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Bärchen-Studios

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A member registered Oct 11, 2018 · View creator page →

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It wasn't your fault or the jam theme's fault that the theme wasn't fully adhered to. It's a common problem across all jams, one I've unfortunately seen far too often. Many submissions serve solely to generate publicity for the participant's own game and garner attention. Some of these projects are so old they're gathering dust, even though the rules state that they must be created within the jam timeframe.

I understand your frustration. I think you really had some bad luck with the submissions this time. Nevertheless, you could still thank those who actually dedicated their time and energy to this jam, instead of just admonishing those who don't follow the rules.

What it's really about, though, is pursuing your passion. If it didn't work out well this time, maybe it will next time. Don't expect fame or fortune. Do it because you enjoy it. If some people don't follow the rules, it's certainly not your fault.

I understand your frustration. The only way to win is to try again after a loss.

My project was created specifically for your Jam. That's what I always do. Even though there are no prizes, I hope you appreciate my participation and maybe even a small smile :) The Canadian flag for the language selection wasn't a coincidence, by the way. I only chose Canadian English in the text-to-speech generator for you. I don't know if it differs from the general American style of speaking. My English comes mostly from Google Translate.^^

Without your Jam, I probably never would have had the motivation to create a humorous project. I simply don't have the sense of humor myself. At least it gave me new perspectives and helped me improve my animation skills a bit with the characters.

Good luck with the next Jam. Maybe I'll participate again if the opportunity arises.

Replaced with a unicorn.

The game introduction is good. Overall, a very well-thought-out concept and clean execution. The in-game text is very funny :)

Perhaps replace the bars for target groups, such as "ecologists, workers, industrialists"... and then try to satisfy them. Maybe even with a budget that can be increased through events.

Well done.

Score 1160, until I voluntarily surrendered to the masses. The graphics were very nice. Did you create them yourself? If not, no problem. If so, do more of that! Create a whole world like that with exciting features, and I think your game will sell.

Very well done.

Yes, it was indeed short, but it was good for a glimpse. The concept is similar to Reigns, but too political for my taste. I'd prefer something humorous as the theme. That would certainly be more appealing. Still, well done.

My high score was 16. I think that's pretty good :) The color scheme was perfect. The game mechanics were cool, and the card-swapping animation was neither too slow nor too fast. This made it more exciting than the original without being frustrating. The music was nice, too.

Well done.

I wasn't really sure what to do. Press space and move. But what was my actual task? Why was there a person standing on a yellow carpet? The door told me to drink more. But why? I have so many questions.

Great project. I was impressed by its very simple design. The "mmh" sound was so brilliant and fitting.

I couldn't get below 70 in six attempts. If only I could somehow distract my boss while I go for a smoke :)

Well done.

I've seen videos of "Hello Neighbor" before and I think the concept is really exciting. If you're interested in sticking with this genre... I think there's still a gap in the market.

It's great to hear that you took the plunge and used a new engine. I try out new languages once a year, but I always end up going back to what I know.

Your game runs smoothly and was too easy for me, a pro gamer. :) Overall, a great project.

Well done!

I didn't get any points even though I clicked. I'm not a fan of this genre anyway, but that's a matter of taste. Every project helps us learn and achieve even better results next time.

That's a shame. It obviously makes no sense to develop a multiplayer game if multiple people have to log in simultaneously. The project can't be evaluated under these circumstances.

Is there anything else after selecting the 3 figures?

Too bad, it's very short. I would have liked to try more levels. Because the mechanics work, it's a good foundation. You can build on that.

90 years (after 60 years I just clicked because it was obviously repeating itself)

I'm familiar with Reigns and I like your adaptation. But I don't think it was challenging enough. The consequences need to build upon each other to create a coherent storyline. That's obviously very difficult. But that's important to keep things from getting monotonous. Nevertheless, they were interesting texts.

Well done :)

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Okay, this is by far the coolest and most complex thing I've seen in a long time. I hope it wasn't created by AI.

There was a lot of text. Too much for me. Two maps to choose from would have been enough, otherwise it would have overwhelmed me as a player. The fact that there are so many currencies was great, but since I don't have much time to study, that was also too much for me. Plus, because it was in English, everything was significantly harder.

The small icons and colored text were very fitting.

Despite all that, it's a great project, and I hope you continue with it. I really like the idea.

Well done.

73/73 Sharks died. It was an accident, not my fault. Please believe me :)

Your description on the game page is very well written. It really made me want to play your game.

Your game concept is similar to mine, where you decide over life and death, but with a backstory, it's even more interesting.

Overall, it was really good. You put a lot of thought into the rules and your game. I think that's great.

Music wouldn't necessarily have improved it. It's not needed. I didn't notice any mistakes. I could understand about 90% of the text, but I'd like to suggest that if you're making a text-heavy game, consider using different languages. I prefer German :)

Well done.

63 Gold, 27 Rooms

Something was missing here. It would be a good text adventure if there were other options besides simply choosing one of two random choices. Nevertheless, it's a good effort. It's something to build on.

After the first minigame, the text screen of my conversation partner was too large, making it impossible to read. Luckily, I was still able to select the answers, so we could continue. After the next minigame, everything was fine again.

The design was nice and fun. The gameplay of the minigame wasn't very challenging, just randomly shooting. But it's beginner-friendly and not frustrating. It's not boring either.

Overall, a very good performance.

The graphics were exciting, but the gameplay didn't convince me.

If I let people in, I want a reward. They should give me items or money so I can buy things. If I lock everyone out, it doesn't disadvantage me, and I survive every night. In full-screen mode, it was difficult to read people's text.

44 Rounds, 2 x Overshoos, 1 x Win.

An interesting, minimalist game with potential for further development. The gameplay is easy to understand and therefore very accessible. I think I saw this concept here years ago, but that's probably just a coincidence.

Well done.

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I'm not on the jury, but I don't think critical bug fixing should be included in the time limit. It happened to me once when I was creating a mobile version that ran perfectly on desktop, but then showed a lot of errors during compilation and therefore didn't work.

Don't take it too seriously and don't let it spoil your fun at the Jam because you had to fix bugs. It's actually commendable that you want to showcase the best of your project, since it was finished, and you shouldn't be penalized for that.

I don't include brainstorming in the 3 hours. That means creating the concept and features that don't necessarily change the game itself. For example, I added three more languages that weren't strictly necessary and didn't change the game, but they help the testers understand what it's about. I also wouldn't include a tutorial.

If you're just thinking about whether something looks better here or there and doing several in-game tests, I wouldn't include that time in the time limit either, because that's more in line with concept development.

Creating and positioning graphics, creating 3D models, writing scripts, and creating and implementing sounds are tasks that change and expand the game. For me, that falls under the time limit.

But that's just my opinion. Don't let the 3 hours stress you out. If you can honestly say to yourself that you only felt it took 3 hours, even if it was actually 30-40 minutes more, I think that's perfectly fine for everyone.

I think the voting period is very long. There are still 14 days to go. There have only been 9 submissions, and I suspect that if you haven't voted by now, you won't do so in 14 days either.

This project violates the rules. I would argue that this was not developed within the Jam. The YouTube video is already two years old.

The artwork was good. I appreciated the currency. The combat system wasn't really my cup of tea, but that's a matter of taste, and it was still well done.

The world itself was large enough. It was nice that you weren't constantly chased by monsters and forced to fight, but could also simply explore.

Overall, very solid.

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The narration at the beginning was good. It was very helpful that he already mentioned where things could be found, giving me a starting point.

I generally don't like time limits. They could have done without them. The monsters kept getting me whenever I tried to loot the house on the right. I still got a bit of a shock, though, when they were standing right in front of me. :)

Yes, it was empty, but still somehow atmospheric. It's a solid foundation for something bigger.

Overall, I thought it was okay. There was a horror element.

The environments are very well designed. The human animations created a very atmospheric experience. The concept was well thought out and coherent. The included tutorial, a text document, was very comprehensive.

The battles were exciting at the beginning. I wish multiple rats could fight simultaneously, perhaps even in teams. I'd even suggest that you don't necessarily need your own rat; you could simply choose one from the fighters currently engaged and bet on it. Maybe even use items as wagers.

I enjoyed it. I leveled my rat up to 14 and bought another one with a fast attack. It was worth it :)

Collecting artifacts and gaining more companions is the game's objective. I admit, there isn't much else to do in this world.

But perhaps it's also relaxing to be able to simply enjoy the scenery without the pressure of defeating monsters or delivering packages.

Maybe I'm just getting old :)

If anyone has any ideas for an interesting new objective, please let me know.

Thanks for testing.

Overall, it was okay.

The controls were very smooth and felt good, which is the most important thing.

After 30 enemies, I ran behind the stone wall (top left and bottom left sides) because I wanted to see if there was more to go, but then I couldn't get back out and lost.

I wish the enemies had dropped packages with ammo and food. That would have made it more exciting. A larger area to move around in would also be great.

The graphics were okay overall. I didn't understand the black hole on the left. It would have been enough if the enemies had spawned at the edge and you could see that.

The sound effects were good.

If you need any more feedback, just ask. I'll try to answer your questions :)

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Unfortunately, I can't review this project. It's so choppy that every movement goes completely haywire.

Would it be possible for you to make a YouTube video about it? I could then review it based on the video, if you have the time and are willing to do so.

I use OBS and Clipchamp for my videos.


Edit:
This time it didn't shake as much.

Maybe I didn't quite understand the concept. I grabbed the package from the seat, jumped out, and then chased after someone. I think that person exploded. Is there anything else? The trees were pretty.

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The goal is to collect the glass stones/crystals. You must destroy them. This will release artifacts that your companions can collect. Once all companions possess an artifact, the mothership will appear and provide you with two more companions.

There is no final goal. The game is endless. However, after 20 artifacts, it becomes very difficult to find one for each companion, as you have to travel long distances and the risk of falling off the world is high.

Just before uploading, I increased the jump power by another 15%. That might have been a mistake. I wanted to make it a bit easier in case a mountain that was too high was generated.

Thanks for testing.

I made it to level 3. It took several attempts, though, because my weapons were too weak. I like tower defense games.

The design is super simple, but it still has charm. It needs more work, but I'd be happy if you achieved something in this genre.

I brought about 6 packages into the room and hoped that something else might happen.

The game is way too hard for me. Once you get poisoned, it's practically over because you constantly lose health. In combat, I miss 90% of my attacks. The enemies are far too fast. I couldn't even deliver the canister in three attempts.

The puzzle was too difficult for me. I didn't understand the part about the ghost. However, I was still able to see your game through @digitaliliad's stream.

You implemented the black and white theme very well. The characters are beautiful. The minimalist design suits the game mechanics perfectly.

Well done.

Okay, that was crazy. Or am I crazy?... I'm confused about who or what to believe in the future. Just kidding. Great work.

The atmosphere and the lyrics were impressive. Honestly, everything was perfect.

Thank you. A very original idea. I've never seen anything like it before. The theme is very well executed. Well done.

I'm afraid I can't open your game. Windows Defender is blocking it. If you were to upload a video to YouTube, I would evaluate it based on the footage shown.

Thank you for your feedback.

World generation is very important to me in games, and I've specialized in it a bit myself. The next versions will be even more diverse and beautiful, while retaining the same art style.

Yes, it gets monotonous after a few minutes because you don't have a real goal. That's high on my to-do list.

I've tried to stick to the SNES version of "The Legend of Zelda: A Link to the Past," which I played as a child. But I'm not sure yet whether I should leave the blocky world as it is or make it more organic.

I tried again, and now I can move around. The graphics are kind of cool. Unfortunately, the gameplay is repetitive. I like being able to level up the character. For example, when I defeat Link, I get a new random ability. I didn't get any further than level 3 because Link constantly beats me^^

Did you make the background yourself?