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BarterCreative

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A member registered Jan 21, 2025 · View creator page →

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this was adorable to play, and very much just a good time to play as going through a bunch of the games! really well done!

Super clean, very well setup, everything worked well. Im always suprised when people can throw together a card game or a UI based game for a game jam. This was really well put together! nice job. 

I saw this game played on stream! and as scrolling through the game options remembered to give it a click. quite fun to play it i never was able to fully get to the top, but that was simply a skill issue on my part. Super good time.

91% is the HIGHEST i could get, but i'll take that. This was a lot of fun, very simply concept, and executed very well. 

I would have LOVED to have played more of this concept. slowly getting more fish and more bubbles was so rewarding. and it was a very cute way to end the game with the "thanks for playing" a very quick and fun game. 

I was NOT expecting to find a typing game in this jam. all i could think half way through was this game would honestly have been so useful when i was a kid to help me improve my typing skills. This was great. very slick

Very cool looking. and was very fun to figure out some of the merge combos to actually manage to beat the level. had a really good time playing this!. 

LOL yea. i literally was thinking of including something in the bio about it. as it keeps being the main issue. however! we got a checkpoint build. but are just waiting to upload it till after the voting period. just a version with a lot of little fixes.

i have never gone from mesmerized to absolutely confused AF so fast. this was a full experience. Me and one of the other devs from my team played this at the same time. and we enjoyed the hell out of this. 

my hightest score. a sold crispy 000000. But the mechanics and controls were fun though. and i really enjoyed how the ship would like run out of battery as you charged the sword. this feels like the typa game you could play over and over again to try and get a better score. 

I loved how many different game modes you packed into one game. super impressive to get all this done in the time that we had! well done!

This game was built to make silksong look easy. But it was also a super fun time. managed to beat the first level, could not beat the second. my friend got to level 3 though!

really fun, felt like old school flash games, the mechanic to level up your weapons and engine everything was "slick" and then i loved the integration of boss battles. 

Very much emodied slick. I rolled my car so many times. and i also was not able to do a good delivery. but that was more a skill issue, and i had so much fun playing this. was really good. 

My friend and I played the first level over and over trying to get the best score we could. 19.4 was our lowest. super fun game. having the ghost mechanic instead of just a "best time to beat" was a really smart move. 

I love when games like this include a time aspect like bronze silver gold! it makes it way more fun to repeat the same levels over and over again and try to get a better score! very great game. 

I loved the little arms wagging around! and the mechanics were very fluid and fun to use!

Thank you! our main texture artist did all the texture work on the main character! digitally unwrapped and hand drew the whole thing!
As for the checkpoints. Yeaaa honestly i wish we had more time to implement that. it was on the list. and we probably should've worked on it sooner. but just ran out of time at the end of the day. Thank you so much for playing.!

LOL this seems to be the biggest thing people keep mentioning with the game. is the checkpoint thing. and honestly. 100% agree. Our original plan was to setup 3 checkpoints in each "section" and then you only had like 3 or 4 lives, that way you could get hit less, BUT you also didnt have to backtrack as much. Maybe we will implement it for an updated bug fixed versio

Thank you! yea we had a checkpoint build. but honestly it slipped through the cracks until we had like 2 hours left. and then did NOT want to implement it yet in fear of causing more bugs. Our temporary fix was just give the player 8 to 10 lives. But we are planning checkpoints for a version after bug fixes!

got all the way to the end. i THINK the end thing was a  "bonus if you get under 120?" couldnt get under 120. but that was simply a skill issue on my part.  super super fun though. i love the paralx leaves in the background. the art style was nice. the music was soft and kept you interested in playing. very well put together. 

the sound track was wonderful. very vibey and arcade feel to it. it was also just a very fun overall puzzle to try and figure out, had to do a few of the levels multiple times. wonderful game. 

this was a lot of fun. getting to the end and being able to just be giant was so much fun. very slick.

Yea. this is slick. this game feels like what the them of the jam was about. 10 out of 10. love this. 

Clicked the game immediately on seeing it being called "banana assassin" very catchy name. and then the game play was very simple but fun, as it took me a few tris to beat a chunk of the levels. very nice. 

Thank you so much for the comment! good to know about the camera! we at some point had the ability to rotate the camera 15 to 30 degree in each direction, but we kept flinging the camera outside the train car on practice. so we just scrapped it for the jam. In a perfect world we definitely would find time to add it though!

HOW DO I GET AN S. I tried to get the S without cheesing. i got 3800 (or around that) but just an A. INCREDIBLY fun though. i think i got a D the first 2 or 3 times, then finally a C, and then could not get an S no matter how hard i tried. just kept landing on A. Very fun game. and very on brand for slick.

this felt like one of those old school flash bullet hell games. reminded me of like early 2000s. this was a really good time. 

AYO! you're the pizza person! I saw some of your update in the discord! One of your basketball bouncing demos! the game was fun cool to see the final product!

so much content in this for just a 10 day jam! this is great! the music is catchy, the mechanics are hard to master but in a good way. This was a TON of fun to play. 

so much content in this for just a 10 day jam! this is great! the music is catchy, the mechanics are hard to master but in a good way. This was a TON of fun to play. 

Thank you so much! I FULLLLY agree with the save points. we had a checkpoint system. but ended up with just not quite enough to time to implement it. Also good call on the final boss hit box when starting the arm attack. I know we are fixing up some things for a bug fix version after game jam. imma implement your suggestion (that and a million other things. lol)

Really enjoyed the drifting mechanic, and also the music track that y'all had! and that you included the option to see my best time. 

Im a simple person. i see a game with a frog as the main character, i click play. But honestly, the art was super cute, the music reminded me of like 2008 runescape. and it was very addicting to continue on to the next section.  super polished game.

"Slick, sl.. sli. slick.. sli... shatter. sli. sli.."   I loved the old arcade sounding music and dialogue!

ran super smooth, was super fun, i love the idea that your  "ammo" also has to be preserved cuz of your power. this was super fun. I enjoyed this a ton

(1 edit)

Hey! Yea the first enemy wasn't suppose to attack you, so it worked as intended! It was just suppose to showcase that there is potentially enemies coming up! That being said, originally we had dialogue to help build that part of the narrative, But we ran out of time  to implement any of it. :( 

Thank you so much for playing though! And sorry you had the framerate issues! That's an optimization thing we are hoping to fix later! 

Oh man, I so agree with wishing the other assets were cohisive! We had a stand in for the main character, and a few other things, that still were hand drawn, but weren't quite the style of everything else (we didn't settle on style until like 30% through, so some assets got left behind in the "generic hand drawn asset" look.) and the other half of the assets didn't even get used (we had some hand drawn birds and flowers and other things that we didn't even have time to implement.)

Thank you so much for your suggestions though! I feel like if we did publish an update post jam, that we would integrate all the suggestions you had, and that a bunch of other people had!

I fully agree with both those suggestions! The SFX unfortunately we just had no time to implement. And as for the multiple hits, I unfortunately don't know how to do that yet in UE5. (Still very new to game stuff) But I will implement those if I make future builds! Thank you for the suggestion!

Omg! Okay this is good to know cuz I'm competing speed run times with my friend on this game! And we hadn't found that skip yet! I will patch that in future builds though! Thank you for finding! (We also found like 3 soft lock spots, and a couple other spots you can accidently skip, lol) Thank you so much for the feedback!