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BougieBirdie

21
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A member registered Mar 03, 2022 · View creator page →

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Thank you so much! It was a lot of fun, and we're even doing another jam this weekend.

Thanks for playing our game :)

Thank you so much! It was pretty surreal watching someone play my game on the internet lol

Of course, I'd be happy to give your next version a try. Just let me know when it's live!

A new soundtrack's also going to be an exciting thing. That's probably my favourite thing about Hotline Miami, so if that's the vibe you're going for I'm sure it'll impress

What a neat game! I've always like typing games, and this one was no exception

The timer snake's changing colour as time runs out is a great detail that tells the player how much pressure they have without having to look away from what they are typing. Your sound effects are perfect, you can actually feel your heart drop when the whiff plays.

There's also just something perfect about the fight descriptions. Like getting waylaid by a goblin and a woof, who are joined by a squirrel who is in a "fighting mood." Or by encountering a pirate, joined by a second pirate, and a third pirate shows up.

I do have a bug report for the 7DRL version w/ bug fixes: I could not seem to select the Ultra-Violence mode as the dash/hyphen was not recognized. Also I'm not sure if it's a bug or just working exactly as intended, but in the final fight if you focus the boss the game will immediately end when they're defeated.

Overall, great game!

I read "Hotline Miami" and your game caught my eye. This was a really neat game, I'm not sure if I've seen a turn-based twin-stick shooter before, which worked better than I expected. I also really enjoyed the death animations, both for the player and the enemies.

Based on your page's description, you seem to be very aware of what isn't working, and I've noted you've marked the game as incomplete, so I hope you don't take my feedback as being nitpicky since it largely boils down to polish:

- When running out of ammo it wasn't always clear what happened. Maybe a different sound effect for when the weapon fires its last, or a 'click' when the player attempts to shoot on empty might help

- The player's weapon orbits around, but it gives the appearance that the weapon is being held upside down when the player is facing left (I've tried handling this in Unity myself and it was an enormous pain)

- The player's facing updates when the player moves with the keyboard, however I think it would look more smooth if it updated as the player aimed with the mouse

Overall, I think this is a really solid entry. I also recognize that most of my feedback probably applies to the scripts you've marked as having carried over from your previous game. I'm looking forward to seeing more!

Thanks for the feedback! We wanted to be a bit subversive with our character, and what's more contrarian than a girl in a sun dress wearing a football helmet? We never got around to getting the narrative in for the jam, but the gist is that you're following in the footsteps of your friend who is something of a sports jock.

There's definitely a common theme I'm seeing on the feedback about the movement - we certainly have issues that need to be addressed. Specifically about how potions interact with movement, I know something really funky is going on - if you hold down your movement keys while drinking the potion you may be able to just zip along the dungeon. Which, while entertaining, certainly isn't intended. We've also noted the issue about picking up stacked items - I'm not exactly sure how to deal with that because when the items occupy the same location there's no way to be sure which item to pick up. I suppose we'll need some additional selection in order to make sure you're picking up the item you intend, especially given that picking up items costs you a turn in combat.

Thanks for your feedback! I'm right there with you about the movement being slow. We thought it fit with the mood, but in hindsight it's actually pretty tedious. I think if we were to revisit that, we might either speed up the player in general, or perhaps have combat/exploration modes of movement with different speeds.

Thanks for playing!

Procedurally generated mini-golf? Sign me up!

I really like your game. The music, the vibes, and that intro is just so endearing. This feels like a game that you can go to after a stressful day and just kind of chill out. Kind of like mini-golf.

I did run into a couple issues:
1. It seems like sometimes the powerup selection persists into the next level. I couldn't exactly reproduce it, but I would start a new hole with no powerup selected, but then the ball would behave like that powerup and it would count as spent.
2. Sometimes clicking the 'Hit' button would change the aim direction. Again, I can't `exactly` reproduce it, but it seems like the hit button is behaving like the ball in that case, and I can drag the mouse around the button to aim if I click and hold

Hole 9 is super intimidating. You don't think of mini golf as having a final boss, but there it is in all its glory. I think maybe if I luck out and find two bombs I can cheese it by going out of bounds. I'm not sure if you're supposed to be able to do that, but that's the best plan I've got lol

Great, one more wordle to keep up with. I'm just kidding, this was super fun!
I like to think I'm pretty decent at word games, but this one trips me up. Sometimes you know exactly what the word is, but then you're fighting for your life so you can never get to put it in. It's frustrating, but in a good way. Surprisingly challenging!

I liked your game. I unfortunately encountered a crash when I was playing. It looks to be the same as lunar-wire's issue, but if I had to guess it's because I queued a fourth action. Fortunately, I caught the game on TigerJ's stream so I got the gist.

I like that not only do you queue three actions at at a time, but that the enemies also display their action. It's a neat mechanic, but it's also very accessible to someone picking it up for the first time.

This was a fun game, and the look of it kind of reminds me of my own entry - although yours looks like it's got more going on under the hood. I liked the combo system!

I'll be the first to admit that I'm bad at chess, but this went on for an embarassingly long time before I realized that the reason the movement seemed erratic was because the pieces weren't all actual chess pieces.

This is an extremely clever game and it was fun to play. Not knowing exactly what the pieces did opened the floor for some experimentation and it really felt like you were mastering a system when you played. It's a good feeling.

I think my only gripe is that it seems you only get a single piece from each victory. It leads to some extremely conservative play, which might be the point, or else you have to be slowly ground down through attrition as you find more challenging opponents - which might also be the point.

I got to play this with a friend, and I have to say that I definitely wasn't expecting to be able to play a jam game over the internet. That's an impressive accomplishment just on its own!

The game is pretty zen. Maybe it's also a commentary on how consumerism is destructive to our environment. Or maybe it's just a fun 2D cleaning simulator. Either way I really enjoyed it

I was very skeptical that I was going to be playing a roguelike when I launched the game, but then I saw the world map and I saw what you were going for. Very cool mashup!

I felt a bit overwhelmed on the upgrade screen trying to figure out what it was telling me. It's clear that there's a lot going on here, but it was just too much text and blinking for me to parse. Maybe I'm just getting old.

Anyway, super fun game - it's got a lot of potential!

What a neat game! I'm impressed you got all this done in seven days

The sliding was more fun than it had any right to be. I feel like you turned the transition into the next level into a reward, and it amped up how exciting the treasure rooms were!

It took a little doing, but I eventually figured this out. It's neat binding your actions to how much health you have, and you quickly learn that you have to be very careful with how you plan your moves. It feels like there's only a single solution to each level, which can feel super punishing. But also rewarding when you finally solve it.

Very moody, and I liked the visuals. It definitely fits the name!

I loved this game, it's so adorable and once you find the groove it's very easy to pick up. I've never needed to find a coffee so badly in my life though ;)

I had a little trouble remembering the combat triangle. Something about chips and fries are just so similar to me that I was always mixing them up. Maybe if there was a graphic on the HUD that showed the relationships it might have been easier to  plan.

I did get confused when fighting the boss - I couldn't tell that only one crystal was vulnerable at a time. In hindsight it made sense that the flashing one was vulnerable - after all that's how I could tell all game that something was vulnerable - but I think when I saw the crystal flashing I just thought that's how crystals were, y'know?

I liked your game! It was good to see what all my moves were so I could plan my way around, but the moving tiles and holes really started to trip me up. I feel like there was some more depth that I didn't really understand, like what the values of the food would do, but once you figure out the gist it's easy to pick up.

The musical choice made this much moodier than I was expecting

We already talked, but I wanted to come back to your game because it just seemed so neat. I love the soundtrack and that 2.5D look.

Just so you know, I did run into an issue where there were items that were obscured by the interior walls of the dungeon. I was pleasantly surprised to find a health potion like this (which I desperately needed) but if it was a key I needed to progress I'm not sure I would have been able to find it.

Great game! I really enjoyed it :)

Thanks so much! We really wanted to go for something moody here

I'd be the first to agree with you about the dungeon generation. I tried to roll my own algorithm and it's... not great lol. We found a size that produced the least bugs and decided we should stick with that through the jam. Going forward we're completely overhauling the generation.

Hey all! We made Chthonic Corridors, and it was our first ever jam as a team.

We drew inspiration from a couple of our favourite rogeulikes, notably Pixel Dungeon and Enchanted Cave. I think it's pretty classic in terms of mechanics: a turn-based dungeon crawler where you have to find the exit to each floor. Beat up monsters to get loot, but here's the catch: in addition to equipment, monsters will also drop level-up gems. These gems improve your stats while you hold them, but you can also cash them in to make the bonuses permanent - and return to floor one. Do you play it safe and frequently cash in, or do you risk it all in the deeper dungeon with richer challenges?


Overall, we really enjoyed this jam. And despite its warts, we really like our game too. I think we're going to stick with this one for a bit and see if we can't turn it into something great!