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Burnerknight Studios

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A member registered Nov 18, 2016 · View creator page →

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Whewww that came in clutch!

This is one cool project that I've been interested in and following for some time. Looking forward to its continued development!

I'm thinking of something retro-leaning since the theme kinda favors that. But also would be interesting to see something modern made with only 6 inputs in consideration as well, that's a nice challenge and constraint.

Thanks for playing and thanks for the feedback!

This was fantastic and high intensity and I loved all the physics! Great work overall on this one! Loved how the powerups starting really giving you options on tackling or avoiding the different cars and obstacles coming your way.

Impressive work doing a little RTS game for this jam! Loved the mood and feel of the game. Found it hard to get through with everyone alive, had to restart a few times. Especially near the ring teleporter thing where those enemies seem to hit harder than the other ones. 

I noticed that when I pressed space and wasn't near a computer my guys would scream out in anguish and then get bigger momentarily and then return to smaller size. I wasn't sure if this was this game's version of a marine's stimpack in StarCraft. I thought for a moment it might increase my speed and power but I didn't really notice anything different.

Overall a great little game with a Warhammer 40k style!

I don't know for how long I played but I know that I played for a LONG while. Trying to see how many different things were there, it was amazing all the dialogue options and different sorts of progression you put in. This was a funny and quirky game and I enjoyed it very much. I found only one way to survive, and I don't know if it even counts.

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Thanks for playing!

lol ouch. K. Let me see what I can do. I'm trying to consider whether this is an optimal solution for the game's design, or if I just take away the Jester's ability to wrap around and provide another solution for you as the player *and* the enemies.

Thanks for playing!

That's an interesting idea that I didn't consider for the player character. Is it because you sometimes miss the enemy coming down on one of the far ends? (I know sometimes I do)

Love everything here, one of the kinds of games that just draws you into an experience. Also, Anthony, your art is always on point! Congrats to you guys for your hard work!

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Ah, I may have forgotten to make a tweak on the UI canvas's scale ratio, I'll have to check.

Edit: Yeah, I do have it set to scale with screen size based on width. Could you screenshot what it looks like fullscreen? Might give me some ideas on how to potentially manage it at certain sizes.

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Also, game is slightly unbalanced as I didn't have enough time to make tweaks, and there's a small bug in there that I'll try to fix sometime soon, there's also a timing issue.

It's there now! I meant to upload it when I submitted but Unity was taking forever to make the build, so I submitted it and would upload the build once it was ready. This was also almost 5am so I had to go to sleep lol.

Yeah, there's a really nice challenge with this jam at identifying and establishing scope, I've been digging these jams. My biggest issue from a personal development standpoint is hitting a bug or an issue where something isn't working, and burning time trying to fix it. My last jam took 4 hours and 33 minutes because of this. But other times it's smooth sailing, and it takes me a little under 3 hours, like some of my previous entries. Some times I don't care, so I'll go over a few minutes or 30 minutes.

I'm excited for this series of jams though, I like the idea of iterating on a project 3 times in a row and seeing how things improve each iteration.

Thanks for playing and thanks for the feedback! I plan on updating the game during the next two Trijams.

Thanks for playing! I plan on updating it during the next two Trijams!

Thanks for playing!

Thanks for playing! That's a pretty good score. I plan on updating the game for the next two Trijams, so stay tuned for more enemies, features, and audio which is terribly missing!

This is my first time participating so forgive my ignorance, but I'm guessing there's no main theme except just Mechs?

Can't wait to see what you do!

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"It provides a space for discussing hope in the midst of grief and loss, but without it being so close to home if the characters were all human."

lol brother, this is going to hit close to home regardless.

Loving the sense of humor in the dialogue options and the doggo's responses! Looking forward to this!

Cool game and premise begging for a bit more gameplay! Great for a short stint. As a Ludum Dare entry though, it's outstanding!

Now this is a hilarious game, I was getting *jacked*! Ultimately, I failed the Absolute Unit challenge by just a few so gains, so maybe next time!

Hey Greg! Love the updated visuals on this game and they make me want to keep playing it based on that alone (good art magnet!)

I noticed what seem to be some bugs that weren't around the first time: 

  • there's that browser crash that seems to be going around
  • the haggle prices going to 0 and staying at 0
  • some slight clipping from the character sprite into the card shop in the playground
  • I also noticed that I was getting maybe two people at most looking for cards and then closing shop super early. And this went on for days at a time. And the randomization of who came to the shop seems to have been the same, mostly just reruns of Baseball Kid and Game Kid.

I got to day 9 without barely being able to sell many cards and thought that was really strange.

I like that we've got a bargain bin now to offload some of the extra cards we have. I wonder if the sale rate could be some multiplier of the rarity, something along the lines of $1 for common, $2 for uncommon, $3+ based on rarity.

Looking forward to more updates on this game! Great job!

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Finally got around to trying this!

I enjoyed playing the game, and the type of gameplay here has me trying "one last time" each time I die, so that's a good sign; You've got the player engaged enough that they want to keep trying even when they fail! I like the variety of weapons and how combat can get a bit frenetic. The art style and aesthetic are interesting. I like that I can level up my character and pursue an upgrade path of sorts.

Now, combat feels a bit janky, and it's a bit frustrating to be hit, stun-locked, and fail trying to escape the group of enemies ganging up on you from both directions. It also seems like leveling up could happen more often, or maybe at the end of each level, that might help with the power curve so later game levels aren't as difficult or frustrating to play through. I got to game level 9 and basically couldn't get past it as the enemies were too many, too strong, and I couldn't deal enough damage.

Leveling up certain weapon types can work against you in the long run because you aren't assured what weapons you get in later levels. So you'll level up axes, and maybe get them just a few levels, so you level up swords or daggers, but find yourself with a spear and bow. Ok, so let's level up those, but I find then I have another different weapon, so I have to raise the bar on these other weapons. Because leveling is so sparse, it's hard to get enough power in your weapons to do enough or at least fair damage to enemies, who seem to get stronger and rush you in greater numbers as the game moves on.

I found that the Resurrect button doesn't work as the game still just goes to restart. It's also hard to hit P, as it's too far away from the other buttons the player has to press most often. I wish there was something like a timer as well, there's barely enough time to hit Resurrect before the Restart menu comes up.

All in all, I enjoyed the game despite the frustrating parts and wanted to keep playing. I probably put in about 30 minutes! I also got some sort of Age of Empires vibe to the game, do with that what you will. I think it was the sketchy, narrative sections and clicking the buttons to proceed to the next page - which by the way, the click to proceed button could be made a bit more apparent.

Great job on this game and can't wait to see what else you do with it!

Yeah, the run is definitely a toggle right now, activated with the left analog stick press once, or with left or right shift on the Keyboard. You press it and move in the direction you want, and as long as you keep moving, you'll keep running until you stop.

Thanks for playing! Glad you enjoyed the game and found the mood and atmosphere engaging!

Regarding movement, were you playing on gamepad or KB+Mouse? I'll see how I can improve things as I iterate.

Hey, thanks for playing and I'm glad the game drew you in even more!

Yes, there's some weird itch-Unity issue going on. When you go to hit fullscreen, there's two fullscreen buttons now, the grey/white button and then the blue button beneath. If you hit the blue one, then the screen scales fully to the window size. Haven't figured out why that's happening yet.

Regarding expanding the game, yup, ammo and more weapon types are on the horizon! I added a cooldown to the handgun too, that was nice and it made things a lot more interesting. The zombies are slow and lumbering, and take a few hits to take down, but they blend in well with the background, so you gotta watch your positioning as you shoot them and even break away and create some distance. Soon I'll add the ability for them to lunge at you, that's gonna making things even more interesting!

Regarding movement speed, did you feel that even the running was slow?

Running, Aiming, and Shooting are now active with Keyboard + Mouse. Give the game a spin again!

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To Run, press the Left Stick once and just point in the direction you want to go. No way to run with keyboard (yet), that's coming in the next update.

Glad you liked the game! Come back soon for new updates to the game!

Thanks for playing! Glad to hear you liked it. I plan on expanding it for round 2 of the bootcamp, so stay tuned!

Hey there, thanks a lot for playing and I'm glad you really liked the game! That's a lot of good feedback too. Most of it I was in the midst of implementing and hadn't been able to upload a new build until now.

Points #1 - 4, and 7 should be taken care of now.

In regards to point #1, if you don't have a gamepad connected the game defaults to keyboard and mouse, and registers the first selectable button available, so that's why the first option stays red because you can select through the available options with WASD or arrow keys. If you click anywhere with the mouse, you'll see that the option in red loses focus and will highlight when you go over it.

For points #5 and #6, these are planned for a future iteration. I plan on continuing to make improvements on the game and grow the gameplay opportunities in it, as well as gameplay length. Stay tuned for this!

Meanwhile, try giving the game another spin with this new build!

With the store, I think that improving its look over time with different materials would be cool, it shows the progress you as the player have made over time as you become a more savvy card seller. The look would go from a rinky dinky scrap wood stall to something looking like a really nice kiosk or something along those lines.

You could even have stages of progress, where maybe paying the loan shark back is like a chapter 1 end, and then in the interim between chapters, you could upgrade your stall with new materials, items, and details.

Along those lines, what if you could "level up" after a certain time, and upon level up, you could choose a new upgrade that helps influence your haggle price, update your stall to "charm" the kids on the playground to offer better deals (or intimidate the bully, etc), or provide some other benefit. Now, this might be stretching your basic mechanics or gameplay too far, but I hope it's good food for thought!

Considering some of the hiccups you hit during the bootcamp and things you had to deal with, I applaud your commitment to continue and submit something. It's not easy.

What I played I enjoyed, and I think that the game's punchiness/juice could be significantly expanded in a future iteration. Looking forward to where you take this next!

Congratulations again on getting this in!

There's a lot of meat to this game and it's easy to really sink time into this one. I also love the business sim part of it. Kudos for giving it an Earthbound-like vibe, down to getting in Apple and Orange kid lol! Hit a crash with my browser (Edge browser, HMTL issue), but I definitely want to play this one again.

Here are my thoughts on places of improvement:

- Allow resell of cards. You might have too many of a type and folks don't seem to be interested in. Might require some balancing overall, but it would be nice to walk over to Neon and be able to resell at a lower price some of your extra crud.

- Allow the option to offer up a different card to a customer if you don't have what they want.

- Be able to skip dialog with another button or something rather than trying to click.

- I really loved the opening cinematic and the art overall, there's some charm to it and I think it can be polished without destroying the style. I'd try to bring the AI card art to the same level. 

- Be able to upgrade your store would be neat!

- We gotta find a way to deal with this bully, dude was cramping my style lol

- I like how the Haggle could go either way, so it's a risk. Could use some better feedback when you select it though.

- I agree with what someone mentioned below, it would be nice to add some more life to the playground by being able to see some of the other characters just hanging around.

- Hit a bug where I closed out a dialog too quickly while the dialog sound was still playing and it kept on going for a while but eventually stopped.

Great job on this game, was a lot of fun!

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Hmm, I think it's worth experimenting with both perhaps and see what feels best, or see what folks respond to if you recorded both styles maybe. I would explore something snappier, but that's a personal preference.

Thanks for playing, glad to hear you liked it!

You've really hit the ground running with this game while learning a new engine, I want to congratulate you because you've made a game that is super fun, charming, has tight gameplay, and high replay value! Curious to see where you can take this game!

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Gave this a few playthroughs and it's definitely a game that's easy to pick up and stick with as it's pretty fun and feels juicy already. Keep on ironing out the rough edges and I think you'll have something here.

Because of how the game is and its gameplay, I'm wondering if it should be a bit faster, like Doom 2016. There's something about the concept in that when you made the switch from 2D to 3D, you lost something in translation but gained something else. One issue I find is that the VFX can block your view for too long - like when you launch the blade into an enemy and they die and all the effects come together from the blade and the death animation. If it was snappier, it would feel better.

In any case, I love what you've got going on here and can't wait to see where else you take it!