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Baked Orange

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A member registered Apr 30, 2020 · View creator page →

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No, there isn't another level. The challenge was supposed to increase by having more frogs spawn, but during a bug fix I accidentally removed the line of code that started the timer to spawn additional frogs :/.

I agree, the bonuses are too difficult to get. They should probably only spawn on roads and rivers, and have a signifcantly longer lifespan, the idea was to use cars to push the tokens around, or use logs to make the frog collide with them, but they only last for like 5 seconds so its pretty much impossible.

The combo is a multiplier that increases with every frog you get across. It would have had a much bigger role if there were multiple frogs on screen, but alas.

Thank you for your feedback! I also wanted to let you know that you posted your comment twice. If you didn't know, if you try to post your comment without saving your rating first, itch IO will still post your comment even though it stops the page from loading to remind you to save your rating.

I agree, they don't exist long enough for it to be worth maneuvering the logs or cars around to try and get them. As always, I wish I had more time to playtest. Thanks for playing!

Once I saw that I needed to be in full screen, it was a lot more fun. Controlling the ball by bouncing and judging the distance was really fun. But I agree that this definitely needed a restart button, or at least automatically restart when you lose. I didn't want to keep playing because pressing escape twice (the first time just exits full screen) and then having to go back into full screen started to add up.


The visuals were solid, a simplistic style done very well. A fun game, just needed a small QoL change!

I see that you used pre existing art, but the game looks really good. The lighting and shadows really sell the idea, it was nice to look at. The game was also fun! I liked the limitations on how much of the museum I could see, the shadows also did work into tricking me, where I thought I saw someone but it was just a shadow. You managed to inspire some paranoia and uncertainty, as if I was a real security guard. Good job! I just wish there was a little more auditory feedback, the games really quiet and it feels a bit empty.

This was such a fun game! I love the way the pins move, maneuvering around the other player's bowling balls and patterns was such a fun challenge. Amazing idea to have it rotate like that! I call foul on that cheating wizard frog lol.


The art style was also really good, I love the way the menu looks, but also the simplistic black and white pallete of the actual game fit so well. Along with the font, I got strong jazz vibes, reminded me of that Disney animation where the cat is cursed and his tail comes to life, and its set to a tango song.


Really good job!

Controlling the car was a lot of fun, it felt good to go really fast and speed down the lane. I think that the game over screen should have a key that restarts it right there, I would die quickly and would rather just try again than go through the menu.

I agree with others that the hiding mechanic isn't the best. I didn't want to hide because it was more fun to be driving really fast.

A solid game. I played it for a bit and I really enjoyed the presentation. A really cute art style, great SFX and music. I commented earlier and said I wish there were different eny types, but then I saw them in the screen shot. I think I wish the game was a little faster because it was a bit too easy for me, I think the knights could have a little bit of a speed boost to make it more of a challenge to manage going around the tower. The pot rolling mechanic is fun, getting a combo on knights like that felt good. A solid game!

Pixel art was fantastic. I liked the idea but wish that it had gotten a little more complex. There wasn't much to figure out, it felt like there wasn't much risk and so there's not much interesting decision making, nor a challenge to test my reflex and skill.

This was a really fun puzzler. I completed all ten levels and the last few really stumped me. That bait mechanic was a really nice element that I loved planning around. The art was really cute, and I the SFX were perfect, it made it fun to move around and here the little "bow hmmph hmmph" it reminded me of Pikmin.

My only complaint was that it felt like it only loosely followed the theme, but that's just a personal preference, this is a really good game.

I had fun with this game in a masochist sort of way ha ha. In combination with the dirty, grimey art style which I actually really like, it felt fun to wait for the goobers to fall into my traps, and also see how many I could kill at once. I love the giant lava spout.

I think that the scroll bar on the side could be reworked. My original thought was to make it so that we just click on the trap directly on screen, but I see the value in letting us activate traps we can't currently see, I got some good kills doing that. I think my issue is that having it be one long list means I'd have to scroll really quickly up or down and try to figure out stuff like which lava spout is for which camera. If there's any screen real estate left, maybe it could be 4 separate list so that it's always clear which traps are visible to each camera.

Overall though, I had fun with this entry!

I liked the concept a lot, and I enjoyed my time with it. Once I got the hang of some things it was an enjoyable challenge I only got up to 680 though.

I had two problems with the presentation though that kept tripping me up. I agree with the choice to restrict the mouse movement to not be directly under the player, but having it not place an object when my cursor was over there would trip me up. I'm not sure if it was intended or not, but I think it should still place the object, just at the furthest horizontal point allowed. When trying to react quickly I would go a pixel or two over and miss placing the platform.

I also would have preferred if instead of a cursor with an icon, I had a sort of ghost image that told me exactly where the platform would be placed. Often I would place the jump platform either a little too low or a little too high, because I couldn't tell where it was going to spawn.


I really liked the physics dots showing the trajectory of the player. That was helpful and a really cool effect. Once I got a bit better at predicting where platforms would end up, it was also fun to manage placing platforms and right clicking on the enemy squares.

This was a really good execution! I gave it like 4 attempts and I'm only stopping because I have to go. I loved how I had to make strategic choices on when I decide to give up on a minion and go to the next one. The random cards system was really fun and provided a lot of interesting decisions and choices that kept me on my toes. Do I risk using 1 mana to draw two cards and hope for a replenish mana card, or do I maximize damage and just let this minion die?

My only critique was a lack of tutorial, either on the page or in the game. I know that tutorials are hard to implement in 48 hours, no fault there, but an explanation on the game page would've helped me out in the beginning. At first I thought I was the knight guy, and was confused on what the HUD elements meant or how to apply damage and blocks to people. But once I figured it out, it was a fun experience!


Great job!

that's cool to hear :) thanks man.

(1 edit)

A good interpretation of the theme, a fun clicker game, and interesting mechanics. Placing down buildings was satisfying, I like how they aligned to the planet circle. As others have said, it needs balance work and could use another mechanic in there.


I like the gloomy aspect of the game, the sense of impending doom with the music.


It does remind me of this game though : 


But also, the clicker and idle aspect reminded me of this video




Good entry!

This game was pretty fun. The mechanics you created are simple but work very well together. It was very fun trying to avoid the ghost and moving strategically to not touch him, but also minimize the use of the axe. And a great use of the theme.


I appreciate the forgiveness you do give us, like how we can move in between diagonal vines, and that the ghost hitbox is just a little small so that I can weave past him.

The growing mechanic of the leaves naturally leads to  harder and harder difficulty, and the requirement for more planning of my movement, which is very good.


Overall, a solid entry. Good job!

(1 edit)

This was super fun!

I loved how intense and fast paced it was, and it was super fun jumping focus between aiming, and driving. 

The game also felt good to play. The driving physics felt really good and it was enjoyable to drive around.

Your game design is also very well polished here. I like the idea of the leaves as a means to get the player moving around the map, and your approach to a problem I saw you mentioned in the comments with allowing you to drive off the map just at a slower speed. I like that items are pulled towards you once you get close to them so you don't have to be so precise.

The uncontrollable growth theme fits in here in two ways to, with the corruption and the gigantic wave of enemies. Once I figured out how to heal, every death felt like it was my fault, like I could have driven better to avoid the giant wave of enemies.

Speaking of that, it was incredibly fun to drive tactically in order to avoid an unwinnable situation. One time I lost because once the timer ran out I just made a b line for the station and ended up being completely surrounded and unable to move, so it was fun to have to drive in a way to avoid that. I didn't stop playing till I beat it.


I don't know if you drew all of the art, but the art looks very nice and cohesive. I just wish the bullets were a little bigger. I'd say the outside of the map should be something else though, instead of gray. Maybe the dirt sprite, but darker, and zoom in the camera so it's clear that you shouldn't be here, but it doesn't look like a bug.


My only negatives for the game is that it would do good to have more feed back, the menu moves really slow, and the game seems unoptimized for starting?


For feedback, it would be nice if the car  had some sort of effect when it got damaged, maybe just a white flash or a damage number. You have screen shake and a sound which is good. Same thing for healing. Maybe if the car became more scrappy as it got damaged, and it was all healed when you press E.

The buttons need to have hover sprites, something that indicates its registering that I'm going to click it and that when I click it, it did something. That would allieviate the issue of the next problem.

This game doesn't look like it should take that long to start up. Whenever you click restart or start, the game freezes for like 5 or 10 seconds before loading it. I often did not know if it worked because theres no response on the buttons.


Last issue, the fading transitions in the menu need to be way way faster.


Overall though, amazing game, I really enjoyed this one and had a blast playing and beating it.

I'm impressed with the RTS mechanics, selecting units and moving them, and the cost of units. I liked the ideas you had here, with setting up farms and gearing up to destroy the enemy base.

The issue is, is that there isn't any challenge towards the player, that would force the player to make interesting choices.

The enemy cells the spawn outside the base don't seem to do anything to our worker cells? So once I spawned a bunch of cells I just moved them over there and would continually gather resources.

And after that, the game is just a matter for continuously spawning destroyer cells and moving them towards the enemy base. The move distance is also incredibly slow, it makes it so that while I'm moving them all I can do is wait.


The resources are never depleted, so I don't have to continuously find new places to farm.


If the enemy base was continously spawning cells to defend itself, or sending cells my way to attack my base and I had to split up my army to defend it, that would make the game much funner. I also think it might be good idea to have the destroyer be ONLY for destroying the base, and needing the other units to defend it.


Other than that, I liked the music and the vibe of the game. I liked the cool colored background, and again, I am impressed with the RTS mechanics that are there.

thanks for the comment and for playing!


I think I should makenit so features can be pushed when moving into them. Thanks!

Thanks for your comment. I agree that I think the uploads should increase in difficulty over time.  As of now I actually think the game is too easy


Thanks for playing!

Thanks for the detailed feedback!


Im going to have to fix something with getting stuck. I think I should make it so that "features" are pushed by the player if they move into them.


I actually wanted to add rebindable keys, but I ran out of time. 

Thanks for playing and the feedback? How did you get stuck in corners, if you don't mind explaining?

This game was pretty fun and really well polished. Everything felt great to do.

I love the art style and graphics. Everything was so pleasing to look at. And the audio is just so good. IT felt so satisfying to harvest plants, it even felt good to walk around. I love the footstep sounds.

The head bob on the walking also made it feel very good to just move around. I think its super important to make that feel good to do.


I think the gameplay was also pretty fun, and I like the idea and how frantically I have to run around. My only complaint is that it's a little too easy, but maybe that's just me. I only had plants rot twice, and one was on purpose just to see what happened. Even on impossible I got up to 250 before I decided to stop.

I know difficulty is hard to balance for game jams though, and this is a really fun entry. Good job!

Thank you for playing! Yeah the time was originally shorter on the upload things, but I wanted to avoid making it too hard. You know when they say "if the dev finds it just right, its probably too hard". 


My last jam game was too hard for people, but now I think this one is a lil too easy lol.


Thanks for the feedback!

Good take on the theme, and a cool spin on tetris! I like the physics a lot, and how it changes how I think about placing pieces. I like the full rotation degress too, I think that makes it fun.


It's fun to build up the tetris tower and see how high you can get, and I also like the fact that it becomes un manegable and hard the higher you are.


I think it just needs a touch up on some art, and this would be really addicting to play.


Good job!

(2 edits)

I liked the take on the theme, but I was confused on what to do. I didn't notice I could interact with things on the first scenario, and as the other comments said, not being able to rotate in place makes this really hard. I think that could work as it's own mechanic but right now it seems more like an oversight.

I know what bulldozers do, but not the like, cylinders. Spraying water also didn't seem to do much? It felt like the only real solution was to bulldoze the area. It was also hard to tell WHAT I was going to interact with.


This is a good idea that needs work to make it fun to play. A solid base here though.



Edit(Just a short while after)


I managed to beat level 1, and it was kind of fun to plan out my attack plan, and put the bulldozers in the right place and use the sprinklers to keep it at bay long enough to do their jobs. I feel like there are some mechanics here that aren't being well conveyed to the player. It's a good idea, I like the idea of forming an attack plan to keep the fire away, it's fun.


Edit two. I thought I beat it. But then the fire jumped over three bulldozed areas. So, I don't know what the solution is.

This is an interesting idea, I like the idea that once you start using the mechanic it starts to grow uncontrollably, and that it both helps and hurts you.

I think the movement is so slow. And I know the point is that you use the cells to speed up, but on the level where it says "There is two", the majority of my time is spent just getting to the spot I want to start using cells.

It's also really difficult to tell if I am "hidden" in the cells or not. A lot of times I thought I was doing fine, but then would just die. I think it needs to be a little more forgiving.


I couldn't get past the "There is two" level.

A nice idea, and some cute art. Liked the theme of the game, body parts and medication. Not much implementation of the core mechanic though, which I'd like to have seen.  I also didn't like waiting at the last level, there was no challenge other than just not doing anything.


But hey, good job on your first jam entry!

You're just gonna come in here and make me feel all sad n' stuff? :C


Love your interpretation on the theme, love the short story you told and the way you show and didn't tell anything. The whole game filled me with dread, and although I haven't been cheated on, the experience of having someone close to you grow apart is something universal. 


You really hit the nail on the head, and through the whole game I was just filled with dread and sadness. But, I liked that it made me feel those emotions.

I really liked this game. Although, I don't see why anyone would chose the negative options, but maybe that's just how I am.


Now, Ima go appreciate the people in my life,  thank you very much.

This is a really good take on the theme! And it's also a super solid entry and really fun to play!


First, your sound effects are very satisfying. I love the footstep noises, the squash and pick up noise.

I also really love the art. It reminds me of some sort of old computer game with a limited pallete. It's also super readable! No element is confusing at all.

Your gameplay is also super fun. I love the moment-to-moment decisions, having to rotate my body safely to not be in target, but having to reach a nutrient before I die of hunger is really fun. It's a game that naturally get's harder over time and it's really good. Along with the footsteps, it makes moving around FUN.


The only real issue I had was sometimes it felt like the targets hitbox was too big. Like I wouldn't be inside of it at all and I'd die. Not a big deal though, had a good time playing this!

I think this game is pretty fun! I think the interpretation on the theme is a *little* iffy, but whatever who cares, this is a good entry.


I like having two upgrade options every level up, and I liked that it is timed, forcing me to try and focus on what the upgrades are and maintain my movement.

I think having to kill enemies in order to get their health is a great incentive to keep shooting and killing them. And having them drop health is a great way to make movement interesting , because I have to decide on the safest option to get that health without just charging into enemies.

I like the sound effects to. Gathering health is really satisfying.

My problems were:


The upgrade sprites are hard to read. I think having some text that names it would benefit it. Short simple names like "SPEED UP!" "MAGNET UP! or something.The projectile sprite moves so fast that at first I had no idea what the upgrade shooting speed did. It looked like a white blob to me cause I didn't recognize it.


There should be some more feedback to the player. This game is already fun as it is to see how long you can last, but enemies just disappear when you die, and it's not entirely clear when I take damage or if I'm low. Some enemy death particles, player damage effects, and some effect to let me know I'm close to death would be really nice.

The other issue is that there isn't any interesting choice with shooting. There's no trade off while shooting, which means there's no reason to not be always holding the shoot button. You might as well have just been shooting automatically, with only having to aim.


Overall, a good and solid entry! I really liked this one!

Good take on the theme, and I like the 3D art. I especially love the art at the beginning title screen.


I like the effect of the weeds growing a bubbling around the planet, and the spaceship is really cute with its puffs of smoke.


I don't really see how to kill the weed other than just holding fire on to a planet. I beat all difficulties by aiming towards the planet and holding space. The red thing moves too fast to really be able to aim well at it in my opinion, so its better to just hope it crosses your shooting path.

Triple digit review baby. Really fun and interesting mechanic. It feels good to get into the rhythm of hitting the ball, and aiming snappy to hit enemies. I like the small amount of enemies too, the combinations lead to interesting moments of trying to aim, dodge, and choosing who to go for first.

The ball felt very inconsistent sometimes. Sometimes I'd click when its green and still catch it and get hurt, and other times my timing would be off, and I'd still somehow hit when it's not green. Also, when the ball is behind you its just really weird. Hitting it will sometimes knock it into yourself and kill you, and it can be easy to get the ball behind you when you're moving around.


Still, I kept opening the game up again to play, it's a fun time killer. When you get into the zone it's a really relaxing and fun game.


My last negative is the audio. I personally think it's a little weak. It doesn't feel very satisfying to me to kill enemies, and I wish hitting the ball and having the ball hit the wall made a louder noise. And lastly, I personally didn't like the music very much.


Very good entry though! I always end up having these big long paragraphs about the negatives but I really did enjoy the game, it's good!

What a cool game! The gameplay loop of choosing when to split, when to try and grab a piece and constantly trying to protect all sides is so much fun. Stressful, but not overwhelming. Really good!

Plus, the visuals are super good. Simple and elegant. I really like how much you emphasize getting hit with the effects. Does getting yourself hit do anything besides pause the game a bit?

That intro, dude screw you. That was super cool having my window just expand like that.


Really fun and visually pleasing entry!

Good job on the audio! I liked the choices you made visually too.


Man this game got stressful really fast! It's like you make the first connection and then you're thrown into it. It was really fun trying to keep up and make connections, but I think there should be more visual feedback, like a shaking ui if I'm about to fail, or like red flashes on phones if they're not common interests. There is a lot for my eyes to keep track of.


Good entry!

Fun game! Like everyone else, this was a truly unique artstyle and I really enjoyed it. You also did a good job on making the background visually interesting. And the sound effects are charming.


I just wish I wasn't sent back to the beginning of the game each death. Getting hit once on the later levels can mean it's all over.


Good job!

This game was enjoyable to play. The different enemies did a good job at making it harder as time went on, and I liked how the last boss worked. I think that marrying people gives you hearts is a good design choice.

But most of all this gaming humorous and charming. I loved the big mustached man and seeing the ending pictures of everyone either looking uncomfortable or happy. Really funny!


You pixel art was fantastic too. Really really good.


My only negatives is that I wish there were more environments, and the game is still relatively easy to beat. Wish it was harder!

I really liked the idea of this game, and love the interpretation of the theme. It was really fun figuring out what would link together, and each time you hear that little "ba bum bum dum" it's so satisfying. I liked how the board gets more chaotic, like I'm actually going crazy and investigating this. I really enjoyed playing this one.


Here are my problems with the game:


The board gets super unorganized and cluttered really quickly. I think I should be able to zoom in and out with the scroll wheel so that I have more room to put things away. The fact that evidence is locked when you link it compounds this issue, I have all these links and evidence that contribute nothing any more. It results in me not being able to tell what's linked to what, me clicking on things I don't want to click, and not being able to see if new evidence appeared.

And thank the heavens I looked at the game page and found the bug feature. I honestly really don't see the point of putting a lose state in this game, the fun is figuring it out, not racing the clock. It'd be nice if the timer was just there to show how long it took me, but the timer is so short and isn't fun to play against. What ends up happening is I just kept replaying the first part and speedrunning it so I can get back to where I was, and now I don't feel like an investigator, I feel like I'm just going through the motions.


I noticed that my writing for the negatives are a lot bigger than the positives, but I wanna emphasize that the positives really do outweigh the negatives. I finished the game and found the culprit, and it was really fun piecing it together and I liked the cute art with the animals. If you update the game, I'd say get rid of the timer and lose state entirely. The game is REALLY fun and interesting just piecing it all together.


Good job!

A nice relaxing game. Really good job on the art and music. Maneuvering the boat was fun. Is there something that indicated my health? I didn't see any. I would have loved to be constantly harpooning, rather than kinda stopping once the ship was built.


I wish the game was just a little harder. Once I got the cannons it was smooth sailing. If the squids didn't slow down as much when I shoot them maybe.


I think my main problem is once I got all the pieces to my ship it just became a matter of going from map piece to map piece. I would really like to constantly use that harpoon.


Anyways, good job!

Thanks for playing! Yeah I was having trouble figuring out how to show the tutorial, especially when I did it only a few hours before the deadline.

This is a really good puzzle game and a really good mechanic to work with. Thinking and planning out your next move is fun, and every failure didn't feel cheap, it was always my fault for not thinking it through.


I actually really like the art. It reminds me of Baba is You, I think it's a really cute and simple art style. The camera shakes when you put something in the pot is super satisfying too. Wish there was more sound!

It says you created the music? Really good job on that! Music was awesome.


My only problem is I wish there was an undo button, so I don't have to repeat the same actions I already did because I messed up near the end. And on a different note, the beginning of the second song creeps me out for some reason and hearing it over and over again on restart was making me uneasy. That isn't your fault though I'm just werid haha.


Really good entry! Nice job!