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Galloway Games

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A member registered Sep 19, 2021 · View creator page →

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Thank you!

Thanks for checking it out! This was something we should have made clearer in-game - you can't actually beat the boss yourself, the goal is to escape back to the first screen once he starts chasing you.

Unfortunately we didn't have time for a proper end screen, so yes, it sounds like you did make it to the end, haha. Thank you for playing!

Thank you! Something like Geist was actually one of the first ideas pitched, though the mechanic ending up bearing more of a resemblance to Mario Odyssey in the end, haha.

Hi, we also have a web build available here: https://lexouduck.com/pages/games/gamejams/mask_of_the_reaper/game/index.html

Cute game! The pixel art is very expressive and the characters have a lot of personality, well done.

Love the idea of a Game and Watch Gallery-style game. Spectre was fun and I'm looking forward to the post jam update!

Greatly enjoy this concept and the execution is very solid and funny!

due to  the interference of an inopportune power outage, our submission page is now over here: https://gallowaygames.itch.io/mask-of-the-reaper

please go there to download our game, thank you!

Thanks for all the kind words!

Thank you! Good ideas all around - frankly, I think the number one thing the gameplay style needs to work perfectly is a bigger screen, haha.

Thanks for playing! We'd have loved to have had a bit more time to really fine-tune the levels to make the most of the mechanic, for sure.

Thank you!

Thanks for checking it out!

Thanks for playing! We think the bouncing projectile idea has a lot of potential for sure - we barely scratched the surface of it here.

Thank you!

Thanks for checking it out! The camera lerp definitely wasn't ideal, but we opted to keep it in the interest of time, as we had more critical gameplay issues to iron out in the short time we had.

Thank you! Camera was definitely a tough thing to get right - we felt it needed to look in front of the player to account for the small screen size and the need to be able to see ahead of you to line up the projectile properly, but the smoothing solution we opted for was definitely imperfect. If only we had more time!

Thank you! So would we, haha.

Unique idea, with solid puzzles and funny narrative framing. I think the tractor beam could stand to be a little faster, and the rotation a little slower - you have to be super precise and careful with rotation, but the beam ends up taking a very long time to pull things in once you have a clear path. The main challenge with speeding it up I could see being how you also have to use it to move things laterally, but maybe there could be adjustable speed settings?

Fun game! I like the movement a lot, really fast but very responsive when you want to slow down and change direction. A lot of good attention to detail, like not letting thought bubbles that spawn over you collide with you right away. The only thing I think would be nice to have is some visual indication for how far your focus blast goes.

Thank you! In case you weren't aware, the space bar is just one option for jumping (mostly for the WASD control scheme). You can also play the game with the arrow keys and Z/X if that's your preference, or a gamepad!

Cute game! I appreciate the attention given to UI and options - it's easy to leave out options when you're on a tight deadline, but they can really enhance how polished the game feels. Love the border!

Very well made and clever. I think it could have used more music and possibly some aesthetic variation every couple of levels or so, but what's there is solid and works well for the gameplay.

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One of my favorites I've played so far. You get a ton of mileage out of the mechanic and it feels great, awesome work!

I do think I got permanently stuck in a room on the left side - there's a spot where you need to place an anchor down to pick up a fuse, but if you die before you get to the fuse, the anchor spawns somewhere you can't get back to, if you got the checkpoint right after it (the room that you need to be holding the anchor to protect your head from the spikes). I'm sure this would be an easy thing to fix.

I am extremely bad at this, but am very impressed by the presentation and polish. Great work.

Thank you! Glad you enjoyed it!

Thank you for playing! Really appreciate it :)

Thank you for the feedback and for playing! Yes, it was a lot of fun working on it!

Thanks a lot for playing, we really appreciate it!

Thanks a lot for the suggestions and for playing!

Thanks for playing and for the feedback!

Thanks a lot for playing! Glad you enjoyed the enemy designs!

Really appreciate it, thanks for playing!

Thanks for playing! Glad you had fun with it!

Thanks for playing and for the feedback!

Thanks a lot for playing!

Very cool and extremely polished game. The nature of the resolution/perspective can make it tough to tell whether or not you'll take damage sometimes, but the challenge still feels mostly fair. Overall looks and feels great.

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Funnily enough, as the person who wrote most of the music, I've never played a Castlevania game! Obviously the rest of the team was heavily inspired by Castlevania for this, though, so I tried to write the kind of music that I imagined Castlevania games must have, with a bit of my own personal taste thrown in, haha. Glad to hear I was pretty close! Maybe I'll finally play SotN now...

Thanks for playing!

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Thank you! Very high praise, glad the game resonated with you so much.

I wouldn't say we ever considered working with real hardware, since we wanted to use whatever software we were most comfortable with in order to get things done quickly (this was built in GameMaker), but we did wonder how much of the game would be possible, especially considering the detailed art and animations. We mostly assumed it would be way too much, so it's cool that you think it could maybe be done.