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BACON BEAST

44
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A member registered Jan 02, 2022 · View creator page →

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I like how creative the alien encounters are based on their hiding location as well as their funny dialogue. The RPG system is a bit simple, and I found myself simply attacking the whole time. A more fleshed out battle system would be cool to see in the future. There were some encounters where I didn’t even see the alien, but the game detected that I was looking at one, such as under the pillow, and the right speaker. Maybe one way to add game polish when finding an alien could be to have the game briefly pause, have the camera look directly at the alien, have the alien flash and/or animate, then transition to the battle. I ended up finding all but 1 of them, but when I went through a door I fell out of the game world and into the void, so I guess the aliens win?! Great work!

I definitely had to check this game out. It’s definitely addicting watching a bunch of pigs get cooked and spawning a lot of pigs with the “Pig Rainer” all at once is very satisfying. Speaking of which, the pig rain button should have the same cooldown timer logic as the telescope instead of having the prompt appear even if it isn’t ready yet. I also don’t see the appeal of the Fire Upgrade over the Candles as the speed of which pigs get cooked doesn’t even compare to the speed at which I get DOUBLE BACON! Maybe if you could apply both upgrades to a sacrifice circle so that they stack. Awesome game!

This is a pretty neat game with a cool idea. While it is fun being overpowered in the firepower department, I felt quite underpowered when it comes to stopping enemy projectiles from hitting the heart as there is no way to interact with them as far as I’m aware. The big laser would also sometimes just destroy the heart even when it’s not in range. Some sound effects and maybe some ‘juice’ would also really help elevate the feel of the game. Also specifically a small browser-build issue, but the nuke is a bit restrictive since right-clicking outside the game window isn’t possible and the large area the nuke covers will damage the heart, making it not that viable of an option. Overall the game was pretty good, good job!

This is very impressive, well polished game! The visuals and audio are well done, and the gameplay and theming of placing things in strange places around the office with specific requirements is very creative! I also like the eerily quiet office environment atmosphere with the heavy rain and occasional phone ringing with nobody there to pick it up. The game leaves me with questions as to what is going on, and apparently there’s multiple endings?! I’ll have to play again at some point. Great job!

Was very interesting for me to somehow find every way I could die within the first minute of playing the game. I believe running into your own slow-moving bullets isn’t really that fun as a game mechanic/challenge as is but the idea itself is interesting. Maybe if the bullets bounced off of the walls, which would make them obstacles and would encourage strategically aiming at shooting at enemies instead of going guns blazing, otherwise you’ll have a bunch of bullets to dodge. Was fun to play, nice job!

The idea of balancing between both perspectives is neat with how you only have a limited amount of time in the 2nd perspective before you shrink into nothingness. I also like the visual effects and music change when the perspective is changed. Would be very interesting to see the perspective change from 2D to 3D or something similar to ‘Toodee and Topdee’.

This game is pretty awesome with a lot of charming visuals! I like the strange environments and especially that pink creature spewing toxic in the 2nd level. I’m 50/50 on the sword swinging, as it is fun to hit stuff with the sword, but since moving the mouse moves the camera, it makes swinging the sword a bit awkward. Nice job!

I like the idea of the rotating and especially the scaling stages. I made it up to the reverse controls stage which kicked my butt. As others mentioned, the character doesn’t control the greatest and could be adjusted by lowering the move speed and having variable jump height. Nice job!

I have successfully wrangled all the cheese! It was a lot of fun and can be pretty challenging. I like the visual style and the music. Like, Powerfist suggested, having coyote time would help polish the movement. Also, displaying the reason for why you got “defeated” such as the cheese reaching you, or it or the player fell off the map, would be helpful. Not sure if this goes against the design of the game but having a rear-view camera to see the cheese chasing you would be cool! I can sorta imagine a horror game with this game concept. Nice job!

A pretty fun and well polished game! Managed to beat it with all coins collected! The art is pretty solid and charming too! A minor suggestion might be to reduce the number of “leap of faith” segments in the level such as the first drop with the buzz saw looking enemy, especially if you’re gonna put pits and enemies around. Overall, a really good game!

Very interesting narrative. I liked the status/intermission screens in addition to how the rat moves slower as it gets weaker. Congrats on your first game jam game! RIP Rat :(

The game was very simple & enjoyable to play but the use of the limitation was sort of lacking; Not asking for a more harsh time limit necessarily though. I liked the interesting presentation and style as well. For improvement, maybe the goal collectables can be displayed as fractions rather than negative numbers, you could even have a progress bar for that. Good job!

That 2nd pit is brutal but I managed to get over it with the dung. Neat concept!

I could probably spend a lot of time just placing sand extractors and watching the money go up! I like the low-poly / simple models as well! Would be cool to see multiple tiers of buildings that are more expensive but earn more money back in return. The big sand extractor is a bit slow compared to just spamming the little sand extractors which earn a lot more!

I like the presentation of the game, and the platforming was very enjoyable. I reached the part where the stage rotates, which seems like a cool idea, except that’s when the doodle decides that jumping isn’t really their thing anymore, and I lose due to it. Still really fun though!

Very interesting premise for a game. Unless there’s something I’m missing, I wish there was a way to control how much the wind pushes the egg, like maybe holding the button or something.

I like the overall aesthetic of the game including the pixel art and music!

The shovel from PvZ ALMOST made it into the jam build, which could be used to remove units like “Burnout” to allow for other units to be placed in that space. Thanks for the comment!

Trying to multitask the car and the phone game’s car at the same time is a very creative and fun concept. The radio is also a nice feature to have! The only issue I really found was the lack of cursor on the game over screen, making it difficult to click the retry button. Otherwise, good work!

So far, this is my favourite game of the jam! Trying to stack objects in a way that supports the next floor is both very fun and challenging. I also like the variety of objects you get later on, including the king “statues”(?) that play a voice clip, which I found funny. Very high quality!

Great job with the visuals and music! I think the game could possibly be more fun if the machine gun bullets would shrink the enemies and perhaps eat them when they reach a certain size, instead of switching between the two guns, although it is pretty satisfying to land a shot with the shrink ray too…Good work!

This game was pretty fun, but I think it shines in the visuals and presentation in my opinion, like the leaves, player walking animation, and the HUD! It took me awhile to realize the mushroom in the bottom-right corner was animated based on the player taking damage and being defeated, which is a nice detail!

I think sound would be greatly appreciated, even if it’s just a shoot and enemy hit sound. Also, I think it would be better if enemies didn’t all spawn from 1 side, but instead multiple sides, as well as only spawning in the darkest green area, as later rounds can have them spawn on the player which seems unfair and the only reason why I died.

Overall, great job!

The game was very simple and cute!

I think you can fix the UI scaling issue by setting the Canvas Scaler’s UI Scale mode to ‘Scale with Screen Size’.

I think that the concept you have of replaying a level but slightly different each time is pretty neat!

I noticed that the top platform area is straight-up unneeded to progress in the level, and really the level design in general could be a little more interesting. I actually think you used the invisible walls well as a means of subverting expectations in the second level and having the entire stage be invisible in the third level. The fourth level sorta breaks when you jump to the left instead of walk left but I get the idea you’re going for.

Would be curious to see what other level mechanics and ideas that could be added in the future!

I like the visuals and sound, and I think that the concept is pretty fun too. The momentum-based movement gave me an idea I though would be fitting; The more ingredients you had, the harder it could be to control the pizza (slower acceleration & deceleration), and the extra-toppings could give you higher score bonus at the end. Anyways, great submission!

Very simple and fun little game. I like the stealth idea to hide from the enemy (I used something similar in my submission). I think the game could be improved by adding more tile types (e.g. walls, spikes, etc.) and enemies the more points the player has so the game becomes more challenging over time. Good work!

I think a tower-defense game would be a pretty neat direction for this game.

I definitely think that the game’s visuals and audio are a strong suit of the game, both were very cool! I think adding a win/goal and lose condition of some sort would help further improve the gameplay.

Good job!

A nice simple game that would greatly benefit from having a score counter and some sound effects!

Thanks for the feedback!

Very simple but fun game with a great presentation! I believe the game could be improved if it were endless and without a time limit, and perhaps the difficulty increasing over time. Otherwise, great job!

As others have mentioned, the game is pretty polished, stylish and fun to play! I found the seamless level transitions to be very cool and the colour gimmick was easy to understand. I think an endless mode would be great for this kind of game.

If I had more time, I would've implemented a how to play option on the menu to help the player understand the game's goal. Thanks for your input!

Thank you for the feedback! The health bars both decrease faster over time, but I think I made them decrease a bit too slowly.

Thanks! I knew before the beginning of the jam that I wanted to try using paper & doodling instead of pixel art for a change. I also felt that the camera switching would help emphasize the different gameplay styles!

Thanks! I regret not making it hold to fire as well 😞. Definitely one of the first things I'm changing if I continue to work more on this game.

Thanks for the feedback! I never even considered multiplayer but I think it's an interesting idea!

Thanks, glad you liked it!

Thanks for the suggestions! I think powerups would make the game more interesting for sure!

Thanks! Glad you liked the ending text considering that was one of the more rushed parts!