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Barrie Lake

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A member registered Jun 09, 2020 · View creator page →

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I won a game jam this past week, and your music was definitely a major contributor. It gave me the exact tone I was looking for in my game. Thank you so much for making and sharing these excellent tracks!

The game is here if you're interested in checking it out: https://barrielake.itch.io/blink-exorcist

I won a game jam this week, and your asset really helped me get a playable character in my game quickly, so thank you for that! 

The game is here: https://barrielake.itch.io/blink-exorcist

It has potential, but besides the movement bug it needs to be more generous with bullets (holding down the mouse, they didn't fire very quickly or regularly.) The timer is also too short to even enjoy the game properly... I think finding the 12 gold things is already challenging/fun enough in an invisible maze that you've got to explore and reveal. There's a really solid game here, just hiding behind a few barriers to play. Well done for submitting something, and keep at it!  

Fun and unique game! I love the handcrafted art style and sound design. It looks and feels really polished, actually, which is extra impressive considering how short your time was to make it. I think you made some really smart design choices: a complete game starring a blob is much better than half a game starring a detailed animated hero. 

There have (understandably) been a quite a few sound-based games made for this jam, but I found yours particularly effective - maybe even my favorite of the lot! I think your game benefits from not relying too heavily on using headphone stereo to pinpoint a sound's location. 

My only critique is your collision detection for death could be a little more generous to the player. A couple of times I died while only sliiightly scraping a wall when turning around a corner. 

Really fun game and I loved the animations - especially little touches like the foot kicking up off the ground when he shoots. I liked the balance of defending and recharging the light - satisfying to bring it back from the brink. 

One nitpick is I didn't know what the blue bar at the top with a countdown was at first... thought e.g. "45 left" meant my number of bullets or something. I realized on second playthrough it was for the remaining bats, and then after winning I further realized the little blue symbol was a victory flag. 

I love the look, but had no idea why I was losing or how to even go about winning until coming here to read the comments. Needed a bit more onboarding into what I'm supposed to be doing - which I'm sure you would have accomplished if you had more time. Nice effort, anyway! 

Very nice! I'm a big fan of: 

  • The cool effect when pressing space to see 
  • The ominous messages 
  • The slow horror of an enemy coming towards you, one turn at a time (that maze level could really be a game all on its own with variations)

A really polished game with a very distinct tone and point of view. Well done :D

Who made the music? One of the standout tracks from this jam, for me - so good! (Game is great, too!)

Love the tone of this game: funny, calming, and a bit unsettling! Well done :)  

Thank you so much, I'm glad it turned out well! 

Such a solid game! I will keep coming back to it to try and beat it, I'm sure! 

This is great! Feels like a really complete game, and I love the art style and music. Easy rules to pick up, but still hard enough to master that you can't help but make mistakes - then keep playing repeatedly to try avoid the mistakes you made in your last run. 

One of my favourites in the jam so far for really keeping it simple and focusing on that one  tiny idea, keeping it simple and polishing it super well. Nicely done!

I think you could probably increase the time pressure a bit, so there's less time to think clearly about what weapon will work (I think you might do this already as the game progresses?) Alternatively, some kind of bonus for attacking quickly, e.g. a meter that fills up towards restoring/adding a heart, Both of these could incentivise acting as soon as possible to add more tension.  

I like the way the game feels to play, and the headphone test + tutorial add a nice level of polish to things! 

Requiring headphones limits your potential player base, but that's probably okay for an experimental jam game vs something you want to make more commercial. 

There are quite a lot of elements to learn about in a short span of time at the beginning - it was a little overwhelming at first but made more sense the second time around. Adding a new tutorial room to demonstrate doors would definitely help. Speaking of doors: the high-pitched creaking door sound is quite unpleasant - it made me sort of dread closing my eyes, so I'd consider changing that if you continue working on this. 

All that said, I love the art style and there's some cool strategy to play with (e.g. positioning yourself in  a certain spot to see if an enemy is truly on the left or right). The headphone test and tutorial gave me a really good first impression too - it's a really nice added level of polish. 

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Nice idea, I should make an endless mode where you just have to try rack up score :)

oh wow you are good!! A natural born slayer, well done! 

Thanks Maison, glad you enjoyed it! Hahaha I know it’s tough letting him down, but one of these days we’ll get him to the end alive! I’m away from my computer for a couple of days but looking forward to playing your game when I’m back :) 

P.S. I might have a game-breaking bug when you get near the end… I did not create enough tally mark images for the total number of enemies you’ll defeat by the time you finish (it took me a while to even get close to the end of my own game, so I realised this only recently!) I’ll have a fix for it as soon as we can upload game updates. 

It was quite fun lighting up a level - I almost wish that the lights could stay up and wouldn't disappear as you add more, but I get that could make it too easy. The final sheep gave me a lot of trouble! I was very glad to find it lol

Maybe I have bad headphones, but I couldn't ever really tell where any sounds were coming from, they all seemed to originate from the same place for me. I like the concept of the game, the art style, and especially the music, though!

I enjoyed some of the extra design touches you added, like the subtle screen shake when you shoot. Gives the game and controls a nice feel and makes shooting the books feel satisfying. Wish there was more to it, but what you've got was a quick and fun time :)

Doesn't seem to be linked to the theme at all, but I enjoyed spamming bombs for a bit - the upgrade from cherry bomb to spider bomb felt great! 

I think it's so special you made this with your son. I hope you two keep it up :D

Well done on getting this over the line in 18 hours - very impressive! I like the concept a lot - it's a clever idea with lots of potential, and you executed it pretty well here. 

The red dots on some of them read as gun laser sights at first - took me a while to realise they were meant to be eyes. I also wondered what the point of having such obvious aliens (glowing skin and red eyes) but came to realise it can be a good strategy to keep them alive and eliminate them later when you need to lower the invasion meter. 

I found very few aliens via the flashing light or freezing - possibly too subtle with so many people on screen at once. There were usually several in the light when it went off (though it was then fun to see if I could catch who was running away), while the humans are stopping and starting all the time so not easy to see who's freezing and who's simply stopping. 

Weird shadows and off-colour skin were the sweet spots - not too obvious and not too difficult. Could be more fun to just work with that sort of thing... subtle visual differences that are easy to miss when you're not looking for them, but super clear when you are.  

Your game a has a very polished look and feel! Nicely done :) Probing and swapping are cool concepts for a poker-based game as well. 

Nice concept for a puzzle game, I was sad there weren't more levels! My only issue with it is I don't love invisible walls as a mechanic, so the sooner I can get the wall-seeing eye, the better!

Very creepy! Great sound design and a really cool game concept. I wouldn't have minded less waiting time between monsters. I also found that almost all of them disappeared when I rubbed my eyes - only one needed pills for me. I'm looking forward to learning to make 3D Godot games in future, so it's cool to see what can be achieved in a weekend. Well done :)

Love love love the aesthetics of this one! Really cool different environments and enemy designs - each location tells a story. Nice work! 

Thanks so much! I was concerned about the ability to spam attacks as well and considered adding some kind of cooldown timer, but I'm glad that wasn't needed in the end :)

Very charming game! I nearly gave up at Level 4 but glad I managed to figure it out - was not expecting that ending sequence! 

A great idea with a nicely polished look and feel. It just needed clearer instructions. "Redact all names, numbers and dates" should be stated very plainly somewhere, rather than phrasing it as "certain names, dates, " etc.  

It also wasn't clear that clicking on some words would give me the option to replace them. 

  • You might consider some sort of visual highlight or dropdown interface on words that are replaceable on the page, with a few red herrings (words that are replaceable but should be left alone) sprinkled in so it's not too easy. 
  • The option to unredact something would be good for players who accidentally redact a word when they actually thought they were going to replace. I was kind of scared to click on words I wanted to replace, in case it would permanently redact them. 
    • Maybe replacing a word should be done with a different control than redacting, e.g. a right click instead of left, making it harmless if players right click a word and nothing happens.  

Really love the concept and would be cool to see it expanded! 

Cool game, you definitely nailed the Mirrors Edge aesthetics :) I like the concept and the way the gong hits were visualised - all very smooth! Though I think you could have been more generous with how long the effect stays visible, especially for the one-hit gongs. 

Nice atmosphere :) I made it to the orb but not sure if I'm missing something - there are UI elements on screen like the hearts and WAS buttons that don't get used... or is that the part where I shouldn't trust my eyes ;) 

Thank you! Working with a very limited number of mechanics really helped me there :) 

I'm not a rage game fan but enjoyed the aesthetics and tried my best hehe! I think this is nicely executed. The mouse sensitivity was quite high for me, but I'm playing with a macbook touchpad so mileage may vary for other players :)  

The game also bugged out for me, unfortunately, so I didn't get to play much further than picking up my first elf. 

Genius concept for this tiny game jam, and you polished and executed it so well. This is definitely going to be one of the top-rated entries, the dev team really nailed it! 

Akko, you're a freak for those scores <_<

Thank you for the lovely feedback, I'm glad you enjoyed it! 

I was really excited about the idea of this game, but in execution I found it a bit confusing to play. As a start, it needs a better way to feedback which predictions were right or wrong -- or if you want to keep it more challenging, even just an indication of how many were right or wrong . As a player, I don't even know what $75 profit means, so have a hard time calibrating my theories based on results. (Maybe a post-it saying "$__ per correct prediciton, -$__ per false prediction"?)

Still, there's a really cool concept here and I could see it becoming quite fun to figure out how the cards work on different types of news stories... a balance of becoming more accurate over time with existing stories while having to learn how new stories or new cards might impact things.  

I know it's a tricky game to get right, especially in such a short span of time. This type of game can only be developed with play-testing throughout, since you, the developer, are already cursed with the knowledge of how it all works! Well done for putting this together and completing your first jam ever :D

Ohhh I see! That river "aha moment" is a really cool idea! 

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This is a really well-presented and cute game, art-style wise, but quite challenging gameplay wise. I felt very compelled to get to the end and beat it. I like that you learn a bit more about the way forward on each run, then you use that knowledge to get further each time. Though running up against invisible walls is not always the most fun, it felt very satisfying to make it to the trophy, especially in later levels. 

It would be interesting to see if the graveyard view itself could be used more, rather than just being the start point. Maybe certain graveyard areas could be checkpoints you can safely emerge from if you get to them in the rose-coloured view? Or could certain graveyard assets provide subtle hints on the way forward to observant players?

Congrats on your first game jam solo submission! Lovely game :)