A downloadable game for Windows

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This game was made for Weekly Game Jam 191.
Petty Hedge won First for Creativity and Mechanics!
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CONTROLS

Left Mouse Button to Grow Hedges
**Drag Mouse to Cancel Growth
ESC to Pause Game
R to Reset Maze
I to bring up game information

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STORY

You are a Sentient Hedge Maze!

Someone has invaded your personal space. You want them out, but as a price for disturbing you, it's not going to be easy. You don't want them stuck forever though. See how long you can keep them from getting out!

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Credits

Programmer, Designer & Producer
Curtis Turpin
@TurpinCurtis // Website

Music
BluePajamaz

QA & Narrative Designer
AquaHibiscus

Programming Consultant
Jochem Kuipers

StatusIn development
PlatformsWindows
Rating
Rated 4.0 out of 5 stars
(1 total ratings)
AuthorsCurtis Turpin, Spooked2Death
GenrePuzzle
Made withUnity
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse

Download

Download
Petty Hedge Setup (x86).exe 19 MB

Comments

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(+1)

I am back, after quite a long time! ;)

Good game; it has a lot of potential! I liked it!

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  • Pleasant and clean UI
  • I liked the graphics, and the colour pallet
  • Decent design
  • Admirable and relaxing music
  • Good mechanics 

Suggestions

  • I suggest making a typewriter effect for the story/text that shows up when the game loads.
    • Also, to make the background untransparent.
  • Maybe, show the story only once, i.e. only at the start of the game.
  • Maybe, when "Game Over" displays, hide the HUD.
  • Maybe, move the "Game Paused" text to the centre.
  • Mayhap, when I click "Restart" the game, restart the game! I.e. don't load the main menu.
  • Maybe, resize the background of the "Controls" pop-up.

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  • Possibly, auto-generate the spot of the winning point.
  • Possibly, let the player that's on the game take the long way to the winning point, while the player that plays the game tries to find the shortest route to reach the end of the maze. 
  • If you implemented the previous suggestion, possibly get rid of the timer that's on the game. And instead, add a countdown timer. 
  • Maybe, instead of randomly generated levels, add/design, for example, six stages that you need to complete to win the game. (That would be a good combination with the previous two suggestions!)
    • If implemented that, maybe add a level selector. E.g. to the main menu if you made one.
    • If you did that, possibly, when I finish a level, display "Level Complete" or something, and display on it my best time and current time, i.e. how long did I spend to finish the level the last time. Same thing if you have a count down timer.
    • If you did that, you had a countdown timer, and the timer ends before the player reaches the end of the maze, possibly, display "You Lost".
      • If you displayed that, maybe, add on it "Try Again" or something, and a "Menu" button.
  • Maybe, add a main menu.
    • If you did that, possibly, display the story until the player presses "Start". 
    • Maybe, include on it a "Start", "Exit", and an "Info" button.
      • The "Info" button opens the "Info" menu you might include on that "Credits", "Controls", and a short info.

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I think that the countdown timer would make the game more fun than now! 

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I hope that was helpful, even if a tiny bit!

Lol, I forgot myself writing that! :D

(+1)

Thank you so much! This is some amazing and helpful feedback!

(1 edit) (+1)

This game seems intriguing! I might check it out when I have time!

(+1)

I hope you're able to one day!

(+1)

Awesome game! It's simple yet extremely fun, also, the music is on point. My only suggestion would be to perhaps prevent the player from boxing the enemy in, but it does add another layer of strategy to the game. Great job!

Thank you so much for the kind comments! I am working on getting a fix implemented so you can't box the player in. However, I'm fairly new to programming so I'm having trouble figuring out the best way to do this! 

(+1)

I'm no programming maestro either, but given that you're using a tilemap-based system, before placing a block, you could run the preexisting pathfinding algorithm (or one from the Asset store) with the tile added in code (w/o actually rendering the tile) and if there is no path, then you can prevent the tile from being placed.

If you want a simpler method, you're already doing a check after the block has been placed, so if that check returns false, simply undo the placement. I might also consider doing tile-based movement (from tile to tile) as this would make pathfinding a lot easier for you. Just my two cents =)

(+1)

Yo this is a really interesting and simple idea. Awesome project dude!

Thank you so much!!! I really hope to flesh it out over the next few weeks!