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BigBeanDotGov

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A member registered Jun 14, 2020 · View creator page →

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this is absolutely WILD to hear lmao. Kinda taken aback by the fact someone likes my work enough to be inspired by it. 

How did you even render this many chairs at once what the fuck

I like how, despite being a shitposty riff on those games, this kinda gets down the whole way slowly beating contra stages tends to go.


Big fan of you being able to juggle corpses

The focus on a couple of smaller mechanics here is really neat. Reminds me a ton of older, particularly inventive, flash games.

Super Spot the Difference for Super Players

The best game this side of FPS Creator. The main con is you really gotta WARN people before you open your game with a cutscene that scary, i nearly shat myself.



Seriously though: this is a fun little thing. Big fan of how reload tech is basically baked into the gameplay

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A bit basic as is, but I think the foundations for gameplay are mostly there. Kinda suffers from a lack of real sound, i think?

Verhovens genius really shone through in the scene where Robocop got attacked by like 60 skeletons and then died. Really nails down the satire the film is going for.


Fun little Smash TV riff! Had a fun time with it.

While this is still very basic, I think its a great start for a basic framework. It's hard to gauge much because its still in this early state, but im very interested to see where you take this going forward

noted! I'll add another fullscreen bind in the post jam update. Glad you enjoyed it!

btw thanks for the feedback. stage 2 is getting even harder next update

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yeah not sure how to really correct that with the way game maker seems to handle fullscreen with HTML builds. Downloadable builds seem to be able to correctly upscale it, but web builds seem to just plunk whatever it has into the corner.



Also my goal is to make people quit the game so im making the deaths longer next update

and you DIDN'T do that? coward.

Genuinely curious of the context here. Like did the game BOOT but something external fucked shit up and you couldn't beat it or did it not launch at all? Lmao.


Plop.

Also as a side note: people making Game Makers 3D sing for them like this is always wild to me given it felt like staring directly into hell with my little experiments lmao

Vampire Survivors been real quiet since this one dropped

Always happy to see shitpost rpg maker games around that just do not give a shit about the player and want to inject them with various chemicals to see what reactions they get.


YEEEEE-------HAAAAAAAAAAW

The whole bit of this game rules. Big fan of riffs of multicarts that understand exactly how they were. The music here *bangs*

Really neat take on the boomshoot genre! Even this version made in two weeks for a game jam kinda rules. I particularly really like how the regenerating ammo is tied to your pistol weapon as a way to keep it relevant beyond the first five minutes. Really adds a lot to the whole resource management aspect of the genre.


Super excited to see where this gets taken!

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For something made in five days this is WILD. Really captures the authentic crusty vibes of a mid 90s "doom clone" that ended up tech wise somewhere between doom and quake


If i could offer a couple of suggestions? These are absolutely understandable issues given the short time frame the game was created in, but:


Some sort of run to allow the player to move at usual boom shoot pace might help. Moving around does feel kinda lethargic to me as is.


Ammo situation feels SO CLOSE to being perfect and feeling like you have to scramble for it... but I do think it feels a little scarce at points.


Outside of this? Pitch perfect. I think what really sells it for me is the buttrock ass midi picks.

Really fun little riff on the maze genre. The artwork in this game FUCKS

Big fan of how crunchy the 3D rendering is here and how authentically crusty all the games offered here are.

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For your first project, this is PRETTY impressive. Nothing I made was nearly this functional or complete back when I set about making games for the first time.


If I could offer a couple of pointers with the caveat that you're free to ignore them since they may go against some of the intent with this project:


Making the players hitbox a bit smaller so they can get a little closer to enemies before dying might be nice.


SOME sort of checkpoint at the stages mid point might be nice. This is one I feel particularly unsure of because of the games obvious thing of being a 1-2 minute thing where you mostly die and get sent to the start a lot.


When the player jumps below a wall, they constantly jump and make the jumping noise. This one is funny so I think you should keep it if you like.


Some indication that the eye enemies are about to fire feels like it might help you prepare to move out of the way


Allowing the player to also use the arrow keys to move since some peoples hands can find using A and D in a platformer kinda weird


Anyway: super excited to see what you do from this point! this is a super strong start!

How on EARTH did you license the Goldsrc engine for this project? What connections to you have.



Seriously, the menu options here in particular made me crack up. Particularly the "GET SBEANS NOW" option. Fun little entry

It makes me really happy to hear this because mfgg shitpost games from the 2000s are one of my big inspirations. 

Obviously still wip so saving my full thoughts for when its ready: but I love the art style clash between every other sprite and Dedede so much

niaga ecno A sserp dluow ,01/01 ycarip emag oediv dna ,noitcidda gurd ,snoteleks gnisoppo fo sregnad eht no elat gniworrah a stneserp emag sihT

The dedication this game has to making you DWELL on the fact you're even playing it is so fucking good. Just the fact the music doesn't loop and there's just miles and miles of nothing followed by the BIG SURPRISE at the end make this an extremely good submission.


Excited for the further adventures of super jump a

This reminds me of 2000s era fangames. I mean that in the most positive way possible.


There is an understandable roughness to the whole thing because, as you said, its your first project like this and its a platformer made in rpg maker. But I think despite that it shows an ingenuity and passion throughout.


The fact there is an earnest foodfight fangame that body slams you back to the title and has bump combat is exactly the sort of stuff I love fangames for. Very excited to see what you do next.

So Sunk changes the lives of many thru the power of christ. thanks for playing

I love to see cubes fall through the earth so this really does it for me

some may consider this stance a bit extreme but i think jump guy should ingest poison

Quick question when are you releasing the soundtrack

A hit arcade styled expirence where if you dont beehave your beesness on the planet will come to a close. You must collect a hive of points to beet the high score and make a hive of players admire your queen level skills.

Sonic Underground fans GET this mother fucker

i have formed a gambling addiction because of this game i will see you in court

Truely this makes you feel like you're a soldier in the textureless crate war while your enemies are beatboxxing outside the room

A lot of people might disagree but i think lemons should be able to vote

happy to take the award of "first game to punish french players"