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Hollow Project (or, at least, its demo) was made in a month for the third McBacon Jam.

A hole looms above a mysterious blonde girl who yawns heartily as she wakes up. (But, not a cute yawn, like a waterfalls and snot everywhere kind of yawn.) Not long after waking, she finds another girl whose confidence issues and easily frightened demeanor are perfect for a sidekick good friend! Upon further exploration, the two are attacked by monsters, but saved by a crass, yet well-meaning man. Okay, maybe he’s just rude. Isn’t that another way to say I love you? No?

The trio resolve to fend off the strange wildlife of the multiple underground ecosystems as they find a way to return to the home they can’t remember. Surely there’s no plot twist waiting in that sentence.

A sullen, grieving figure watches them from the background. Unfortunately, this isn’t a joke.

Featuring humorous dialogue, a battle system dependent on learning skills from equipped items, and adorable aesthetics, Hollow Project is a story about individuality, the greater good, and perhaps a bit of how the two conflict.


Special thanks to Kloe for setting up a custom CSS for the game profile.

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"still" is probably not the right word. We took a break from HP after the McBacon Jam and now that it's summer we have plans to start up again! Nothing big is changing with it in the super near future since some of our partners (bert) are still a little busy. ^.^
Frogge
"nothing can beat the power of gay"?
11122
No

Yes

jokes aside we're planning to start doing progress again. We've been writing down the script and stuff. I should REALLY remake the forest dungeon already and move onto the next one.
You guys still working on this?
I got what you meant, hector. Kinda tempted to use a concept like we talked about in the halloween jam but I told myself I'd focus on other things during halloween... XD
I mean for a new game. *shrug* definitely not this game.
Frogge
"nothing can beat the power of gay"?
11122
author=hector212121
Maybe intentionally break the 'save' function, or have it save the same way that Misao saves(as in quicksave only) or something....

Alternately, you could have it so there are like 10 saves, each of which have puzzles that depend on information you can only find via other saves, and no save points whatsoever? With none of the puzzles barring access to other puzzles, so you can complete puzzles and see cutscenes without having to go back through the other files and stuff.

I feel like at the very least it'd be a excellent game for LPers like me, even if it'd be a bit off-putting to the more casual types. *shrug* of course, if it was just rpg maker style but not actually made in rpg maker then you could have global stats and make a actual combat-based rpg out of it, where you have to move from period to period in order to resolve things, and things that you did in a time period stayed done.


That's actually a very cool idea! Though, i'm not sure how we could implement that into the game without rewriting a huge part of the story :\ I never really understood the purpose in Misao's quicksaving tbh, it's good that you can save anywhere, but why would you actually have to go talk to eggman to save into the file? That's just my two cents on it though :P

Thanks for the suggestions and the bug reports!
Maybe intentionally break the 'save' function, or have it save the same way that Misao saves(as in quicksave only) or something....

Alternately, you could have it so there are like 10 saves, each of which have puzzles that depend on information you can only find via other saves, and no save points whatsoever? With none of the puzzles barring access to other puzzles, so you can complete puzzles and see cutscenes without having to go back through the other files and stuff.

I feel like at the very least it'd be a excellent game for LPers like me, even if it'd be a bit off-putting to the more casual types. *shrug* of course, if it was just rpg maker style but not actually made in rpg maker then you could have global stats and make a actual combat-based rpg out of it, where you have to move from period to period in order to resolve things, and things that you did in a time period stayed done.
Woah that sounds super cool actually. Like, if the narrative of the story is some in media res piece and the story begins with the death of the mc and so you get around the story by loading different save files which = different points in time.
Thanks!

Y'know, it might be kinda interesting to have a game where when you download it, the 'new game' button is broken and you have no choice but to 'continue' from a premade save file.... *shrug* just a thought
Yeah, one of the transfer events in that room doesn't work right. >.< And you can go ahead and save over that savefile it shouldn't be there~
(we're currently bug hunting so thanks for the heads up -if you see anything else that seems off - please be sure to tell us!)
I hope you have fun playing!
Uh....when I downloaded it, there was already a savefile.

also, first time around, the exit from first screen was blocked even though Meek was in the party. Second time around, it worked....
Thanks, byproduct! We appreciate that - Punky did a great job with the graphics.
Yup, the download is up in that big ole download button up there. <3 Thanks for the support, guys!
Oh, quick warning, apparently the demo Punkitt just linked to is broken. Gourd is now uploading the fixed version as a download.
Frogge
"nothing can beat the power of gay"?
11122
author=unity
Also subbed! Looking forward to giving this a play! Love the art style :D


You can thank Punkitt and Bart for that. They did an amazing job with the graphics.
unity
You're magical to me.
11059
Also subbed! Looking forward to giving this a play! Love the art style :D
@Cap You're too nice, Cap. <3
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