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Buburito Games

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A member registered Feb 21, 2021 · View creator page →

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Aite ive played and rated everyones games here and enjoyed them thoroughly! Will probably be busy from now on. (Also rate my game back ples i need a few more votes to 20 plsplslpls)

One of my teammates recommended me this game because we both played outer wilds. Its really well made! Wondering if outer wilds was one of your references when making the game

One of me team members recommended me this game, and holy hell this is so well made. Great job!

Short and sweet, levels were well integrated with the gravity flipping mechanic!

Okay i was not expecting a warioware style game and this relates to me so well because I have a flight to catch tomorrow morning at like 7am. At first I thought yea im gonna breeze through this especially when extra lives are given out from time to time, and then additional modifiers came in to prove me wrong. The only minigame i couldnt really figure out in the amount of time i needed to do it was the one with the shadows

Ah, i wasnt able to find the phone. I think i clicked through his dialogue too quickly (was the first NPC i talked to in the town) and i missed out on what to actually look for.

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Love the visuals and the traditional dungeon crawling aspect of the game. I havent played one of these before and was looking forward to trying out one. I would also take a look at vampire crawlers (demo out on steam next fest now), which got me interested in the genre initially and ill be playing its demo eventually

You definitely nailed the theme. Unfortunately i was only able to find 4/5 dolls before triggering what i would think the ending state is. The final one i missed out on i assume had something to do with the runner since i was hinted that i needed someone to move to reveal where the doll was. I also got quite lost somewhere in the middle and had to turn on easy mode. I think it would be good if the NPCs repeated the important bits of info (what to do, who to look for) after you go through their dialogue once, so that players can get steered back on track if they missed out on stuff in the dialogue. The sound cues were cool. I think it would be good if they were spatial as well (ie directional audio, gets louder as you walk closer to where it came from), and they can be used as a tool to direct players on where to go as well.

Loved the game, its retro feel, the camera angles, and the QWOP like controls. Its short and sweet, and I enjoyed the story that came with it!

A little late to the party but we made a .io style multiplayer game, perfect for streamers to play with their viewers:
https://itch.io/jam/brackeys-15/rate/4298746
Discord: Gatorrex

Made an .io style multiplayer game!
https://itch.io/jam/brackeys-15/rate/4298746

Made an online multiplayer .io game
https://itch.io/jam/brackeys-15/rate/4298746

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Bumping the thread to keep the post visible. Ive played and rated all the games ive upvoted in this thread so far (am also using that as a checklist for myself lol). Keep the games coming!
Oh, if you want feedback in certain specific areas of your game, do let me know in the post so i can keep a lookout for it as well!

Love the art style. The minigames feel like tasks you would find in among us. Especially the paper pull which really has the card swipe task feel which goddamm i just cant get the correct pull speed

Wow, this is really well made. Enjoyed the game a lot

Movement feels really good and its cool that theres a leaderboard! Made it to the first page of it with a score of 4.11m. My only complaint about the game is that movement and combat isnt really tied together. You dont really get to see the combat happening because you have to be on the move. Im running around the map and only turning around to shoot the horde off me when my fireball goes off cooldown. It would be nice if attack cooldowns were based on movement so doing the "fun" part of the game speeding around the map converts into faster attacks

Will definitely add a LAN connection option in when i have the time!

Played through all levels and enjoyed it! I think it would be good if the "speed boost" plagues were somehow indicated ahead of your view so that you didnt need to play through the level once and memorize the placement of them in order for you to know what the "optimal route" is. Mayne like a faint yellow trail or particles in the lane before where the plagues are

Level was cool, not sure if intentional, but i found myself swapping between world quickly to "fly" and carrying over my momentum from 1 world to the other to phase through floors and ceilings

Am a little low on ratings so imma do one of these. When i first saw the theme of "strange places", the first thought that came to my head was this trippy shader effect from this video that objects moving in a noise pattern disappeared when paused. Seeing the multiplayer sponsor, we decided to make a server based multiplayer game based on this visual concept. Didnt have time to integrate nakama tho, netcode really took a toll on us. But yea we ended up hosting the game on one of our member's server in Australia, so hopefully its not too laggy if you're from somewhere further out.

https://itch.io/jam/brackeys-15/rate/4298746


Our servers restart in intervals of 20 mins to prevent overloading, so if you get kicked out of the game randomly, you can try joining again afterwards. I also just realized that we kept in our debug button f10 if you wanna look at stats like your ping. If you wanna switch colours, rejoin the server and you will cycle through the different colour presets we assign (totally a feature not a bug).

Cool concept. Gameplay wise, i feel that theres an inbalance of tension and management. Once i understood how the game works, it was fairly easy to keep all the bars full. It felt more like a click and drag sim than a management game, as my actions were limited more towards dragging the seeds and plants around than planning out my resources and growths. I feel that the game could be much more fun if the bars of ALL planets drained at the same time but at different rates, forcing you to micromanage each requirement instead of only needing to make a choice when you see one planet needing something.

Am a little low on ratings, would appreciate a rating
https://itch.io/jam/brackeys-15/rate/4298746

Checking your game out rn!

Havent been promoting my game as much as i should, so am quite low on ratings. If you have friends to play with, give mine a try (its online multiplayer on webgl!)
https://itch.io/jam/brackeys-15/rate/4298746

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When i first saw the theme of "strange places", the first thought that came to my head was this trippy shader effect from this video that objects moving in a noise pattern disappeared when paused. Seeing the multiplayer sponsor, we decided to make a server based multiplayer game based on this visual concept. Didnt have time to integrate nakama tho, netcode really took a toll on us. But yea we ended up hosting the game on one of our member's server in Australia, so hopefully its not too laggy if you're from somewhere further out.

https://itch.io/jam/brackeys-15/rate/4298746

Now i know what shrooms feel like

Yo, I made an io style game that you can play online in up to 6 player lobbies. Definitely go check it out and maybe you can play it with your viewers in chat!
https://itch.io/jam/brackeys-15/rate/4298746

Oh, you need to be online on steam for lobbies to work

Hola, this is pretty cool for such a short gamejam. Ive made a platformer for my previous school assignment so im just gonna leave the resources i used to make the platforming "feel" a lot better:

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Rather than playing it as a literal deathmatch, the whole stealth dynamic lies in hiding in vents and popping up to steal the kills from enemies. Someone else commented that the vents felt op, but it is in fact the intended way to play the game and rack up more kills.

Basically, the optimal way to play the game is the stealthy way to play the game, which was what i was going for. You’re not really supposed to fight the enemies head on, since they have stronger guns, although it is possible in isolated fights. But if you are caught off guard, its usually better for you to hide around corners or a nearby vent to lose aggro from the enemies.

Sound is nonexistent cuz i didnt have enough time lmao solodev is hard


I see no god up here other than me

Fun short n sweet game, was able to get a score of 140

I do like the fact that health acts as a score multiplier, making the game less punishing while increasing the potential skill ceiling in a simple gameloop

Noice, completed all levels

Raycasts and instantiating low-poly dots where it hits is still how we did it, but we did something like this for performance (or at least attempted to):

https://toqoz.fyi/thousands-of-meshes.html

You still get framedrops after 1 million+ dots depending on your hardware, and I do think that using unity’s built in particle system may be as performant or even better, but i havent tested it out yet.

I made a horror game, perfect for streams!

https://itch.io/jam/brackeys-8/rate/1679650


btw, stream link?

Your critiques most welcomed! I also guess that my implicit movement controls didnt really register well enough to the majority of players. You move a lot faster when walking forward (implied by the faster movesteps, >2x movespeed increase and increased camera shake), but i guess peoples first instinct when revealing an enemy was to keep flashing it while moving backwards. You are supposed to be able to easily outrun an enemy when you reveal them, and they die and respawn after a period of chasing you. But you are definitely right, the horror vibes changes into a basic game with bland mechanics once all the spooks are revealed.

Hey, thanks again for streaming! By any chance are you able to make the VOD replay available on your channel?

Heres my first shot on the horror genre. Would greatly appreciate any sort of feedback and insights!
https://itch.io/jam/brackeys-8/rate/1679650

Im still a bit below 20 votes. Kinda expected it since I couldnt do a WebGL build with the things I used for the game. Its my first horror game and Ive already gotten a ton of useful feedback especially from streamers. If you wanna take a look and have any insights, I would greatly appreciate them!
https://itch.io/jam/brackeys-8/rate/1679650

A little late to the thread, but I made a horror game. Perfect to get those good reactions:
https://itch.io/jam/brackeys-8/rate/1679650