. Thanks for the idea!

Thanks for your message! I have thought about that, but a Twitter account for my games would probably be marked by long silences since education still takes a lot of my time. I do have social media accounts for my digital educational projects (which are doing much better than my games). 

I try to start really simple and have to work hard to ignore the urge to add complicated stuff early in development. The downside of this is many of my games turned out to be a little too simple because my engines were not flexible enough to add mechanincs later.

https://hayo.itch.io/roving-in-the-dark

My first game was made in 1998 and was called Fishhead and the evil Highhair. It was a single screen platformer made in Klik&Play and was rather buggy. I did not have access to the internet and had to learn mostly by trial and error. The biggest mistake I made was using the same object for your own bullets and the enemy bullets. Turning around while shooting got you killed.

Here is a pre-release trainer in which I promise this game will be done this summer. Now I have to keep my word.

Fishhead : Blueprint

Started a new devlog for this game as the old one was archived because I was unable to work on this game for about a year, sorry about that!
I got back to working on this game a couple of weeks ago and made a lot of progress. Bugs have been fixed, game mechanics have been improved, minibosses have been added and the graphics have been cleaned up. I'd say the game is about 95% done now, with only the secret world (which can be reached by getting 100% on the rest of the game) and general finishing up left to do. I will be sure to update this devlog and the project page often!

In short this is an action platformer with a simple graphical style. It is the fourth game in the Fishhead series (the last one was from 2003). The game is based around a big overworld which is housing around  40 levels and some smaller locations. In most levels you have to collect usb-keys to open doors, find switches, collect hammers and defeat enemies. Some levels have light puzzles or minibosses.  You can get new moves (like wall-jumping and swimming) in labs, opening new parts of the game.

Project page


New screenshots:





Clickteam Fusion for games and Construct 2 for interactive educational projects, Logic pro X for sound effects and music.

I will do that!

This game is absolutely amazing! As a history teacher I might use this in class once things go back to normal-ish.

Thanks!

Thanks, that is really good to hear!

Progress on this game has been slow lately because of other projects, but running full steam now. Just a little gameplay here video of one of the last levels I did. Working on the final world now while trying to give each level unique features (something that is still lacking in some earlier levels, working on that as well). This level features a lot of in-the-air action while being bothered by wrecking-tomatoes with spikes. 

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Karloman and His Iced Muffins has been released.

The game is a gridbased puzzle game.  You can walk around with the arrow keys, shoot fire-stars with ctrl (and of course you can configure that) or with your gamepad. You can also climb ladders and ropes. The main objective is to collect all iced muffins and get out. On your way you will find enemies, traps, blocks and bridges. Most enemies are easily evaded but you can also toastwith your (limited amount of) stars. 

Trailer:

Game:

https://hayo.itch.io/karloman-and-his-iced-muffins

It probably will, thanks!

Thanks! The release of this game on Steam is in the hands of Clickteam so unfortunately I don't control that. I will keep this in mind for my next release!

Just made a (rough) trailer showing some bits of the game. Will do a proper trailer when the game is done.

 Progress has been a little slower because of real life, but I started working on the final world, which is jungle/lava/beach-ish.
The new "move" you learn in this world is swimming (yes, Fishhead has not been able to swim before). Enemies incluse spearmen potheads, flying pothead bombers water tomatoes and spiked tomatobouncers. 

Thanks!

Hello folks, I am Hayo, 35 years old. I started making games in 1996. Way back I made games like the Fishhead series and Bernard & Hank, games that looked pretty good but had boring gameplay. Eventually I got a bit better at game design and such. I sort of quit in 2009 to focus on my fulltime teaching job and educational material development.  I partly quit that job now so I ave time for game development again. Just finished my first game in 9 years (Roving in the dark) and am in the process of finishing another one (Fishhead 4). I use Clickteam Fusion for games (started with Klik&Play) and Construct 2 for educational material.

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Fishhead:Blueprint is about 75% done. Recently I added new enemies or other dangers in places were things got too repetitive. More variation also comes in the form of different music tracks and background themes per world.  The game was suffering from stuttering here and there, this has been solved by streamlining the engine. 

6 more levels have to be designed, some bugs have to be ironed out. I hope to get this game done this fall.

Project page: https://hayo.itch.io/fishheadblueprint




Thanks!

Thanks a lot!