Hi, I'd like to work on the trading system during the last few days of April. Currently, items aren't relevant. This would allow me to lay the groundwork for treasure hunts. At the moment, it's only possible to explore the world. I think it will take until April 30th before I'm satisfied. I'm glad you're interested.
Bärchen-Studios
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Hi, thanks for testing and the kind praise.
I'm never quite sure about the color intensity, as it's a matter of taste. In version 2, I reduced the colors to give it a more mature look. I mentioned your game and asked for a customizable option. I might incorporate that idea into my game so everyone can play with the look they prefer.
The enemies and combat were initially just a stopgap measure. I'm not really a fan of combat and prefer economic simulations. That's why I have very little experience with them.
I was inspired by the game "Curious Expedition." In that game, you're an explorer who has to collect relics. This will only be possible in version 3, giving it a real objective.
Hi, I gave up after 7 attempts^^ Overall, a fun game. + Lots of equipment + Well-thought-out concept + Actually quite polished compared to other games + Random elements + Logging + Health through movement + Sounds - Black, white floor (other colors/user selection would be nice) - Too difficult - Rooms too large
he art style is truly beautiful. It's exactly my taste. Unfortunately, I also couldn't figure out how to use the abilities. I was able to defeat enemies at the beginning, but it didn't work in later playthroughs. I find the semi-transparent fog of war fitting and it contributes to the atmosphere.
Very good work.
Hi, thank you so much for the kind words. The combat and the clicking required for sanity are indeed quite annoying, and I find them bothersome myself. It still needs a lot of work to feel right. For this reason, I'm now only testing with unlimited sanity, and this led to the "Exploration" mode for version 2.
If you already like the world generation, you'll definitely enjoy version 2. I plan to finish and upload it on March 31st. Perhaps you could check it out and give me some feedback. I would really appreciate that. I'm also open to negative criticism. Every piece of information helps me, as I want to develop this project long-term.
Hi, your game is too difficult. I only made it to wave 2.
The enemies are just as fast as the player. Because of this, you can't shoot them, since you can't build up range and you end up shooting wherever you're looking.
It would be better if the player automatically targeted enemies and shot in that direction. That would be fairer.
I couldn't even get to the room building stage. I was just happy I could chop down a tree. Q/E or just one button to switch weapons would be better for me.
The idea is still good, though. It just needs some balancing to be playable.
Hi, you've made a really cool game. I really enjoyed the five rounds I tried. I'm wondering why you submitted your project as incomplete.
I couldn't get past level 4. It's really very difficult. You weren't exaggerating! ^^
I really liked the very diverse debuffs. I think the game principle of selecting negative influences is pretty cool. The music was fitting, too.
This project has potential. It would be nice to have a few hearts scattered around the room; otherwise, it might be a bit too frustrating.
Well done!
Hi, thank you so much for your detailed and motivating feedback.
I enjoy spending so much time on world generation that I tend to put other things off. The combat system was the last thing I had to quickly whip up.
The combat system is a dice game. Red 1-6 (attack), Blue 1-3 (defense), Green 1-3 (evade). The player attacks first, and all three selected dice are resolved sequentially. The first check is whether the opponent has evade (random number 1-100), followed by shield. Only then is the opponent's health deducted. This continues back and forth until one side has 0 health points. To simplify the principle, I gave the player two additional allies and the opponent three units at a time.
Today I made the interface scalable and spruced it up. This will be included in the next version (hopefully next week). Of course, I also had to tinker with the world generation again in between other tasks.^^
The music is by the composer Liborio Conti. I've already been in contact with him and expressed my appreciation for his work, and I'm exclusively using his music in my latest projects.
The pathfinding system definitely needs an overhaul. Currently, it takes terrain heights into account, but not the lowest terrain costs. I'm actually a little envious of your game. You've done a very efficient and precise job.
Hi, your game is really fun.
I especially liked:
- Very easy mouse controls
- Clear map
- Pathfinding works very well
- Simple yet exciting gameplay through chases
- Level generation works flawlessly (3 rounds played - 20 floors seen - 1 suicide with a hand grenade^^)
I didn't notice anything negative, except that the green and blue dots were negligible, as far as I understood. I didn't find any attacks with those colors. Only teleports. I was able to defend myself well with the red dots using blasts and fireballs.
For me, one of the best games with potential that I've tried in a long time.
Hi, you've made a cool game. I played up to 1200 points.
I like the idea of enhancing your pet with DNA. I'm not a fan of Pokémon, but I do like the game Spore. The less pre-defined the game is, the better for me.
The colors and graphics were minimalist, which suited the cute style well. This made it easy to distinguish between different biomes. The controls were smooth and easy to understand.
The battle system is based on the same principles as Pokémon. I'm not a fan myself, but it works.
Overall, a good project.
Hi, I played up to level 3. The beginning was really complicated. I didn't quite know what to do. I found the controls unusual right up until the end, which isn't a bad thing, but it takes some getting used to. I'm not familiar with either Hoplite or Towerfall, which this game is inspired by.
I was confused as to why I only had 3 shots and randomly clicked 1-6 hoping something would happen. Then I discovered that I have a sword, but you have to be right next to the enemy. I would prefer it if you could attack from all sides.
The last enemy always waited on the upper floor, and I had to go all the way down the level so I could jump down from above. It would be nice if the enemy took more initiative, actually chasing the player. Otherwise, the NPCs worked quite well.
The graphics fit the spacey music. A series of screenshots as a tutorial would be very helpful. Perhaps even just one enemy per level (make the levels smaller) to shorten the chase and increase the speed.
Hi, thank you so much for your very detailed feedback. I really appreciate it. It's a great help with further development. I'll gladly test your game and give you a detailed review.
I invested most of my seven days in world generation because that's what I enjoy most. Then time ran short, and I still needed the inventory and combat system, which ended up taking more time than I expected. That's why it doesn't look quite finished yet. It's not a masterpiece, but I'm motivated to continue working on the game.
I didn't compose the music myself. Those credits go to the talented composer Liborio Conti.
In the original "Curious Expedition," you also have to conserve your food rations. Each type of terrain has different movement costs. Hills cost a lot of movement points, grass is cheap, and swamps are very expensive. If you were to start moving immediately, you wouldn't be able to plan for a "cheaper" route to reach your destination. In this demo, I was very generous with the starting rations. That will soon change. The basic idea is that you don't have enough of anything.
Basically, all the issues you noticed (resolution/interface, players, items) are related to time constraints. I was aware of these issues but couldn't change them. I can only work on it for a limited time each day. Nevertheless, I always appreciate honest feedback and suggestions because, as a developer, you usually have a different perspective on your game than a tester.
Thanks for testing.
I probably should have mentioned in the introduction that it's just an animation program. Its only purpose is to draw something and then animate it.
You could also use an external screen recording program to convert your animation into a GIF, so everyone can easily and efficiently send their little hearts out into the world <3
Thanks for testing. This is the cutest little gangster I've ever seen <3
Yes, the controls take some getting used to. A fixed position for the sliders with labels on the edge would probably be a better solution than a clickable window.
I wanted to add color options, but then I chickened out. Don't touch a running system^^. But that will be possible in the next version.
Pros:
The selection of parts and colors was good. The firework animation was well done. The background music was pleasantly calming.
Cons:
At first, I didn't realize I had to press right to select the parts. I think the second selection isn't displayed for the fireworks. At least, I only ever saw two parts.
Nice little project. Well done.
Pros:
The main menu was nice. The pop-up text was a cool feature. Drawing the body parts was possible with precision (depending on your skill level).
Cons:
The text sound was too loud. The background moved too fast.
Suggestions:
A template showing how to roughly draw it would be nice. After all, I didn't realize at first that the character was assembled. A color picker would also be helpful.
Overall, though, it's a really cool project that kept me occupied for 10 minutes because I wanted my character to look "relatively" good.
Hi
Interesting idea. The fact that it only consisted of two images (at least for me) isn't a big deal considering the time constraints. It worked flawlessly, though. I didn't make it to the end. I eventually gave up. The atmosphere was dark, just as you intended.
Pros: The texts were well-written.
Cons: As you mentioned, some pointers would have been helpful. I ended up doing the exact opposite of what I was told and got frustrated.
Nevertheless, I'm glad you submitted your project and shared it with us.
Hi
Pro: The graphics look good. The movement controls feel good. It was never impossible to dodge. I liked the blocky world. Overall, a good project.
Con: It's too easy overall. I stopped after 1875 points. It didn't challenge me.
Tip: A good feature would be the ability to gradually increase the speed or to adjust it manually.
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.


















