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barkunjgames

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A member registered Jan 24, 2018 · View creator page →

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Yeah, they were small brownies but yeah, I enjoyed my brownies! Glad to hear you liked how I mixed two genre of games!

Glad that you found the crystal smashing to be satisifying :D

Thank you for the feedback; I agree that adding a high-score meter would help improve the game.

Thank you for the feedback; I was thinking about adding a timer between shots the player can take however I ran out of time.

I realized afterwards that I misunderstood how themes work in this jam (I thought the void was there as a placeholder until the limitation was announced). Glad to hear you liked the mechanics though. :D

Oh... whoops. o_o" I thought the void in the theme was a temporary placeholder until the limitation was announced. Thank you for bringing it to my attention.

Glad to hear that you had fun with this game! :D And I agree with you that it would be fun to experience a maze/escape room where the walls keep moving. XD

I found it interesting that you decided to make a horror narrative exploring the inhumanity of dissection in Biology class. As someone who had to dissect a frog in Biology class (and hated every minute of it), I appreciated some of the small touches you added in the story (like how most of the kids tried to skip it). Also, that ending was creepy in how sudden it was and its implications.

I like how you took the feel of FNAF's mechanics and applied them to an older era. I especially felt the stress of the game when I was recharging the UV lights and the ghost detector went red/ when I was looking behind me because I thought I heard the ghost girl and the UV Light ghost appeared.

Glad to hear that you loved my game along with how the skeleton forces the player to throw out their plans and have a brief moment of improvisation.  :D

Thank you for the feedback ! :D I remember at one point during development debating whether or not to add a visual path for the kids/skeletons. I'll keep that in mind next time I make a game with similar mechanics.

I like the mechanic of making the player carry around something that could potentially kill them. It creates a unique sense of tension that makes the player feel like they are carrying a bomb. Also, the first few encounters with the monster was intense.

I found this game quite relaxing. The blend of city tycoon mechanics and idle game mechanics make this feel like a start for a potential mobile game in the future. 

This game gave me a few good laughs; Reminds me of a cross between The Good Place and Simulacra.

There was a clever Easter Egg that I really enjoyed; which I will write in backwards to not spoil for anyone (oɿɘz ɘnin tʜϱiɘ nɘvɘƨ xiƨ ɘviʇ ɿυoʇ ɘɘɿʜt owt ɘno ϱnilɒib γd tnɘϱA AIƆ ɘʜt moɿʇ ϱninnυɿ γυϱ ɘʜt ϱnibniʇ). 

Also, shout out to the voice actors; they did a great job delivering their lines!

Thank you for the feedback! :D I had a lot of fun creating the TV Skeleton so that they would be both a form of tension but also fit in with the comedic tone of the game.

I liked how this game focused on creating an unsettling atmosphere.

The visual and sound design were incredible. The audio atmosphere and how the broken ship looked like tentacles of the monster at times really had me on edge (along with that tight air duct section).