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Barton Economy

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A member registered Jun 17, 2023 · View creator page →

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Warning: No real point to the game, and definitely unfinished. Fits the theme, due to the idea of "forging" a path. ;)

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Note: Due to not understanding quaternions and not starting to work on this till Thursday, the walking mechanics are a bit "buggy" ;) Especially the corners of the room, between the walls.

Spoiler (though the legs are visible in the screenshots too): I recommend pressing X to fall onto their heads, since walking on such a small space is a bit difficult.

Thanks! Yeah, didn't want to increase the difficulty too much on this one, maybe if I had setting for easy, normal, hard or something.

Thanks!

Wanted to put some hints in the game for how to win, but didn't prioritize that. So...

SPOILER:
If you wanted to find the ending, you will need to "save" souls by having them go over the correct small altar in the center (without killing them). There are 5 small areas you can get to depending on how many you save or kill. But if you don't want to do potentially tedious trial and error to find the true ending...

2ND SPOILER:
You need to kill half and save half (4 and 4).

Thanks! Maybe if the theme wasn't malfunction, it wouldn't be considered as "perfect" ;)

Thanks! I submitted a request to fix the softlock bug, and addressed it. So you can try replaying it if you want.

Fun game!

Good idea getting it playtested (as I saw in comments). Speaking from experience, just the people making the game doing the playtesting doesn't work as well, as they get used to whatever wonkyness they put in without realizing it.

The last level might have been a bit of a jump in difficulty, but I managed it without getting frustrated, only having to start over a few times.

Great pixel art, variety of environments and enemies, and difficulty levels! 

Pretty and funny! What you did you did well! Sure I would have liked full fledged puzzles and environments, but that intricate symbol moving at the main menu alone shows how much work went into it before the dreaded deadline loomed.

Also, not to ruin the ending for others, but I found it especially funny you chose to do confetti instead of rain, even though it might be a similar amount of work to implement. :D

Not sure what others said below as I'm too lazy to read it (:P), but just wanted to offer the advice of using the simple WorldBoundaryShape3D (in ColliderShape3D) would fix the going through the ground issue I ran into before I fully read the controls.

And (again, others may have said this) just the general advice of starting with a smaller set of elements to get working, and then layer on others if you have time. Not that I'm the best at this either, but game jams seem to ultimately be about time management and recognizing what you can realistically accomplish. Leaving the extra time for the polish at the end is essential for a more accessible experience.

That said, this is an ambitious game and I had fun playing what you got together!

Had fun playing this! Liked the display of the status of you and the blobs. Used the fact you started at the beginning when you died to shortcut after getting a gem. ;)

Would have liked a more full ending, but understand the limited time factor of game jams makes sacrifice somewhere necessary.

Great job for your first game! The only critiques I have are the level selection starting at beginning (already mentioned below) and the acid rain going through the ceiling despite not hurting you. First use of acid rain (of the games I've played), so good thinking there!

I kept the credits running long after the music was over, in case there was anything else, but maybe I missed it when I looked away for a bit. ;)

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Wanted to get good at the game, as it looks nice and could see it being a lot of fun if you overcame the obstacle and could soar expertly up through the air, but unfortunately I ultimately gave up. Perhaps a visual gauge for when to press Space leaving the raindrop, for those of us who are a bit timing challenged? ;)

Edit: I initially couldn't download the Windows version, as you suggested, because I was using Firefox. Could download with Chrome. In case anyone else ran into that issue.

Using the Windows version I got a bit higher with the smoother framerate, but still not great at timing the Space button. Could probably get there with enough practice.

Thanks for feedback! Yeah, meant to add a difficulty setting, but worked on other things to close to submission instead.

Thanks for the feedback! Impressed you got there, despite the experience. I intend to sort of continue the "series" in the next GWJ, and make a more full game after doing a number of them. I will try to incorporate your ideas into the next one. Probably do a toggle run instead, and make you a bit faster.

Thanks! Yeah, the difficulty of the wind\jumping seems to be a theme in the feedback. :P Wanted to add a difficulty setting to somehow deal with that, but decided in favor of adding more content.

That's what I set out to do. Glad it entertained you! And that explaining the compass helped (I'll update that in the description). In retrospect I maybe shouldn't have done the Textless Wildcard, given I didn't do any picture tutorials.

Pretty well perfect, but what's in that rain that makes her die? Daggers? :P But no real complaints, other than it's not fair to other entries. :)

Didn't entirely understand what I was supposed to do, but was fun interacting with everything!

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Didn't know how the slashing mechanic worked initially, just clicked once in one spot to no effect, so died a couple times without killing any of the fire enemies. :P But after I figured it out, managed to get 21 of them. :) So yeah, after getting past my confusion over the controls, pretty fun!

Game unfortunately crashed on me after failing some jumps on the third level (not ever time, just often enough I eventually gave up). My computer just might not be good enough, but a checkpoint would be nice, rather than starting over from the first level. But beautiful graphics (crazy you could do that in the timeframe), and other than the crashing,  fun!

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A bit hard, couldn't past the very end. Checkpoints might be nice, but overall fun! And great art!

Thanks! Yeah, there's a bit more. I tried to hint about it with the other two walls with the upside down doors. Let me know if you just want me to give it away. I don't know if there's a way to mark spoilers in a post on here or not, or a direct message, maybe?

Thanks! I thought a similar thing when the mountains ending up looking like teeth. ;)

The wind direction is indicated in the top right compass. When the arrow's red, it will send you flying in that direction. When the wind's not going (the arrow's white), you can jump normally. But yeah, I recognize it could take some getting used to.