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Brainfart Studio

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A member registered Aug 20, 2021 · View creator page →

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Fun little game, Sijil.  The music really is really catchy.  Reminds me of Gruntilda's Lair from Banjo-Kazooie.  Sets the mood well.

It took me a moment to figure out the cross/moon mechanics.  Maybe a little disclaimer on clicking the person?

Really solid jam entry.  A bummer you couldn't submit in time.  But as long as you learned something from it, I'd consider it a win.  Nice work, my friend!

Thank you, sir!  Appreciate you taking the time to play.  No plans to continue at this time.  At least not that I'm aware of.  I'll need to get with Keltfire on that.  Perhaps...

Hello, my friend!  Nice to see you here.

My first to actually participating alongside you.  And it was a good experience!  Controls felt good.  Easy to pick up.  Graphics and audio felt appropriate.

The movement speed took a minute to get used to.  With the player's speed, it was easy to miss some jumps.  Had to be a little pixel perfect with some of them.  Maybe a touch faster on the player movement?  Just my opinion, of course.

Overall, a solid entry.  Will be curious to see if you turn this into a complete game.  Cheers!

Your 3D work is always so good.  The controls and the overall design was top notch.  I'm gonna have to learn some things from you in that regard.

I would've like to have seen another cat or two.  If you avoided the path, you pretty much never had an issue.

Overall, a solid entry.  Good atmosphere and general aesthetic.  Nice work!

Spoonsweet, this was different than I'm used to seeing from you, but man I liked it.  Took me a playthrough to get the idea down.  But once I did, it clicked pretty easily.

I did have a little issue with the aim near the end of each run.  It seemed like the shot would get sort of stuck on the previous paths.  Does that make sense?

Overall, though, it's a pretty minor thing.  It's a great use of all the tools: audio, gameplay, and story.  Nice work!

Hiya Paddy!  Fancy seeing you here, again, my friend!

Cool to see sort of a top-down RPG feel.  Haven't seen too many in this jam so far.  Nice work.

The movement felt a little off.  I could move left, right, up, or down.  But trying to move both simultaneously didn't work as well.  I would recommend trying to either get a true directional movement working, or possibly make it grid based (think Pokemon).  Just my opinion, of course.

Would be curious to see if you continue with this idea.  Any plans?

Really solid entry.  Great take on the Shapely diversifier and the 2 button.

I did have an issue on my work computer where it started lagging around level 5 and then completely froze at level 8.

Granted, my work computer is...not great.  Not sure what may be causing it, though.  Maybe something on how the fog effect is rendered?  Had no issues on my personal computer.

Great work!

Appreciate all the feedback, kkcn!

With only 5 days, I played to my strengths...which is NOT art.  But I'll be going back in the near future and adding in custom artwork.  And yeah, I'll definitely keep the shape in mind.

Thanks for taking the time to play and leave feedback!

Appreciate all the feedback, sophtware!  Will certainly be adding several of these in the future.  (5 days just isn't enough to add all I wanted...)

Thanks, Burble!  I appreciate you taking the time to play and the kind words!

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Looking for composer/sound designer for the Holistic3D Game Jam 2023.

Us: 3D modeller and programmer.  Reimagining Pokemon as a top down shooter.  Has roguelike elements and synergies from Autochess.  (Sounds weird, but we think it'll work!)  Core game loop is (mostly) in place with primitives.  Shooting to have the remainder completed by Tuesday.  Private Discord server with notes.  Itch page set up with repo commits being built and deployed automatically.

You: Composer/sound designer with experience in cute audio.  Prefer melodic over atmospheric.  Prefer FMOD experience.  Neither required.

While we aren't diehard "we MUST win this jam!" people, we are looking to see how far we can push this project.  Would appreciate a like-minded composer rather than casual or beginner.

Reach out to me on here or Discord if you are interested: brainfartstudio.

Unity programmer here.  If you haven't already found a team, I'm putting one together.  Likely 2d pixel art, tile based.  Message me on Discord (brainfartstudio) and we can see if it's the right fit. 

Hi tteosuarez!  Unity programmer here.  Starting to put a team together.  (Just myself at the moment.)  If you'd like to discuss, DM on Discord and we can discuss: brainfartstudio.  (Not a major, but I do have a heavy background in theory and performance!  A little composition, too.)

Fantastic tool, Dan.  I first saw it in a video from SamYam.  Tried it out in my entry into GDKO (game dev knock out) Round 4, where the focus was to recreate the Atari classic: Centipede.

Final game can be played here, if anyone is interested: Centipede 3000.

I also made a dev log for this entry and referenced both you and SamYam.  Really appreciate you making something like this available for free.  Cheers!

I know I was the skeptic when you first mentioned an isometric version of Centipede.  I'm glad you did it anyway.  I will be the first to admit I was wrong.  This was really cool!

In my opinion, you are hands down the most creative person in this competition.  You always come up with the most unique ideas for each challenge.  This one was no exception.  Totally took the original game and stood it on its head.

A little more instruction on what to do would be helpful, I think.  Took me a bit to figure out roughly what I should be doing.  Once I did though, was pretty straightforward.

Overall, super well done.  I could totally see this being a direct successor to the 2600 game.  Would even fit with the paddle!

Seriously, I need a tutorial series from you on creativity.  You always find a way to take the prompt and really stretch it creatively.  And this was no exception!  Never would've thought to gone to kittens.

I think I'm with some of the others.  Mouse aiming feels like it would've made more sense.  More like a twin-stick shooter kind of feel.  But I also read your feedback below about it being more chaotic that way.  And I could see that, too.

The amount of polish you put in all your games is fantastic.  From the disco floor to the crowd cheering to special cameos.  Great work all around!

The visuals were fantastic.  Especially things like the planets turning in the intro.  A lot of attention to detail on things like the tilt of the ship when moving.

The controls felt a little off.  Particularly in the menus, I was only able to use the arrow keys.  WASD wasn't letting me navigate the menu.  And having to repeatedly press space got tiresome kind of quickly.

Really interesting take on the traditional Centipede.  Nice work!

Having the different levels was a really interesting take on classic Centipede.  And I liked it!  Loten mentioned the Mario 3 map vibes and I can totally see that.  Might have to try that myself at some point.

I had a little issue with the offscreen sprites, even on full screen.  It felt like the Centipede went slightly off the edges a little.  Same for the spider.  I couldn't tell if it was "bouncing" off the edge, or just a new one respawning quickly.  But it was super subtle and not game breaking.  Could just be a personal preference, so take this with a grain of salt.

The polish on everything was spot on.  Great use of the Chromatic Aberration type effect (unsure what it's called in Godot).  Perfect amount of screen shake.  Good particles.  Just really well done all around.

Glad someone else found that useful!  There was some great info on there.

And I'll definitely keep that in mind in the future.  As strange as it is, I tend to avoid the games the inspire me.  Main because I'm scared I'll never get anywhere close to them.  Silly, but I'm working to move past it.

Cheers!  Appreciate the advice!

Kept it close to the original since I had a head start from Round 3.  Then, just focused on learning some of the new things I've been wanting to take time to learn: achievements, leaderboards, the particle system (none of which are as complicated as I originally thought they were...).

Plus I knew of a big project at work that I had coming up.  Took a risk for the competition.  We'll see if it pays off.  Either way, I appreciate you playing and the feedback you gave!  Thanks, Spacespy!

I appreciate the kind words, Crayon!  With achievements!  (Just don't ask how they were implemented.  The behind the scenes didn't go so hot.  So the final implementation is...not optimal.  But it works for now.)

Interesting.  There should be sound.  Any chance you disabled them in the options?

Leaderboard was one of the things I really wanted to learn how to do.  Got plans for it in the future, but had no idea how to go about it.  Tricky, but not as hard as I was expecting.

Appreciate the playthrough and feedback.  Cheers!

Gotta play to your strengths, yeah?  Programming and...you know...stealing from my Round 3 entry.  Made sense to stick with the classic game.

My weakness, though?  The creativity side.  You're exactly right.  A few new mechanics or weapons might make it a little more unique.  I'll work on making things a little more "mine" in the future.

Thanks for the input, Loten.  I really appreciate it!  (Also, you're my pick to win it all!  Rooting for you!)

Wow!  That's pretty high praise!  I appreciate the kind words.

Played to my strengths on programming (you know, and the fact that I pretty much had the centipede itself worked out from Round 3...) and just stuck with classic Centipede.  Wanted to try adding some new things I've never done before but would be using in the future.  Achievements and leaderboard just made sense.  Tricky, but not as hard as I was expecting...

And I can't take credit for the 00s.  Endmark made that suggestion.  "Juiconomics" he called it.

Those were some of the new things I really wanted to learn this round.  Seems to have worked decently!  Appreciate the kind words.  Cheers!

That's high praise!  I appreciate that.  I was inspired by an old game I used to play on Newgrounds called "Pixel Purge".  Thought it would be a cool take on simple pixel art and it seems to have worked!  Fingers crossed.

Appreciate you playing!

Originally I wanted to set them up with an observer pattern with Unity's Event system.  But I couldn't figure it out in time so just through in a ton of conditionals that save to local storage.  Totally do NOT recommend doing it that way.  (Will have a sample of that in my dev log.)

First off, I'm glad you're feeling better and still submitted!  Considering you were down most of the time, it's still impressive you got this off in 3 days.

I would like to see it end the turn automatically if you used all your moves.

You seem to have a real knack for turn-based games.  Would love to see what you could do with this if you had the full 2 weeks.  Great work!

With the level of polish and as many mechanics as you have in here, I'm starting to think all that "I didn't have time, I didn't do anything today..." stuff in chat was all just a mind game.  Hmmm...

In all seriousness, dude.  You never fail to amaze me with the quality level you output.  Top tier stuff, as usual.  Gonna have to borrow a few things in here.

Great work!

The shrooms falling was a cool twist.  And the visuals felt like they could definitely be an Atari classic, but in modern times.  Aesthetic was spot on.

The one suggestion would be implementing a lives system.  It was a little rough having a one hit kill.  Just personal preference, of course.  I also noticed a subtle issue with the centipede's movement.  But with how much you have to focus on the shrooms, I think it was masked well.

Those two asides, I think you did a good job with this.  Nice work!

I love that you keep using this aesthetic in ongoing rounds.  It's really unique.  Almost feels like all your games are set in the same universe.  Which is pretty cool.

A few subtle issues on the centipede movement.  Which I know you were aware of.  (Sorry I couldn't help more!)  But you balanced it really well with adjusting some of the other aspects, like the asteroid/shrooms down to 2 hits.

Still a really cool recreation.  Nice work!

First, I really hope you're feeling better.  That aside, I still think you have a really cool idea here.  So many small things that looked and felt really good.  (I'm especially curious about getting it moving up walls...)

Two small things I would point out.  First, once I hit about level 9 or 10, it started lagging the whole browser.  Tried a different one just to test, same result.  Unsure of what would be causing it though.  Second, it felt pretty easy once you got to a certain point.  Could pretty much one-shot villagers.  Likely just a balance thing that got delayed with the sickness.

Even with those two things, it's still really impressive what you produced.  Great job!

Geez, dude.  You keep getting better and better the farther along we get in GDKO.  This is so well thought out.  Some great puzzle mechanics.  Good tutorial levels to teach the mechanics.  Challenge but fair puzzles.  You really nailed this one.

I love the twist you put on it.  Putting it underwater really made it feel fresh and new.  Pair that with your art style?  Really well done.

One minor suggestion: the water/swimming noise got stuck on loop on both playthroughs and got a touch overwhelming.  May just be personal preference, though.

Read the issues on movement below.  I actually didn't have any problems.  Felt good to me.

Overall: great job, Ema!

A fellow classic recreator!  And a good job at that!

Arrow keys appear to be inverted, but WASD seem to work fine.  I'd also like to see an autofire.  After a while my hand got a little tired.  But that could just be personal preference.

Overall, a nice recreation of the classic.  Reading the comments below, it looks like you had several more things you wanted to add.  Mind if I ask what they were and if you plan on continuing with them?  (Also, totally get cutting stuff.  Did the same thing.)

So creepy, but also so cool!  I love how unsettling a lot of the elements are together.  Like that version of "Let Me Call You Sweetheart" playing.  (Who is that, btw?  I don't recognize that version.)

A few minor UI elements would help, I think.  An aim cursor, ammo remaining, score.  Stuff like that.

Would NOT have thought of taking it in a 3D horror direction.  But you did it and it works really well.  Nice job!

I love that you included a story element.  Really unique way to take it and you did it so well.

With it being a FPS but the centipede being limited to the ground, I think having the aim be fixed to X rotation would be helpful.  Or make the centipede move on the walls and stuff (would be creepy cool!).

Overall, a nice job on this.

Your polish is always top notch.  I'm really going to have to go back to all your entries after GDKO and study your particle effects.  Those were fantastic.

Endmark introduced me to the term "juiceonomics: bigger number = more better!"  The scoring felt true to the original.  But adding 00 to everything really makes the player feel more epic.  Passing on that suggestion.

Overall, fantastic update to the original.  You really nailed it.  Great work!

(And if you don't mind my asking, how did you handle the color changing for each wave?)