Kid Hallow: Sci-Fi Pack Update #7 | 04:27 PM -- Fri January 14, 2022 |
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Kid Hallow: Sci-Fi Pack Update #6 | 02:24 PM -- Fri January 7, 2022 |
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Kid Hallow Winter News! | 04:11 PM -- Mon December 20, 2021 |
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Kid Hallow: Sci-Fi Pack Update #5 | 06:30 PM -- Mon December 13, 2021 |
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Kid Hallow: Sci-Fi Pack Update #4 | 12:15 PM -- Sun December 5, 2021 |
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Kid Hallow: Sci-Fi Pack Update #3 | 04:03 PM -- Sun November 28, 2021 |
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Kid Hallow: Sci-Fi Pack Update #2 | 10:20 AM -- Fri November 19, 2021 |
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Kid Hallow: Sci-Fi Pack is coming! | 05:41 PM -- Sat November 13, 2021 |
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Kid Hallow Insider Info #4 - New Stuff! | 07:12 PM -- Mon November 1, 2021 |
No-Monster Zone - What a piece of artwork! How does he do it!? This item which looks suspiciously like the No-Costume Zone does exactly what it says - prevents monsters from entering the tile. Very very very handy. | |||
Secret Room - I spent so much time fighting levels in Costume Party that hid things from players, leaving you to guess what was happening behind secret passages. Well, I gave up fighting! The Secret Room covers things up so you have no idea what's going on (of course, the new Download A Copy feature means you can just peek at it anyway). If you enter a Secret Room, every Secret Room touching it is revealed at once, so you can explore like a real adventurer. | |||
Window - This is exactly the same as the Secret Room, and it even integrates with it. The difference is, since it's a window, you can see through it. It's about style. | |||
Background Bricks, Background Window, and Background Torch - Just for looks! These go in the Overlay layer, but unlike all the other Overlay tiles, they show up behind everything else instead of in front. So you can make nice brick interiors to your haunted castles. One other little touch: the Background Torch (and any other tile that looks like it makes light) actually produces light in "Dark" levels, allowing you to light the way in areas the player can't see yet. | |||
Rock Candy - This evil little treat is delicious - so delicious that you earn massive points for collecting multiples of it. Unfortunately, it's also quite fragile. Take one hit and you lose all the Rock Candy you're carrying (you score it when you bring it to the exit). Also, enemies will specifically attack and destroy it in the world! | |||
Hallow Home - This tiny haunted house is almost the same as a level exit. Princesses can go there, and you can deliver Rock Candy there. There are just two differences: you can't win the level by going there, and Baby Penguins for some reason can also go here and score you 100 points. | |||
Upside-Down Crate - Wait a minute, this isn't new! But it used to be exactly the same as a normal crate. Now, it's a little bit different... See if you can spot the difference! It adds a whole world of level design possibilities. | |||
Bonehead - Nothing wrong with adding a totally normal, super weak enemy! | |||
Eyeball Tree - PurpleKoopa's creation! These things are downright nasty, shooting bullets aimed at you directly through walls. Also, I did the art from memory before seeing them again, and realized that I made them purple because PurpleKoopa. They should be brown, but I was told purple was fun! | |||
Earth Shrine - Of course, if the Eyeball Trees are too much for you, then light all the Earth Shrines in the level, and all plant-based enemies will stop attacking you! | |||
Homicidal Plant - Even these guys! These serve a very specific function: they only kill players (and Princesses and Baby Penguins), so they allow you to make a space players can't enter, but monsters are perfectly safe. They also allow some interesting tricks because of both the Earth Shrine, and the fact that once a plant eats something, it closes up permanently. | |||
Poltergeist - The most fascinating tile in the game. The Poltergeist works two ways: you either place it on a monster or a block. On a monster, it will possess them, making them twice as fast and immune to fear. That is very unpleasant. On a tile, the tile becomes possessed! You'll have to see that one in action, but it's fun. | |||
Scarecrow - Very simple: this scares any monster that gets close! | |||
Monster Flipper - The tool so useful we added a shortcut key for it. You place this on top of any monster or even some other tiles (like Statues for example) to flip them the other way. Simple as that! However, some tiles/monsters have special tricks with it. One example is the Eyeball Tree: if you Monster Flip it, it fires with alternate timing, making an Eyeball Forest twice as dangerous. |
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Kid Hallow Insider Info #3 - The Costumes | 04:50 PM -- Sun October 31, 2021 |
The Kid - Of course, you start every level with no costume on. The Kid has only had one minor upgrade since you last met him: he can duck now, which is not low enough to dodge any bullets at all. It's just for fun. | |
Frank - Classic Frank! He too has gained the mystical power of ducking. It has a slight advantage here because you can smash bricks beneath you without any risk of hitting the ceiling above you (which might be spikes, who knows?). You just hold Down and tap Action and he instantly hits the ground without having to jump first. There is also a new situation for Frank to interact using his pushy powers, but that's a tale for tomorrow. | |
Ghost - Spooky as ever! The Ghost has gained - say it with me - the ability to duck! Totally useless. He also now has the power to descend rapidly, which is new (it's like ducking, but in midair!). Another minor touch to his flight is that you can now hold down the jump button to continuously go upwards (not quite as fast as if you pounded it at the right speed, but decent). | |
Witch - Would you believe the Witch can now duck? Other than that, and major cleanup to how her powers affect the world (objects no longer get stuck inside each other, they push apart neatly), she hasn't changed. She's very puzzle-based so we couldn't mess around too much. I kept wanting to give her the ability shoot up and down, but it would completely change every puzzle for her. That feature still may come in the future though, in a very special new way. | |
Vampire - Now we get some interesting stuff! I know what you're expecting, but let me blow your mind: the Vampire cannot duck! Nay, pushing down when using this costume instead makes you turn into a cloud of mist for a very short time. Very short. With this, you can dodge bullets (even Dragon Statue laser beams if you do it right), and with excellent timing, even dodge right through a Screamer. It's the Dark Souls of Kid Hallow moves. | |
Santa - Santa could always duck, to drop Gifts. What's so great about him now is that he can also do this in midair! It's a huge change that has made him a ton more fun to play. In addition to that, dropping Gifts is a lot better now. If you remember way back (uh, 13 years ago...), you previously needed to drop each one carefully so that it was in an empty spot. If there was already a gift too close, it wouldn't appear. So now instead, you can drop them all over the place, and they simply push each other aside for maximum explosivity. Santa has truly become a lot more jolly. | |
Snowman - The Snowman doesn't exactly have any new tricks. It's more that he is much easier to play now. Previously, if you froze somebody too close to you, you'd get stuck inside the ice block with them until they thawed. It was really annoying. So now, anybody caught in an ice block is gently nudged out (same feature as the Witch has when she transforms things). | |
Penguin - More ducking fun! But this time there's a good purpose. If you crouch as a Penguin, any Baby Penguins that reach you will stay underneath you to stay warm, just like real life. They also change their direction to match yours, so you can use this trick to steer babies away from danger and toward any Igloos you want annihilated. We've also improved how splashing out of water works and looks, which affects everybody but is most notable as a Penguin. | |
Bouapha - The Gourdslayer is back and probably has the most upgrades of any character. He couldn't do much originally, just toss hammers. Well now he can duck! Surprised? It's slightly useful in that it allows you to stay in place while tossing hammers downward instead of running around. We've also added a new feature to disable pressing Up to jump (there's a jump button now, you can play either way). If you do that, you can throw hammers in all 8 directions without accidentally jumping, which makes him easier to control. But that's not all! His rate of fire has also been doubled - he's got some Pants of Power now. And biggest of all, when he ducks, he can pick up Baby Penguins or Princesses, and then throw them around like he throws hammers! Oh it is fantastic fun, I assure you. The princess doesn't appreciate it much though. | |
Happy Stick Ninja - He could already duck. Aside from a small simplification to his controls, he's the same flippy jumpy maniac as ever. | |
Yerfdog - Oh you bet this dog can duck! It's actually very very useful, because it used to be very difficult to enter small passageways, with the way he would constantly bounce up and down on the ground, and he almost couldn't operate Gears at all. Now with ducking, you just hold down and crawl around. It's very weird looking, like he's some kind of mutant slug dog. In addition, like the Ghost, he can hold down in mid-air to descend faster, which is a great control improvement. On top of that, he has massive improvements to how sucking up and spitting out enemies works. And lastly, he has a whole new trick! He can suck up water and spit it out too. Use this to put out fires, charge up batteries, or a few other weird tricks. It gives Yerfdog an entirely new dimension. | |
Elf - Just one little change for the Elf - he shoots faster than before. | |
Wizard - Wizard's teleport was a subject of much consternation. So we cleaned that up a lot. He now aligns his destination with a whole tile, so if you are a pixel off, you don't end up with the very top of your hat stuck in a wall. Along with a few other tweaks, his teleport is vastly more reliable now, but it'll still kill you if you end up inside a grate! | |
Knight - Last and just about least, the knight has gained a really nifty duck move in which he hides behind his sword (odd, since he's holding a shield, but also it was an accident, and I loved it so I kept it!). That's all the new stuff he's got that I can recall... He's still really fun though, with his pogo-jumping and electricity-conducting and bullet-deflecting. |
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