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Bardo Games

39
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A member registered Oct 14, 2024 · View creator page →

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Thanks! That's a great point about the leaderboard.

I originally designed it to always fetch the latest data in case someone else set a new high score while you were playing, so you could see updated rankings immediately. But I agree that loading it every time, especially after an early loss, can feel slow. (I'm currently using a free-tier backend service, which may be contributing to the slower load times.) In the next update, the Retry button is clickable immediately after game over to reduce friction. I will also look into clearly indicating whether your personal best was updated.

And yes, the menus could use more polish. The blue water background makes some text harder to read, so I will improve the clarity. Really appreciate the feedback!

Very cute and fun game! I managed to beat the boss and scored 1020. The sound design and visuals are outstanding and give it a strong retro arcade vibe.

At first I wasn't sure why I needed the ''Jump'' ability, but after a few runs it started to feel more like a dash, especially for dodging hazards. The boss fight is really polished and feels great to play. Awesome work!

Nice visuals, art, and animation. The gunshot sound effects feel crisp and punchy, and I like that there are subtle variations in the gunshot sounds instead of the exact same clip repeating each time. That small detail adds a lot. The overall WW2 vibe comes through strongly.

I wonder if a turn-based mode could be an interesting twist to experiment with. For example, imagine each wave includes a medic, and the player has to choose between pushing forward aggressively or pulling back to save wounded units. That kind of decision-making could add a cool layer of tactical tension.

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Thanks! I am planning to add a day-night cycle to the world, so the atmosphere keeps evolving. More vibes on the way!

Cool concept! For some reason the game renders in the top-left corner of the canvas on my end instead of being centered, but the core gameplay shows a lot of potential.

This game is cool. The music slaps and I like the Herbolarium and the garden. Also, making the high-value food tiny might be fun, just imagine...

Thanks dude. Say no more.

Really thoughtful design decisions. I’m looking forward to the updated version!

Such a unique idea, and executed really well! When I first started playing, the concept caught me off guard at first (a tactical fantasy RPG blended with soccer?), but after carefully reading the onboarding messages, everything clicked.

I played a few rounds and really enjoyed it. I also have a lot of respect for the engineering behind it. With so many interacting systems and rules, implementing the core mechanics must have taken significant effort. You even built an in-game AI that actually plays intelligently, which is impressive in itself. Truly impressive work.

I really like the minimalist black and white presentation. The animations are beautiful and fit the art style perfectly. The sound design is excellent as well. Despite the simple geometry and limited palette, the game feels full of small details, which I really appreciate.

My highest score in a single run is 132,800. I ended up stacking multiple diagonal weapons with a very high fire rate, and eventually the entire screen was filled with projectiles. It felt incredibly satisfying.

At that point though, with so many bullets on screen and the movement speed being so high, I sometimes lost track of my ship and ended up colliding with a boss and dying. If that is an intentional risk-reward part of the balance, it makes sense. Otherwise, maybe the player ship could use a subtle visual distinction, such as a slight accent color like red, or even a selectable color upgrade. That might help with readability during late game chaos.

Overall, really impressive shooter. I had a great time with it!

I'm officially addicted to the gameplay. And guess what, I think I've figured out the trick, because I've managed to beat it multiple times! My little riddle is this: Horns are blown in pairs, Barbell and Poisoned Edge are essential, Backpack makes everything faster, and Scout absolutely loves Ranger.

There's definitely a learning curve, as with most card games. I can imagine some players might stop early because of that. But once you're in the zone, it becomes incredibly satisfying. I'm a big fan of card games, and I think you did a great job designing the core mechanics. Very cool system.

There's one thing I'm not sure about, maybe I'm imagining it. Sometimes I play a card that has both blue and red damage on it, and with the left and right cards it should be enough to defeat the first enemy, but nothing happens. For my current strategy it hasn't been a big issue since I tend to stack a lot of horns, but for players experimenting with other builds, this might feel frustrating.

One suggestion: maybe consider adding a card discard mechanic. Sometimes I just end up with too many cards in hand. Also, increasing the diamond cap could be interesting. It might make ranger builds more viable and shift the balance a bit. Of course, this could already be carefully tuned and I might just not have discovered all the depth yet.

Anyway, fantastic idea. I had a lot of fun with it!

Thanks so much! That's exactly what I was aiming for with this game: a simple core + rich details. I'm really glad that came through.

Thank you for the feedback, Jcup! I really appreciate it. I'm already working on an update that will allow players to retry immediately without waiting. Plz stay tuned!

Thank you so much for the thoughtful review! I'm really happy you noticed the pacing of the new mechanics, especially the moving platforms.

Interestingly, that timing wasn't quite right in the very first release. In the initial version, moving platforms appeared too late, and I noticed some players assumed there wouldn't be much variation and stopped playing early. A few days after launch, I quietly adjusted the system to address that.

I ended up building a more structured spawning system. Each platform spawn now depends on:

  1. The current platform type
  2. The streak length of that type
  3. The earliest point in a run when each platform category is allowed to appear

On top of that, it's probabilistic rather than strictly scripted, which helps keep the experience dynamic while still maintaining a smooth difficulty curve.

For logged-in players, different random seeds generate different platform sequences, so runs don't feel identical. But thanks to the underlying math and constraints, moving platforms will still tend to appear around a similar point in overall progress. So the experience stays fresh, while the difficulty curve remains consistent.

I'm actually preparing a devlog to explain the system in more detail. Thanks again for the kind words. It really means a lot to see the design decisions being noticed!

Extraordinary design and engineering! The first thing I noticed was the excellent level design. The way dungeons, level-ups, keys, and power-ups are naturally connected makes the progression feel organic rather than linear. It flows very well and feels very thoughtfully constructed.

The graphics are beautiful, and the character movement feels pixel-perfect, which I really appreciate. The controls and physics are smooth and clean. The boss fight was a bit challenging with the WASD controls combined with the space key, but that is understandable. I could easily see this becoming a strong title on consoles.

One thing I noticed is that same-room enemies respawn immediately after Rest. I am not sure whether this is intentional, but it creates a small loophole where players can repeatedly rest, defeat enemies, and level up more easily than expected. The respawn on room transition, on the other hand, feels like standard dungeon design and works very well.

Excellent game! It feels extremely polished in every aspect. It carries a nostalgic arcade vibe, yet goes further with richer details and refinement. Really impressive work.

I found the gameplay quite challenging (in a good way), at least for me. Even a small mistake can quickly lead to an unavoidable game over, despite the bugs' movement being somewhat predictable. I managed to score around 25, which is probably not very impressive, but I genuinely enjoyed the experience!

Nice game! The railgun and missile effects look fantastic. I could really feel the tension as enemies approached, which made the experience exciting and intense.

I did notice that the missiles sometimes seem to collide with the ship and explode immediately as they spawned. I am not sure whether this is intentional, but I thought I would mention it. Overall, I had a lot of fun playing. Good job!

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I do not have access to a Windows device, but I was very curious about this game, so I watched DizeShadow's gameplay video on YouTube. I do not have much experience with horror games, yet the gameplay was genuinely scary even through a video. wow.

I am really impressed by how polished everything feels. The visuals, animations, and sound design all come together beautifully. It truly has the qualities of an extremely strong indie title. I can only imagine how much work went into creating this. Congratulations on such an impressive achievement!

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I just checked out Dither It and it's amazing. I've always wondered what the proper term for ''that effect'' was (the one we see in so many cool visuals and modern art), and now I know from their examples that it's called error diffusion. That effect alone can give a game a strong artistic identity. Thank you for sharing this!

Thank you for the encouragement about Steam! Sukima is actually my first finished game ever, so I originally saw it as just a small jam project. Your comment really makes me think more seriously about its future.

I do have a couple of ideas I'd love to explore. One is deepening the atmosphere with a subtle day-night cycle, so there's a quiet sense of time passing. Another is introducing light weather effects. For example, rain could make the tops of the stages slightly slippery, adding a gentle layer of challenge. If I go that route, I would rebalance the platform surface areas to keep things fair.

In any case, thank you again for the support. It genuinely motivates me to keep refining it!

Thank you so much for the generous words and for spending that much time with it! That truly means a lot. The ''middle of the ocean'' setting was very intentional, and I'm really happy it came through. The idea was to offer a small moment of solitude, where the calm comes naturally from the simplicity of the play itself.

Thank you! I put a lot of care into the finer details to make the minimal design feel purposeful. I'm happy that it shows.

Thank you! I really appreciate it. It means a lot to me when someone wants to come back and play again.

This is a really innovative game. It explores a genuinely new kind of puzzle, and does so very successfully. When I work on shaders, I constantly run into confusing wavy patterns, but it never occurred to me that they could become the core of a game. That idea is great.

The tutorial is also clearly made with a lot of care and does an excellent job of explaining the mechanics. Really nice work overall.

It's a nice little game. It reminded me of Tiny Kingdom. I didn't quite get the idea at first, but the game is fairly self-explanatory once you start playing. I really like the smooth animations when blocks are placed and adjacent blocks upgrade to the next level.

One small surprise I enjoyed was how water blocks connect when placed back-to-back. I didn't expect that, since it usually requires a dedicated tileset and some extra work, but it was implemented nicely. Good job. I played a few runs, enjoyed the gameplay, and managed to reach a score a bit above 200. I also like the card design. It has a clean, modern, flat UI vibe.

After a few runs, I'm still not entirely sure how quests are generated. Are they guaranteed to be solvable with the remaining deck, or are they randomly generated? If they are random, it seems possible to end up in situations where no solution exists and the player is forced into a slow death. In a few runs, I simply never saw the card needed to complete the quest.

One possible improvement could be adding a hand mechanic, where players draw cards into a hand that acts as a buffer. This could give players more room to plan ahead, which might be fun. Another option could be introducing longer-term goals, such as building a village with a certain population, or creating a town that is self-sufficient in terms of lumber, water, and other resources. That could add more strategic pressure to the gameplay.

Overall, this is a fun game and very nicely made at its current stage.

Absolutely amazing. I love puzzles in real life, and I am an escape room lover. All these puzzles are really well-made and fun (and some are really challenging, ngl). I love the graphics and the visual style a lot. Overall, this game easily earns full marks from me in every aspect.

By the way, it has that older 2D vibe, like Fallout 1 and 2. Could you share a rough idea of how you achieved this kind of retro look and texture? Thanks!

Thank you so much for the incredibly kind words and for spending so much time with the game! This really made my day. 

A score of 35 (!) is genuinely impressive. Even I cannot reach that myself. Huge congratulations. I spent quite a bit of time on the visuals, so I am really glad to hear that they worked out well.

I also noticed on the leaderboard that this score was achieved while logged in, since the record was set using a custom username. If the score remains in the top 100 through the end of this month (which it almost certainly will), it will be permanently recorded in your Profile page's Placement History. It is a small but lasting recognition of the achievement if you come back to the game next month.

Thank you very much for playing and for sharing your feedback! I'm working on a new update that will make the guest mode option clearer and easier to find.

Thanks a lot for the in-depth explanation. It was really inspiring to read. I can also see why you chose to sample two points ahead instead of one ahead and one behind. That forward-looking approach subtly encourages players to anticipate what is coming, which feels very nice in gameplay.

Great game! As a dev, I'm curious how train stability is calculated and what triggers a derailment. I'm guessing it involves a centrifugal force check in the physics loop, but I'd love to know more. 

Overall, this is excellent engineering.

Nice game. It feels like a metaphor for life. The way Jane slows down as she gets older feels very real and a little sad. I also think it’s a strong design choice to reveal events only after collision. Life is full of surprises, after all.

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Thank you for the kind words, Arch. I’m glad the intention behind the game came through. I really appreciate the offer and will keep your contact in mind as the project develops.