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Hayden's Studio

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A member registered May 09, 2018 · View creator page →

Creator of

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Fantastic game so far. After about 15 or so mins, entered a new level and opened the first door... Bomber Zombie spawned right at the door killing me instantly. Had a good laugh.

Looks good, serves it's purpose as a prototyping asset.

Sent a small donation for your effort. Cheers.

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Just a Tip: Personally wouldn't recommend using this font for your itch page, hard to read and the size/spacing is too big.

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Feedback; 

Once the conversation ends, there is no mention of the jump button allowing you to progress. Either indicate what to do via UI, or simply disable clouds when convo is done.
Personally i'd add prediction UI, indicating where the purple balls will come well ahead of time. For example you could spawn the row of balls, lock their position for 1-2s with a scale of 0. During that 1-2s scale up to it's original size and release them.
Reduce the player's collision box by 20-50%, as it's hard to get precise movement via keyboard. This can also be fixed with snapping player movement to the rainbow lines. Move left/right and it'll jump you to the next lane.
With "Brainwaves", tapping or holding down the mouse has the same effect but drains much more juice if held down. Since aiming doesn't seem necessary (as you just want to clear balls right below you) You'd be better off sending a large bolt right down the lane, for a fixed amount of juice with a single click. Or perhaps turn the bolts into a shield that destroys "ANTs" when colliding with the player, removing fixed amount of juice each collision.
Recommend starting the fall slow and gradually increase game speed similar to Tetris.
Managed to finish with a bit of cheese at the end. Once you have enough juice, you can pick any lane and quickly tap the mouse to zap what ever is below you.

Ending Notes;

Overall decent experience, for the short timeframe and being your first Game Jam. You did well to keep the scope small.
Good job, looking forward to the next.

Glad to see you finish your project on time, well done. Fully aware that you are a beginner and still learning, so don't take my feedback personally.

Music is too repetitive, you'd be better off making a slow compositing to drag the notes on over a 60-120 seconds instead. Making a more sci-fi eary feeling soundtrack with some random beats or taps to add tension. 

Movement feels very floaty, tightening up the character's motion will help (Increase gravity, jump speed and overall movement, add more friction or learn about Input.GetAxis, so we stop as soon as we release the keys). Getting stuck on the walls, is a little frustrating, and there is no kill zone under the scene to kill the player if they fall out of bounds. Would like to see WASD added and a double jump perhaps?

The combat is rough, but functional. It seems almost impossible to kill them without pressing attack, then instantly blocking. Noticed the 2nd scene's dummy enemy, has his attack bar go up slowly. Yet the other levels they spasm out, allowing the enemy to attack 2-4 times faster?

It's good to see the tutorial was built into the level itself, rather than having to read a massive wall of text or instructions. Scenes load fine, your combat/detection systems seem to work as intended(does need refining, as to be expected with a game jam). But overall worth a quick playthrough. Good job.

Cheers, happy you had a good time. Special thanks to @TheOwenEx for the last minute voice acting. Added so much more depth to the game.

Fantastic, glad you enjoyed the experience. It was an incredible rush to get everything done within the timeframe.

Your English is very good, and easy to understand. Don't worry about it, keep improving each day. You're doing well.

Brilliant, glad you enjoyed the experience. Spent around 3-4 hours placing those notes by hand(Excluding the 2 spamming sections -- done by code), and another 2-3 hours fiddling with the music syncing and timing offsets. Completely agree with not needed to fly the ship, as there is no consequence(death), flying is actually pointless. Definitely will be adding better feed back when hitting notes, in a future update(4-6 days?) -- it's difficult to balance since you don't want to overpower the music with an annoying beam sound every few milliseconds. Talked about it with @fortythreesam, in the comment section below.

In hind sight, i should of spent an hour or two filtering through the project to remove un-needed assets.  To try reducing the game's file size. Noticed quite a few people dismissed this game purely because of the file size, which is very fascinating. 

Anyway, appreciate the feedback. 

Good job mate. Love the randomly generated aspect. I would like to see more control with jumping, allowing you to jump at max height or just one block based on how long the jump key is held down. Or by pressing down, you quick descend. You might get stuck/blocked on one of the starting fence lines,  occasionally random jumping (thought this was caused by "tripping" over a rock, but it happens on plain grass too). 

Personally i would slow down the falling blocks(Will call it "Death Wave") for a few seconds and gradually increase it overtime matching how well the player is going. So, for example always keep the death wave at a max of 100 meters, allowing it to go to 120, but always lerp to 100. (So the player feels that they are making progress even though they are not). If player is at 60-120, make the death wave move very fast, at 40-60 meters  moderately  fast, 0-40 completely based on how fast the player is going. (Adjusts for slow player's, and the hardcore speed runners so everyone gets the exact same experience.)

Overall, you did very well. Good pacing, decent visuals and enjoyable gameplay.

Interesting game. Really like the concept and the simple yet effective AI movement. Well done.

You'd be better off having WASD to move, with the arrow keys solely for reloading instead. Or tapping space when out of ammo, could enable slow motion giving you time to reload without getting yourself killed. Also, when the enemy corners you, you can be pushed through the walls. As seen below.


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Feedback would be greatly appreciated, you don't need to rate. But check it out, spent a lot of effort making this: https://haydens-studio.itch.io/last-hope-battle-sync


Perfect, that's what i was going for. If only we had one more day, could of refined the experience even more. 

Cheers for the comment.

Fantastic, glad you enjoyed the experience. It was such a rush to get everything done on time, yet still missed a few key features like the death mechanic, and better feedback when hitting notes. Bare in mind, this was actually developed by one person. Had to get a voice actor in the last few hours, and he(@TheOwenEx) did an awesome job.

Thank you for the compliments they are very welcome.

Thanks for the heads up, should of used an emulator to check the mac version. Will definitely mend that after voting ends.

Glad you enjoyed it, really hit this one hard -- only slept 3-5 hours in total during the jam. I'm curious, what did you find funny exactly?

Brilliant, glad you enjoyed it.

Honestly nothing to really criticize about, apart from that you'll occasionally get multiple points from one fish. (I assume it's a spawning issue) The colours are bright and attractive, movement is fluid, when you get hit you don't feel cheated as it's 100% your mistake, etc. Overall a very good experience, you've done well. 

Curious as to why you created 3 lanes, rather than compete randomization?

Also had a little fun with the game files as seen below.

Interesting, that would allow the player to focus more on the notes. And i agree with not knowing exactly when the missiles will hit, that will be fixed in a future update for sure. Right now those red lanes are calculated based on the missile's distance to the player, so if the player turns sharply they can completely miss and have to circle around. With the floating feel, this will be mended with a smooth follow camera(not attached to the player), and giving the player's ship a random position to move to every few seconds (Within a 1 meter sphere, not effecting our left/right movement). To make it look more like you are actually flying rather than being on a set path.

Thank you for the feedback, everything is appreciated.

Simple but an enjoyable experience. I challenged myself with avoiding all crystals as well, which took a while, but is achievable excluding some of the unavoidable ones. I would like to see WASD controls added, some music, checkpoints as stated below, maybe some 2D shadows and post effects like bloom, ball squish/bounce animations, maybe a particle system when hitting walls, etc. Overall well done, it's impressive you pumped out so many levels.

Got the answer correct the first time (No cheating), but went in again to see what happens if you fail. Nothing for a moment... Looked around... Scared the hell out of me. Hah, very nice. 

Nothing much to comment on, overall a decent experience. With good visuals and atmosphere.

Some of the letters like K look like R, for example. Using a crisp clear font would help. I would like to see when a word is complete, a cannon ball gets launched at the closest enemy or on the sides of your ship (So you need to finish a word aiming at the enemy). A little camera shake when typing letters can add some juiciness. Overall a good game for the 48 hours, well done.

Visual damage is coming soon for sure, want the ship to be damaged progressively until it breaks apart and explodes. Would there be a more engaging  way than just adding text you think? Animations, particle system, sprite swap, etc? Also what do you mean with a symbol, genuinely curious. Thanks for the feedback.


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Oh, didn't even notice you could hold it down thanks. The red circle means you missed the note, green for a good sync. Also, when hitting a sync, you actually do shoot the enemy fighters with a blue beam and can kill them, if you miss the note they fire a purple beam at you. Just needed one more day to polish it up, but oh well. (There are a max of 20 enemy fighters, that respawn every 5 seconds that decreases to 1.5 seconds later on -- wish i increased that value, wanted the end segment to swarm the player as the image below shows) Cheers for the feedback, will definitely be adding the fail state for sure and more polish. 


Having to run both the server and main game is a bit of a pain. People generally want to just jump right in.  While simple, i do quite enjoy your game. Wish there were more levels to explore, or perhaps something to collect.

That's good to hear, spent a lot of time on this.
There is audio, but was turned down since it would be annoying hearing a beam shooting every few milliseconds. We could add a camera rumble effect, or add physical damage on the ship perhaps. What do you suggest?

Agree with T-MotiF, once you quickly figure out what's going on, it becomes pretty boring due to the lack of challenge. Overall a good game, with clean visuals.

Reminds me a lot of the game Beats & Shapes. Interesting idea, the visuals are simple but attractive to look at.

Movement is a little slow, the cards would be better centralized and a bit more up so they are easier to grab. The whole idea is pretty interesting, good work.

Appreciate  the comment mate. If you don't collect the orange circles you can continue until the every end; get's pretty epic. Pretty annoying that tiny problem ruined the other 2 minutes of gameplay though, spent many hours fine tuning it.

Thanks again for the quick notice. Your voice lines added quite a lot.

Samurai's Choice (Cross Campus Game Jam 2018) #xcampjam2018 Updated Visuals, added a few cutscenes and other assets. Along with expanding the map and adding more SFX. Just over 5 hours left to go! 

Cheers, definitely will be changing the camera in a later update.

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Samurai's Choice

You are a samurai with a family. After being falsely accused of treason you are sought out by the feudal lord of this land. You must do everything you can to protect your family and reach safety.

Will update this with more info later, really need to get some sleep. Most likely 3:00am by the time i head off to bed.


Very nice mate. Only suggestion would be to reduce the thickness of those Lily Pads, just doesn't look right being so thick; unless that is the style you are going for.