Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Bärchen-Studios

24
Posts
3
Followers
1
Following
A member registered Oct 11, 2018 · View creator page →

Creator of

Recent community posts

The graphics are well done, even if there are only a few of them. I like it.

I like endless games with randomness. This brings replay value. Are the graphics yours or borrowed? These were beautifully made. It may also be a little too difficult at the beginning. Maybe increase the difficulty level a little after a while. That gives more motivation. Otherwise well done.

Interesting topic. Unfortunately, my English is not so good that I can read and understand quickly. But even in my native language I would have trouble speed reading. The animations and drawings are nice. The beams are exactly my taste. Without time pressure this could be something good.

The main character is good. Every beginning is difficult, but the more you learn, the more fun you will have with game programming.

(2 edits)

Funny topic. Was fun. However, I had a few problems with the controls when recording and hiding. Then it's better to work with the keyboard. Exit could have been left out. The time is also really short. Nice graphics. The music was appropriate. The desperate guests were atmospheric and added a lot to the fun. You can continue working on this project.

That was pretty cool. Really well done. Beautiful graphics, retro style very atmospheric and through the music I felt the pressure that was intended. The different collectibles were helpful. I could well imagine that it would look good with ASCII characters too. This reminds me of my time learning C++. Despite all this, I would still have liked to see my score at the end, even if I fell on the floor :)

I like delivery games. However, I initially had difficulty identifying what a tavern was between all the buildings. A few hints (directions) or a larger symbol for identification would be helpful. The figure was also a bit too big. Then it's better to move the camera closer to the player so that he appears larger. The proportions need to be improved.

It definitely took a long time to draw all the objects. I find it impressive that people are making the effort.

I couldn't get any further in World 2. Is that intended? I couldn't read the text box because the font was too small when hovering over it. But I also have the problem with the font sizes because everyone uses a different screen resolution. To do this you have to scale the font size with the screen resolution.

I read the principle of the game that I should collect something, but that didn't work. I ran around aimlessly. In full screen mode, my computer fan turned up to full speed. The idea and implementation still need to be worked on.

Very nice graphics. Unfortunately, I'm not a fan of jumping and had a hard time getting through the door :) But the camera movement and the atmosphere are well done. Player movement was hectic on my computer. For this reason I like to turn on VSync as a frame limit.

The game didn't work properly for me. I couldn't collect the fish. Suddenly a large, white box appeared saying no fish could be found and had to restart and watch the intro for the third time, which unfortunately cannot be skipped.

I think the drawings are well done and the game world is simple but okay.

Kept very simple. But the implementation is good. But I lack the long-term motivation to play. A few different worlds and enemies could increase motivation. The basic framework is in place.

(2 edits)

The topic was "running out of time" + high score. Admittedly, it has nothing to do with time pressure, but rather with pressure in the true sense. Otherwise, I couldn't think of a better idea and wouldn't have participated in the jam.  Thanks for your comments.

Or should it also have something to do with Christmas and taverns? I wasn't sure about that.

It's a shame that not even the only contribution was rated. Then you don't have to complain about a lack of participation.

Whether my game will discourage people from using addictive substances, or at least reduce the amount of consumption, depends largely on whether the player realizes that he is consuming too much.

In the game there will be a calculator (already half included) that shows the player how much he has taken and how much money it costs him. To do this, he can enter his consumption and exactly this amount will run towards him.

Suppose the player states that he consumes 4 beers a day for 3 years (~1000 days). Plus 20 cigarettes a day. So he comes up with a beer amount of ~ 4,000 and ~ 20,000 cigarettes.

This number will run counter to him if he chooses to because the world is procedural and infinite. Then you realize just how much it actually is. That was also the intention behind the game.

As a smoker myself, I know what addiction feels like. However, I like to forget that I often overdo it with the amount.

Awareness is the first step to improvement.

A number of other useful features are planned.

I hope I was able to answer your question somehow. Otherwise just ask again.

(1 edit)

Thanks for the comment. However, I'm not sure what they mean exactly. Can you explain that in more detail?

I will record the development progress in patch notes. I had already started this documentation, but put it on hold for the time being because the balance before the deadline was more important to me. If I work on just one project, I can make great progress and release a new version every week.

The player's progress, i.e. in the form of an evaluation, follows in the form of points in the next build.

There is currently an error rate if the player lets an addictive substance through. This can be seen at the top of the screen.

Further winning and losing conditions will follow in the next version or the one after that.

I'm always very happy about suggestions for improvement, because I don't have anyone else who can give me tips.

With best regards
Andy

(Google-Translator)
Hey guys,

I am sorry that I have not complied with the promised patch day. I tried to use Swapping to create a new game that has more potential in my eyes than Checkup. After the contest ended for Swapping, I resumed the development with Checkup, but then was no longer satisfied with the basic structure and moved even further back the patch, which should expand the lack of information about the opponents and gameplay opportunities. It is now 72 days after release and estimate that interest is now approaching 0. At the moment I have 3 more projects in the works and guess that Checkup will eventually get patches as soon as there is time left, but I do not want to set a date anymore so as not to increase the pressure any further. After 365 days without a patch, I want to make every published project available as open source. Should anyone else be interested in the game or see any potential in it, then after the build (after 365 days) the content, the code (Javascript) and the idea can be used. In addition I would like only a short Credits entry then :)

Yours sincerely
Andy

Thank you for the feedback and that you have tried the game.

I am sorry that the right screen area was not selectable correctly. I still have a lot of work to do on the resolution.

It was actually planned first that every member gets his own strength. Due to time constraints, however, I had to fall back on randomly generated variables, so that the entire mafia wins or loses not by its member strength, but by comparing several coincidences.

The traceability of the statistics will be much better in the next version. I guess that on 11.11.2018 the version 0.0.2 appears and will have many new features.  Maybe you look at it again. I would be glad.

Yours sincerely Andy from Baerchen-Studios

The graphics and models are good. The control is not good. The trees produce masses of objects that distort the sound. The raging grandma is funny ^^