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  Kid Hallow: Sci-Fi Pack Update #11 02:20 PM -- Mon February 21, 2022  

The Sci-Fi Pack is coming to Kid Hallow! It will be a free update with 20some new tiles/monsters/etc, 3 new costumes, one or two new backgrounds, new music, and some special features.


The pack is coming soon, but we still have weeks more previews to preview! So I'm jamming them in at high velocity, and here's your latest funjection(tm) straight into your brain.

Security Lasers are pretty much vertical Dragon Statues, though how you deal with them is quite a bit different. They will vaporize anybody, and they don't have to recharge after doing so. But you can turn them off with electricity, or you can block the beam with something indestructible like a Crate.

The Knight gains amazing new Golden Armor when he takes a Power Pill (plus... emerald weapons? I guess? Jade?). This protects him from one hit and gives him the power to drop his shield, which apparently was stuck with his normal suit of armor. The shield works as a bullet blocker, an electrical conductor, and of course as a handy stepladder. But of course you won't have a shield anymore until you go pick it up again!

The Wizard actually gains two new forms of magic, making him one of my top 3 Power Pills! With Nature Magic, he can wrap enemies in vines permanently (one at a time), effectively turning them into crates, and he can summon Magic Beanstalks which are extra handy since any character can take advantage of them. Or even badguys.

With Wind Magic, the Wizard can summon his own column of upward wind anywhere he likes (one at a time), and he has the ability to levitate in mid-air, calming all the winds in the level at once. This power is very niche, but it can be used to stop things from getting pushed around, or just to hover in place in order to time your fall into a dangerous situation. It can also stop your upward momentum to avoid hitting spikes, but that requires some serious speed (so you know level builders will definitely make you do it...).

I am considering adding a "Wizard Limiter" to the level options, because once the Wizard gets a Power Pill, he can do just about anything, and it will probably be tricky for level designers to design around that. You can make a beanstalk, then make a wind column on top of that beanstalk, and end up miles high in the air (and then teleport sideways from that height!). So I think it might be nice to offer settings to define which powers your Wizard will have access to, if you want to rule some out. It seems a little strange to include level settings just for one specific costume, but if it means you can make better levels, tailored to specific wizard powers, it might be worth it. Plus it means the wizard costume alone is really 15 (slightly) different costumes! So that's something I'm mulling over right now.
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