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A member registered Oct 08, 2016 · View creator page →

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Thank you. Yes, i actually wanted to replace more stuff, but because of the lack of time just could use ground, ceiling, walls, windows, doors and tables so far. Everything else is only this kind of wooden box unfortunately^^ 

Definitely will go more towards that direction, it's so fun and has lots of potential :-)

haha, nice 

Thank you. I hope it did not scare her too much :-D

Thank you, glad that it really seems to work :-)

You'll definitely see more similar stuff, planning to go more in that direction. I think this has so much potential.

To your points:
- Yes, i wished had have bit more time for actual gameplay, Actually had some ideas, but at the moment the only thing that happens, when you don't reach them in time, is that it gets dark^^
- About the guardian. You are right, and that's what Meta actually is suggesting in the best practices. But i wanted to have this "haptical feedback", you know, when you touch the buttons, that there is really also a physical element in the real world. Makes it even more convincing imho... especially in combination with hand-tracking. So i hope that we have in future maybe the option to simply disable the whole guardian during playing from  games/developers side, without users forcing to do it theirselves...

Cool, thank you very much. 

Yes i struggled a lot with the correct placement and to avoid having buttons on unreachable positions etc... So that the actual visuals, gameplay and story were done in 2 days or so...  the jumpscare was just put in in the last second, to have at least something halloweeny :-D

Wished had more time, but definitely will go on in that direction. I totallly agree with the huge potential.

Glad that you liked it and that it also runs on large rooms :-)

Not sure, when i remember correctly, the story tells something, like you "fall down" or so? And i looked up and saw the broken ceiling and assumed that I'm probably in the basement. But didn't try to go up,there...

It's a cool concept. Like Beat saber in a very creepy atmosphere^^

You did a great job with the whole sound and environment.

Biggest problem for me was, that i couldn't understand the language of the text on your UI, so was not really sure, what to do. And the enemies came extremely fast (played the Quest 2 version). So just tried somehow to slice and later beat them (saw on twitter you're a boxer), but it's really hard. I think the most i got was 4 or 5.

So i think all in all a great entry, and if you make the actual gameplay a bit easier probably pretty fun :-)

ah ok. I saw the stairs, but somehow couldn't go upstairs... not sure, maybe have to try again then later^^ 

It needs the room scan of the quest, so that it can be replaced by Scene API. Not sure, if that's possible to get on PC... 

It's a good idea. Just some little problems made it a bit hard to play unfortunately (tried the apk version, so not sure if the other one would be better).

For some reason my hands were rotated around 90 degrees, what made it bit difficult to grab the flashlight. Also the flashlight turns off totally randomly each few seconds unfortunately.

I like the look of the ghosts , just wished, that they would have any impact or so. Seemed they just disappeared when they reached me, what somehow made them less terrifying suddenly ^^

I think i reached all corners ( just wished there would be a possibility to run or so... really durated an eternity^^ ), but somehow couldn't find the exit,.. not sure, did i miss anything important? 

All in all it is a great fit for the theme and the whole atmosphere is pretty spooky. Guess with some polishment this could become pretty fun.

Btw: The app name on the quest is somehow totally unrelated to your name here, made it a bit hard to find (because i installed a few apks of the jam at once). No problem at all, just that you know :-) 

That's a real "dark" game, lol. Think it fits perfectly for the theme.

At the first run i just tried to use the gun fire as flashlight from time to time. Saw that in your trailer, and think that's actually what we are supposed to do and what's a pretty clever game-mechanic. But not sure if it's a bug or intended, but the magazine which i took from behind my ears always had as much bullets as the one inside the gun. So, as soon as it reached 0 also the new magazines had no shots anymore...

So on the second run, tried to remember the way and after some time walking around nearly completely in the dark and a bit disoriented(i did not really see the blood in that darkness tbh^^), found the switch. That was actually pretty cool then, to discover what you before just could have imagined. 

But somehow did not found these 2 blue heads... or at least they seemed not really "blue" after turning the lights on, so not sure, if i really have completed it yet?

All in all a very good looking (as soon as turned lights on), fun and somehow spooky experience. Great job for your first VR game :-) 

oh ok, that's a cool idea

Haha, if i could, would give this one 10 stars for creativity :-D

At the beginning was pretty hard to control, and thought i would never hit a witch. The more surprising and satisfying was the first hit^^ 

It's nice, that it seems there is some kind of aim-support or so. Was actually not that difficult to hit the witches then anymore after a few minutes. Main problem at the end was just, that the ghouls stick everywhere and so i was kind of "out of ammo"^^

This is a real fun game, and i hope you polish it a bit. Would look forward to play it then again.

Really impressive, was just learning Godot and did not know so far, how well it supports VR.

The actual gameplay is pretty simple, but walking around feels nice in this kind of spooky environment. You did a great job with the enemies, had no idea that i could be scared by such a cartoony looking pumpkin :-D 

I'm just not sure, if i completed it... Sometimes it was a bit difficult to understand after the loading screen, from where i came. And in the end was trapped with the skeleton and the pumpkin.

But all in all a pretty fun entry, and thank you for demonstrating what's possible with Godot!

Such a fun and creative idea. I think that's a perfect fit for the theme.

Was pretty happy as i was able to safe his life in the 2nd run... this guy seems to be really a bit slow on the uptake^^

Also cool, that you made so much stuff interactable and even put in such little details like the credits of the music.

The biggest problem was at the beginning to find out, what to do actually... Walked around, turned lights off,  interacted with all the machines and items and  saw and heard this kid outside..., but until i watched the trailer had no idea how to open the door.

But all in all congratulations to a really great game.

Thank you :-)

No worries, i wrote it on this popup at the beginning. But probably you missed it, because there is lots of other text on that page?

But glad that it then at least is possible on Quest 3.

So definitely a big learning for me, to show important information more obvious in future, thank you :-)

Thank you for the feedback :-)

I totally agree, when you have the  guardian enabled, it's annoying, Meta should probably change that by default for Mixed Reality apps^^ But it's strange.  On the Quest 2 (with OS v57) you can simply go to "Settings/System/Developer" and there is a checkmark/toggle, where you can disable it. Unfortunately couldn't test by myself on Quest 3 yet.

Barji just tweeted this:

https://twitter.com/BarjiYT/status/1718760540116267077

No worries, i stopped before really getting "sick", and no problem, i totally understand that it's hard to optimize in such a short time. it's a thing i also often struggle with. I also know how hard it is to implement multiplayer stuff, and that it expotentially makes stuff ways more complicated. So actually really impressive that you implement that into your jam games :-)

 I played the standalone version on a Quest 2  (my Quest 3 did not arrived yet and I'm not the biggest fan of PCVR tbh^^). 

Please don't take my feedback "personal" or so. Just tried to give an objective feedback, so that you can improve these things. Was meant totally positive and hope it sounded not mean or so. 

This is a really innovative game mechanic and interesting interpretation of the theme. Navigating works surprisingly well when you get used to it.

Just not sure if i would have immediately understood what to do without seeing the trailer before, maybe a little hint or so would be helpful? 

It's a pretty clever level design, hints were helpful at some points. I hope you make a few more levels in future, think that has lots of potential. Just George got me first time, because i wasn't sure if he is good or evil :P

I think for the sound design it was also a good decision to focus only on the stick beats during the levels. That transports the mood even a bit better and supports the game-mechanic.

Congrats to a great entry :-)

Wow, i hope that's the way movies are consumed in future. The ending is a nice cliffhanger, can't wait to see how it continues.

You did an awesome job transporting this mysterious atmosphere.  It's really believe that you are sitting in this car (everything grabbable, seeing legs, brother is talking to you). Also great voice actors (are they AI?) and a fitting soundtrack.

All in all a great entry. Even though it was not really a "game", i enjoyed every second :-)

Following the development process I had high expectations ... and you even exceeded them.  It's actually 2-3 different game-mechanics, with different modes... and that in 5 days, totally crazy :-D

Some of the jumpscares really got me. Needed a few runs (especially the zombies are pretty OP^^), but finally escaped. 

I like that you have this recognizable style (when you played Space Panic before). Same title, same graphics, even some recurring elements like the healthbar snack ... you should make a series ;-)

Also like that you even in this short time put some little details like the books or openable cupboards. Just makes everything even more belieavable.

And this "tutorial" section was on point... the texts were exactly were i expected them.

The only little feedback: I usually prefer VR games standing, so was a bit strange, that it started so far down. But cool, that you even considered that in the settings. But wouldn't it be easier to let the player decide himself (by changing the Tracking Origin Type)? Because i think the game definitely works in both ways...

But all in all absolutely fantastic, congrats to the (probably) win :-D

That is a cool idea and fits great to the theme. A pretty spooky atmosphere where you never know, what's behind the next corner.

It's really cool, that you made it multiplayer again (remember your western one from the last jam^^). Played it alone so far, but could be nice to play that together.

Had a few smaller problems (e.g. for some reason cassettes #2049 and #2050 didn't snap into the player, and there where  "invisible" walls sometimes), also it runned pretty laggy ( unfortunaely noticed it a bit in my stomach already), so that i stopped after the 4th casette. So probably missed the final story, sorry...

But all in all a pretty solid entry and think with some polishment could become a cool experience :-)

"ComaX is a banger" -  Thank you :-)

Yes, i think it was pretty lucky, that it runned without problems in browser and that Godot even exported it automatically so that it's playable on touchscreens. 

I agree, it's sad that you easily can miss great games because of that "lazyness", and people often get not the deserved feedback, just because it runs not in browser. When you e.g. consider "Making Friends, that one looks fantastic. But it has only 4 rates, Main reason is probably because it has 800MB, what would probably never run in browser...

But not sure, how this could be avoided. 

pretty simple game, but the ending is so true :-D 

Thank you very much. Yes, i expected that the look of the game could associate it easily with these typical "mobile-games", what's usually not the most liked kind of games in jams :-D But thought for a first try with godot, that kind of game should be not too difficult and doable in time.

No worries: You are not the only one who has problems with understanding the rules at first. Definitely have to revise that part. But very happy, that you finally solved it and that the game got anyhow pretty positive feedback so far :-)

ah ok, this is how it looks in my windows build. So thought it is by purpose a part of the map or so^^

I'm also new in Godot, so not sure,  but based on Unity experience, i could imagine, that it's maybe something with materials or material variants or that you use accidentally something like a RenderTexture which shows the camera's viewport or so...  (if these concepts are available in Godot at all^^) ... or because you say, there should be a health bar, also maybe should be a "world-scale" UI instead of an 2D/sprite element or so.?.. just random guesses, maybe something helps.

For the car: Damn, good luck with the new one :-)


Thank you for the feedback, that's helpful.

Yes, I'm aware of this, and it is kind of "handled", but definitely not the smartest solution from users view... Currently, if you are in such a state, you have to click on them (what costs  10 coins each time, because it's the start of a new turn) until you don't have enough to start a new turn, and game ends. So you kind of "in the end" are "punished" because you see your coins decreasing  (and because of the incrementing turns also the score) if not played well enough before :-D

And additionally on the other side, if you have revealed all 8 gems, you get points for each one of them, as well as an extra (huge) bonus, for solving it completely. 

But you are right, if i try to identify such states internally as "fail-states", could do the same logic automatically and directly show the game-over screen, what should be less confusing for players. Thank you :-)

Thank you very much for the kind words. Yes, i actually just wanted to make a simple WebGL game, but was surprised, that Godot out of the box also made it playable on touchscreens. Because of all that positive feedback so far, indeed could plan to release as mobile game. (Even if that was actually not the plan at all for a simple first-try project of godot^^)

Thank you. Yes, you can click each one only once per turn. If you want to hit it multiple times (or with a higher number), you have wait for the next turn and/or try to approaches from a more fitting neighbor or let it explode from them. 

I know, rules are a bit complex at the beginning (have to think about make them easier to understand), but as soon as you got them, there are actually different strategies (but i by myself am also still not fully aware, which one is the best, even after playing 100s of rounds during development ^^)

oh lol, didn't get that pun 🙈

Finally decoced. Had to brute-force the s*** and the r*** lines (still no idea, why these numbers fit tbh), but now i know the Opeator has a pretty popular opinion these days (hope that spoilers nothing^^)

I was nearly always too slow on the first try, but great that you keep it on screen.

It's a real fun entry and fits the theme perfectly.

Btw: played version 1.0.1

Yeah, the city is safe. Finally the wait for Tempest Rising is over, can play this one instead, it even has a monster :-D

Real cool idea, haven't expect something like this in a jam. 

That game looks awesome and the intro is epic (even when i wished it could be skipped, after watching it the 5th time^^)... actually ways too good for a jam game :-D

Unfortunately the gameplay (or at least the task) is a bit unclear. Played now ca. 5-10 times, and was trying to scan the whole map. My highscore is 70, but i actually just found the cow (but that one seems not even on the Todo list? ) and some plants...but maybe I'm just too blind to find the correct stuff^^ 

All in all a great game. Congrats to the whole team for a really cool entry!

P.S.:
Had no problems with crashes, everything runs smooth and looks cute :-)

Thank you very much. Just watched it. That was a really helpful feedback!

Seems i should revise my rules a bit, maybe even a small tutorial would help or so. Guess the main problem, which confused you the most, was actually only, that you've put a bit too much focus on trying to match the numbers instead of the shapes, colors and borders^^ 

But glad that you at least played it through  :-)

Yeah, i saved the village. 

That's a real cool idea, Especially this "shooting" mechanic :-D  

Like you've wrote, it indeed feels more like a (very first) demo, but i would say it has potential.  Cool funny texts and a pretty unique style. 

Looking forward to what you make with it in future.

That's such a ridiculous story... a witch is flying around and tries to defend a tower in the middle of the sea against attacking ships, whichs sails are minimaps... awesome :-D

I've played the browser version first, but that was indeed very laggy, guess the main problem is the instantiation of the ships. To increase performance you could maybe consider just pooling them? 

But windows version runs pretty well.

All in all it's a fun game, with nice graphics and sound effects. Great entry! 

Btw: Nice idea to link your youtube and discord directly in the game, definitely will check out your videos. And hope your car is repaired in the meantime

It's a nice concept, that actually fits well to the theme, but the whole game feels pretty "unfinished" unfortunately.  

Looks cool and it's interesting, that you have a kind of a full game-engine directly inside your browser when you click the Debug button.

But hard to really rate it as a "game", think it's more a (pretty nice) visualization.