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Bart Moon

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A member registered May 20, 2020 · View creator page →

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Yay for sound!

Thank you Stepan

It is a great shame that You didn't have time to fix the build as the art and the premise of the game seem super cool :(

I want to see the infamous cuphead journalist play this game :D

It is super, super lovely. I love the idea, the connection to the theme and the presentation. I had to turn down the music, because it started blasting my ears, but apart from that the audio was fine.

It was simple but clever, and to be honest simply the premise of the game was enough to have me sold on the idea. It controls super well and smooth, and the character is super-responsive. I really liked combining 2 mechanics on one color, it greatly added to the depth of the game, that would probably be fine even without that. 

One nitpick that I have to throw in just for a good measure is that the character is pretty slow (nothing a few dash blocks can't fix though am I right xd?), but well I guess... this is just a tutorial.

This is a super cool idea and probably one of the most creative theme interpretation that I've seen this jam, even though it was not super obvious at first how it connects to the theme for me. I really liked the presentation of the game, especially the graphics look super clean. Gameplay-wise it is working smooth and controls well. I am not going to chase the highscores from the table though, I will have to pass on that as I am simply not really good at the game :D

Thank You!

I will learn how to do better movement systems for the future, don't worry :D

I love the idea. The execution is also very good and quite impressive for 48 hours, especially with art and music also being made during the jam. The story setup is also very nice and ties the game together very well. I was a little surprised by the quality of the game, based on how little comments and ratings it has, it was far better than I expected. Love the artstyle, the music choices and especially the cat.

The game reminds me a lot of Moonlighter, but afaik it was not actually inspired by that. So that is a nice coincidence that it reminded me of another game that I like :)

Keep up the good work, best of luck during both this and any future jams.

Super cute game! It is cool for some chill playtime and getting a nice highscore without much stress. 

I liked the contrast between how the dino moved precisely while the fruit movements was very floaty.

I've seen people say that the bombs should result in instant lose, but I disagree, I really liked that they only dinked the points instead of going for insta lose.

Woooow that was haaaaaaaaard.

The level design on most of the levels is genius. I think there is not much more that I can say, the LD work on this is seriously awesome. 

That being said the game is super difficult, I finished it with 151 deaths (half of them probably on last 2 levels). I would really appriciate some sort of checkpoint system, especially on Flag Friends level.

I really liked the change in music for the, let's say "boss level".

Good game, great LD work, simple graphics and really high difficulty.

Good luck during this and any future jams!

Polska Gurom?

Yay for Unreal!

I really like the mix of styles, 2d sprites + somewhat 3d background. The gameplay itself was quite enjoyable once I got a hang of it. I just wish there were some kind of win-states and maybe transitions to different levels instead of it just being a high score chase (or maybe I just didn't score high enough to progress? but I think there is only failstate if towers stand for too long).

A neat concept of reverse tower defense but with an additional twist, I absolutely loved that it was not just a simple "you are the enemies" take on the theme. I could see some possibility to develop this idea further if You wish to in the future, as it definetely has potential.

A very nice interpretation of the theme, really liked the idea.

The mechanics are simple but clever, and the game is fun to play and controls well. It was a little bit on the harder side for me, as I don't usually play games like this, but I really enjoyed the gameplay.

Really loved the dual purpose of the potions as I could use them either on me or on the player. 

Also the small touch of music getting louder when You're closer to player viewport and quiter when you get away is a neat addition.

I tried with the movement but I couldn't make it work for both characters at once and it led to the thief skipping some movements and breaking the puzzles.

This is why no running rule had to be implemented :p

But one thing I can do is to promise you and all other players that I will learn and practice and I whenever I will make another similar game it will have great, fluid movement system. You have my word :D

Yeah, that could work. I always read through comments of my previous entries before the jam, so thanks for detailed feedback and suggestions.

ROCK

Valid points. I was also thinking about how the gates look like buttons, but I was running out of time at that point and had to settle for something and decided to simply go with colors, which weren't the best solution, but felt good enough for the time that I had left.

About visual representation of a swap... yeah, I didn't think about that and it seems like it should be an obvious inclusion into the game. I will be smarter for next year.

I was tweaking the time the text spent on screen and decided to go for the longer one, as I felt that the text conveyed important info for the level at hand. That being said I was constantly on the fence about how long it should stay on screen. It covering the whole screen was a stylistic choice, but I overshoot a little bit and didn't fully implement what I had planned for it. 

Thanks for playing and commenting, glad You enjoyed it

Reminds me a lot of FPS Chess, not sure if this was an inspiration or just a coincidence.

I liked the writing in the intro, and the game played rather smooth for me, although I had to take a good while to get a hang of it.

Also, I know it is probably late for it now, but the banana position on the cover art looks... interesting :P

A solid interpretation of a theme built on a solid foundations of one of the most popular video games of all time. It is nice to play as the ghost for once. The AI seems to work fine,  the pathing was predictable, but it is a plus in my book when it comes to a jam game, that I want to only spend couple minutes on and simply have fun. Graphics-wise there is not much to say, as the game simply perfectly does what it wants to do, which is to match the style of original pac-man. I like the small touches, like letting the player choose the color of the ghost. Technically it works well, so there is nothing really that I could nitpick about. The game definetely achieves all of its goals in a good way.

Sorry to hear that

Despite being featured on the cover art I forgot about the big ape and it took my by surprise once it appeared :D

The game is a super crazy chaos at times and it took me a while to get a grasp on it, but it was a fun and challenging experience. I really liked the different weapon types and the constant switching kept things interesting, although I felt like the AI is really overpowered with its accuracy at times. It took my a good while to do any real damage as the zombies. 

Also on a side note, the first time a zombie pulled out a gun a laughed hard and it reminded me of this meme a lot:


Oh I forgot, I really liked the slightly sarcastic writing :)

Unreal game about a cute mouse? You got me there!

I will be honest, I had to read comments to fully understand the controls but after that the game was really enjoyable and chill. Lovely art and music, a cute little tale, or should I say tail.

The controls feel very good and the animations are really smooth. I liked the decision making and slight puzzle aspect of the game when I had to decide which food to pick up first, how to distribute it between eating and taking it home. 

Nice and fun game, good luck in this and any future jams :)

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I wish the goat would scream after each skeleton stabber defeated. That being said though, I would be able to hear the scream only 3 times at max.

The game is super fun!

I really liked the idea and the execution, it shows how a simple, a little bit crazy idea can turn into a very fun experience. I think the game would be just fine with just happening on the flatground, but You added the Highway mode which adds... well it adds another dimension to the game and it is super awesome that it was added. 

When it comes to issues found during my playthrough I guess the only thing that was a slight problem for me were some visual aspecst, the Z-fight between road and train tracks and also the buildings looked a little bit jittery for me. Apart from that I didn't face any problems and the game actually performed well and seemed to be technically well-made.

While all assets were fitting well, the absolute standout is the music that is simply PERFECT for this game. Some people will have something against pre-made assets, but I think that choosing the right things to use is a skill on its own, and You did great in this department. 

When it comes to potential improvements for a post jam future, I wish there was some kind of power-ups like system that would for example turn on slow motion or speed up cars, make the road wider or tighter, turn the road into slippery ice etc.

Despite being mostly a fan of puzzle games, a'la Riven etc. I really enjoyed the game. Keep up the great work and good luck in this and any future jams!

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I saw it first on stream, then I played it and made some absolute monstrosities.

The game is super creative and ,without getting into spoilers, I love the twist in some levels.

The idea is so simple yet so clever, it has so much potential to go further even to add another dimension some time in the future. The game is super clean visually and I really liked the simplistic and humoristic style. There were some issues, of course the lack of sounds hurts the otherwise great game but that is mostly all. I don't think I can add anything that wasn't said before, so I will just say great work.


--

I know that I will now sound like a paid actor but anyway...

Apart from the gameplay itself, the game is truly inspirational for me and the interview you gave on bluishgreenproductions also gave me some great ideas on how to improve my jamming for the future. So simply thanks!

Hope to see You in other jams then :)

Be warned though, it is addicting :p

The Sounds XD

Overall a very cool game with a nice artstyle and very fluid gameplay. The controls were crisp and provided good feeback to player's actions. I really liked the whole atmosphere and most of all I liked that the controls were shown in a somewhat diegetic way, as they were present on the walls. I'm also a big fan of this method, so it is very nice to see.

One thing that I could complain about is that just by launching the game and starting to play it I wasn't really sure what the goal is, basically unitl finishing the first Keith encounter I was a little lost.

Apart from that no major complaints and technically I had only one minor bug, where it seems like the "seen" indicator and red overlay stayed on even when I already left the room and Keith was nowhere to be found, but this didn't impact my playthrough in any way.

Nice game and good work, always glad to see some 3D entries :)

You didn't lie when you put "A very difficult" in the description.

I have to agree with other commenters, that E button for swap wasn't the best call, although after a while I didn't have that much problem with it, you often use E in FPS games after all.

The game is exactly what it promieses and utilizes a role swap or even a world swap I would say to its fullest in terms for the mechanics. Of Course the graphics are simple and ms-paint like (probably even just made in mspaint) but they got a charm to them, and I will be 100% I wouldn't be able to draw that myself, even if I spent the whole 48 hours on it :P

Good job

The game is pretty cool once you get a hang of it. The graphics are really nice and I like the style and the music very much. My favourite strategy was to swap sides of goblins on the far back of opponent's forces, also tried to create a death squadron of sniper elves, but it didn't go as planned :D.

There were some bugs and exploits but it didn't hinder the experience too much. 

Honestly I don't know if I can give a bigger praise to the game than saying that I spent way too much time on it... If a jam game takes 30+ minutes out of my day, somebody did a good job.

I would of course want to see more cards, more races/classes, maybe some elemental fields on the board etc. but as far as the jam version is concerned this is a solid entry for sure. Pretty light but clever use of the theme, and once again a great style.

When I first saw the WIP screenshots I wasn't really expecting what I got, but as a fan of card games I couldn't ask for more, and as a fan of puzzle games I basically created my own puzzles in the game and challenged myself to do something that well... I succeded:

Once more, great job team :)

Glad I could help and don't worry, everybody has problems with time during jams :D Last year I overscoped the game way too much and ended up with a half-finished mess :P

You may not believe it, but I've never played an Endless Runner game before this one.

The game is quite good. It is simple as you can expect from the genre it is from, but it does everything that it should rather correct, as the mechanics are fluid, the controls are responsive and crisp and the game was actually running fine for me, although that might be due to my PC having all Unreal related stuff installed. 

Graphics wise it looks nice, the menu reminded me of Serious Sam a little for some reason and I generally like the overall little bit old school aesthetic. It is great to see another fellow Unreal representant in the jam, as we definetely are in a minority.

I'm a little bit on the fence about how the theme was implemented into the game. I am 100% fine with the idea that the coins are chasing the players, it is quite good way of introducing the reversed roles into the game, but I feel like it should be balanced out with something. What I mean is that in games of this genre the coins are the positive factors while we also have hazzards, obstacles etc., so the premise is simple, collect coins, avoid obstacles. Here in Treasure Temptation both obstacles and coins are negative aspects as they hurt the player, while there is no positive factors apart from the life regen and highscore. Maybe the roles should be reversed for another mechanic, not only the coins so that maybe obstacles, or at least some of them would help out the player or maybe they would offer some kind of risk/reward situation, so that when player plays good the obstacle can give a bonus but it is associated with a risk of losing 2 lifes or something like that. Maybe the obstacles could both harm the player when ran into but also shield the player from coins that are comming from a different lanes. Just some food for thought, as probably my ideas aren't really the sharpest, as I just wanted to illustrate my point.

Apart from that nitpick, the game is enjoyable and I tried to chase some highscores but was unable to go above 700m, because I don't have much experience with games like that and post jam my dexterity is not on the best level as I'm still a bit tired, so excuse me for that :D

One more thing of note, maybe the hearts should just add 1 life, not only heal the lost ones so it would be a little bit easier. Probably for an experienced player the game wasn't that hard, but for me it was to some extent, and having extra life instead of heal would help.

Keep it up, I'm always glad to play Unreal games during the jams, thanks for submitting :)

It was just a meme. I know the creator of the game

Thank You! Glad You enjoyed it :)

Very chill game, but much harder than it seemed at the begininng. I really enjoyed it although the old school approach to discovering how the game works might be a slight turn off. That being said overall the game is a pretty great concept and prototype. Not sure if You were inspired by some game in particular because I haven't seen anything like this on the market, but in all seriousness with a graphic overhaul and new additions this could be a great chillout game that would still require some brain power to play both on PC after work and on mobile when you need to cool down a little bit.

The game is definitely more than meets the eye. I would like to see the idea expanded in the future.

Seems like the hero is in fact immortal as Codian already stated. I mean I don't mind, at least I didn't fail! The game could use some more feedback for the players' actions though and also as already stated some guide on how to play. Potentially add some description/guide on itch page as you can edit it during the rating period (just don't delete files by accident!) and it will help future players avoid confusion.

The art is very nice and it is especially impressive that it was created in the 48h time window.

Very nice aesthetic and crisp controls. As others already stated the cover art draws attention for sure.

I just wish there was more things to do as I would want to spend more time with the visuals that You created.

I don't think cops should help robbers escape prison... or at least I hope they don't!

Very nice puzzle platformer, it catched my intrest due to similarity with my game as I also have a cop/guard and thief situation, the gameplay delivered. I got a little stuck on the second-to-last level but after restarting I finally beat it. It is impressive that there are a lot of levels and many mechanics introduced through out so the game doesn't feel boring and has a decent runtime for a jam game. 

Although I was a little bit sceptic about the introduction of the mouse, I must say it was ok and actually I much prefer aiming with mouse than if I would have to do it with keyboard. The controls are in general very nice and the characters move very smoothly. The introduction of shifting the characters was a great addition.

One thing that could be expanded, to be honest on the last level for a while I thought that the robber will be able to squeeze through a tight hole because he is skinnier than the cop, but I think the hitboxes are actually the same. It would be a great touch and an interesting idea to throw into the mix.

Great work!

The game is dear to me, because I had a similar idea few years ago for a different jam and I wanted to see how somebody else interprets this.

The cutscene at the begining is nice and the mechanics are crisp for what they are meant to convey but the game is very short. Also the slimes are cute <3

Hey,

The game is obviously very simple, so there is no point in writing in too much detail and I'm pretty sure You're perfectly aware of how the game plays.

From a player perspective I must say that it is very hard to understand what is going on, how the shapes operate. As far as I am aware, from what I read on game page, the shapes should behave as each other, so the cubic shape should roll and the sphere should act in a more stiff way and this is definetely true, but just from playing the game it is very hard to understand. The cuboid shape was acting in a way, falling from side to side that I could associate with a cuboid in a video game it didn't ring my bell that it is acting like a sphere is supposed to. On the other hand the sphere was just moving very poorly which was frustrating. It isn't really explained why the cuboid can walk on water shile sphere can't etc.

Lack of sounds and music is also making the game less enjoyable and harder to understand. Although the core idea might be somewhat entertaining, especially level 2 showed some potential of being a good start for a bigger thing. (changing steps into flat surface).

If I can suggest something for next time:

-  including sound, in any form is usually crucial for a game.

- In-game explanation of what is going on and how the game works is mostly a big plus

- You've picked a pretty tough idea to comunicate to the player as it is both abstract and unusual while being about objects that we know from every day life. In such case it is good to rely on, subvert or just be aware of what some people call "affordances", so it would be a good thing to consider next time.

Nevertheless, good job on creating the game and submiting. Hope my feedback can help for the future. Good luck this jam, Decimate 2, and in any future projects.

the "can't retrace" mechanic was implemented mainly as a thing to combat cheesing the game by spamming pointless moves with the thief so that it would be super easy to catch him as a guard. 

Thanks for the feedback.