HALLAWAY by benmcnelly

[raw]
made by benmcnelly for LD32 (JAM)
HALLAWAY: The greatest weapon is the one you forget you have. Use your superior intellect to follow the clues and save yourself. Keep your sanity, and your wits about you, and you should be able to read the subtle nuances in peoples faces and discern who to trust.

W/A/S/D to move, hold shift to move faster
Esc to return to menu, or quit

We need sleep right now, but will put up a mac port and Oculus (DK2) version later!

Ratings

Coolness 81% 2
Overall(Jam) 3.17 558
Audio(Jam) 3.59 154
Fun(Jam) 2.59 828
Graphics(Jam) 3.48 427
Humor(Jam) 2.85 522
Innovation(Jam) 3.41 300
Mood(Jam) 4.04 45
Theme(Jam) 2.59 916

Feedback

MJaawa
20. Apr 2015 · 12:16 UTC
Love the concept of the talking paintings, very fun psychological puzzler :)
rectangular Tim
20. Apr 2015 · 12:54 UTC
This game was too annoying for me to beat. The last thing I need after dying is to slooooowly walk through the same long hallways making exactly the same choices as last time while listening to the same audio clips over and over and over again. Also it would have been nice, if choosing a door gave some kind of feedback - an animation, a sound, anything - instead of just silently teleporting you. It's impossible to play the game at the lowest resolution, because the play button is off the screen. The mood was perfect. If I had had the superior intellect required to never die, this would have been a fun movie to watch.
Domicuc
20. Apr 2015 · 16:24 UTC
Wooow nice! Concept is good, funny :)
also check my project x)
Hyoga-3D
20. Apr 2015 · 16:31 UTC
Very diferente game, good entry.
Ilseroth
20. Apr 2015 · 16:46 UTC
Game was frustrating and not really fun to play. A game with a bunch of choices with no means of knowing what they are shouldn't warp you to the beginning when you make a mistake.
EthanWebster
20. Apr 2015 · 16:54 UTC
Very interesting concept. I think walkspeed could be increased. I'm not sure it fit the theme though, but overall it was enjoyable. I'd like to see you expand it.
Barink-social
20. Apr 2015 · 16:55 UTC
cool, never thought about the theme this way. good work with the paintings. did have some issue with the menu only being half on the screen when playing in windowed mode with resolution 800X600
swipefaststudios
20. Apr 2015 · 17:00 UTC
Cool Mood but wish there were checkpoints so we didn't have to start over! Trust No One!
Techblogogy
20. Apr 2015 · 17:00 UTC
Wow! This has given some chills. Fantastic game, nice mood
plams
20. Apr 2015 · 17:02 UTC
Wow! Thumbs up in the art and mood department!
Kinzata
20. Apr 2015 · 17:07 UTC
Love it! With the exception of needing to walk allll the way back just because I made the wrong choice. I realize that it's the punishment for choosing wrong, but it got old very quick.
RainbowSexyFish
20. Apr 2015 · 17:12 UTC
Shit. I should have listened to the picture guy DX

I wound up getting caught in suspense. Good job. The walking is so slow, it kind of encourages giving up when you reset though.
Alice
20. Apr 2015 · 17:30 UTC
I won! Wow, I must have restarted that like though >.< I really love the idea, and you guys really managed to pull off a fantastic creepy atmosphere in the game.

But I have to agree with the others saying the game is too frustrating. I don't know if there were clues about which door to pick other than the talking paintings, but the only clue I found and used was the one in the last room that listed all the doors by room number. I feel like more clues, or if there are some I haven't noticed, more obvious clues, would make the game a lot more fun.

I have to say though the talking paintings, the music, the lighting all worked really well together to create the atmosphere, and the idea itself is great.
🎤 benmcnelly
20. Apr 2015 · 17:35 UTC
We made up clues to place through the levels but simply ran out of time, even though it was a Jam entry, we all have day jobs and had to finish it over the weekend. We know its punishing to have to restart but for us we wanted to make it worth it for those that finished the game! Congrats Alice!
garat
20. Apr 2015 · 18:11 UTC
Very interesting concept! The music often overwhelms the audio coming from the posters is the only highly critical feedback. :) Made it hard to hear what was being said on occasion!
thenerdster
20. Apr 2015 · 18:59 UTC
This was so much fun to work on. Thanks again Ben McNelly for the invite!
AlexDJones
20. Apr 2015 · 19:07 UTC
Great entry! Really interesting concept and it looks great. Nice to have a slower paced game in the LD
LTPATS
20. Apr 2015 · 22:03 UTC
This was really engaging and I liked the overall concept. Having to restart every wrong decision felt like too much personally, especially since the decision making was a bit random a lot of the time. Overall I had a lot of fun playing, great work!
babilounet
20. Apr 2015 · 22:10 UTC
Great !
Finn
21. Apr 2015 · 10:52 UTC
I love the idea, but don't like the execution. I found that my biggest threat was overthinking things.
"Ok, so I shouldn't trust my hallucinations so it MUSN'T be door 2! No, I was wrong. Ok, it is door 2. But he's saying door 2 again. He couldn't be right twice, can he? Nope, it was door 2."
"Jesus it was door 2 three times in a row!?"
"Ok, so that investigation guy said always take door 3, and he was right the first time. So I should go through door 3 despite the painting saying door 1. Nope I was wrong"
Then I gave up because I couldn't be bothered to walk down the hall for the tenth time, and I was using the sprint button!
I was expecting it to be a 'Detect the liar' puzzle or something, where you have 5 or so paintings and only one tells the truth. "Listen to me, painting 2 and 5 always lie" "I always tell the truth, it's door 2!" "Painting 1 always lies, it's door 3" etc.
DesignerNap
21. Apr 2015 · 12:37 UTC
Great idea but far too punishing/time consuming for those who want to experiment. Take a page from the "PT Demo" and only restart the same room again instead of the beginning. Great execution though.
edve98
21. Apr 2015 · 12:47 UTC
I totally agree with Finn, it is really punishing to restart everything if you fail, and just print back to where you left off. Again, I was expecting to see a "detect liar thing". Sometimes the occasional load sound was too loud
Hatsome
21. Apr 2015 · 17:40 UTC
I really liked the talking paintings, to walk all the hallways again after loosing was a bit frustraiting.
Sytech
21. Apr 2015 · 18:09 UTC
Really nice atmosphere and good concept! It became very frustrating after a while though, mostly due to the slow walking/running speed.
retr0verse
23. Apr 2015 · 07:27 UTC
reminds me of the Stanley parable, though you walk really slowly.
andrewkennedy
24. Apr 2015 · 01:36 UTC
Great atmosphere and cool voice acting. It was just too frustrating to have to keep walking down the hallway again and again.
jplur
24. Apr 2015 · 01:41 UTC
Ah wow, this really had me on edge, in a good way!
ProjectX593
24. Apr 2015 · 01:47 UTC
Interesting concept but having to go through the entire game all over again every time you make the wrong choice is really annoying. Would have been better if there was a quick death screen and a retry button that put you back on the same level.
ConflictiveLabs
24. Apr 2015 · 02:12 UTC
Loved it
Snicklodocus
25. Apr 2015 · 02:16 UTC
I'll repeat what people are saying about the lack of checkpoints. Still, I really enjoyed the mood and overall concept. It's cool that it's Oculus enabled as well. Good job!
01101101
11. May 2015 · 12:47 UTC
Haunted mansion inspiration creepy moody !!!! yeah !
jk5000
11. May 2015 · 13:55 UTC
For me the game was perfect. The lack of checkpoints makes the whole experience so much more intense. And when you finally reach the end, you feel that you really have achieved something. The combination of the sound of footsteps, the music, the videos and the dark hotel hallways, helping to make the right scary atmosphere. Well done!!!