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busride studio

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A member registered 80 days ago · View creator page →

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Thanks for playing Lyon! More enemies would indeed be more fun! We had fun coming up with these few already, and can definitely see ourselves making more with additional food types!

Thanks for playing Icefox! You're right, the game does stutter on enemy spawn! Will definitely aim for a more optimized spawn code the next time round!

Hidden gem! I saw some initial dev screenshots on GWJ discord and wanted to find it. This game is such a complete polished package. I love the on-rails tutorial, and the light humor that goes into it. The UI is extremely readable and intuitive. The  gameplay mechanics is creative, simple to understand, and doesn't get stale even as the game scales. In fact, it gets really hectic at higher stages, in a good way. The graphics is charming and extremely on point for the theme. Music was good too, with the hammering SFX and looping background music.  Ran well with no bugs at all. Can see it doing well as a mobile game with frequently added puzzles.

Sublime entry! Well done!!!

Thanks for playing Sevadusk! You're absolutely right! Hotkeys would definitely be a thing we should add. The idea of a button to open the menu is very good. Should have thought of that!

I liked the visual perspective of this game! 3D-top down looks good! I liked that you included a screen-edge marker for the forge! I also liked the way of purchasing upgrade, by walking into the structures. Music and SFX was rad too!

I had hope to build more upgrades, but halfway through the game I thought the asteroids stopped spawning. I followed asteroids edge marker to the end of the map, but there didn't seem to be any in the indicated direction. On my way back, a stray asteroid hit Earth.

The art brought me here! After seeing that you made the assets opensource I took a look at your art portfolio too! Love your cozy style, and your eye for color schemes.

There are a lot of similarities between our teams' games, but there are some really useful features that we can learn from yours. Having the off-screen direction pointing towards the forge was a nice touch. Warnings for powerful mobs off screen too! You also managed to implement the wave-end upgrades that we had planned, but left out! The game also ran very smoothly for me even on mobile browser! Well done!!

This looks like it has the bones to be a fun turn-based fighter.

I think i had some issues with the stretching of the UI in browser mode. The main elements were in the top left, while the "next" button was hidden in the far bottom right. It was slightly a hassle, to have to click "next" in between each turn.

I wasnt too sure if there was a specific strategy, but i just went with stacking one stat (agil) all the way, and i didnt face much difficulty killing the enemies. The different weapons was a nice touch, but ultimately i did not figure out what each stat does. But i liked seeing my damage go up gradually.

I liked the color scheme for this game, think it would look visually pleasing when fleshed out.

Took me a while to figure out how to play the game. Intuitively, I kept expecting to move the player with WASD,  But after that, it was straightforward how the game should be played.

Perhaps there was no need to place the tiles so far up, such that you needed to scroll to see it. Maybe a canvas layer overlay, with UI to select the pieces would help! This way you can remove the need to the WASD to move the camera.

Thanks for playing gamma!! Glad you liked the game! Yea the name doesn't really telegraph that its a shooter haha ;D

This is basically a complete full game!! The polish is insane. Feature-rich, and didnt even skimp on the UI design. Very very impressive. And you even got Heartbeast to playtest it!

Full marks for Art obviously. And there is even effort into character design (I liked the backstories). I ended up going with guitar lady as she looked super unique. The peripheral mechanics, like the element types and the boardgame-esque progression is right up my alley.

The forging mechanic seems really interesting and I would have liked to do it more. The path I chose, I only got 2 opportunities to do it. 

I was slightly confused with the forging outcome, despite me reading the instruction. I was pretty sure I added more elements to faces then eventually added. I think the desync here was that the currency was deducted on application, but there was still a need to press forge to confirm? I might have gotten this part mixed up. I feel like a "preview" which doesnt deduct currency may work better, with choices confirmed on forge.

Oddly, the part lacking most was the core mechanic of dice rolling without deeper interaction from the player. If there was a way for us to influence the outcomes besides rerolling, it will have a less deterministic and "on-rails" feel. Understand that there was some strategy to make sure you get even distribution of symbols on forge, but I had limited forge opportunities to cover all bases. Perhaps each character could have a way to change symbols in your favour (e.g. guitar girl can play a note to change the enemy's type to a type of your choice before the roll of that round etc.)

But overall, this is likely the most complete, polished package of the game jam for me!

Many thanks in order here obsidian. For playing, for streaming, and for the deep, candid, insightful feedback!

Agree with you on the turrets! There were plans to provide for upgrading them (like towers in typical tower def games, but it was beyond our manageable scope this game. We also faced dilemma with how to "scale" the game, and went with the easiest way out (increasing the qty of mobs). Some of our initial ideas included increasing health and dmg of the mobs, while providing the opportunity for player to "spend" resources at each wave completion to buy upgrades to counterbalance the difficulty increase.

Good catch on the weapons near the wall! You rightly mentioned that it was a problem with collision Area2D. Will definitely try the leading spawn tip the next time we have projectiles!

We wanted to give a infinite room feel, as the enemies can sometimes spawn far away enough that they might be outside of a wall, but a visual marker of the wall limit would indeed be better. Maybe even a line will help. 

Definitely will be checking out the recorded stream, and please continue your good work of streaming and helping games improve!

Thanks for playing Jelly! Good call on the low health SFX! Breaking it up instead of a constant loop would be better too, I agree :D
Glad you like the art and music! They're the hard work of our artist (solonka) and musician (passivistefforts)!

I believe this game is really creative, but I was not able to figure it out unfortunately. But just the fact that it's the only "mystery solving" game of the jam warrants a good creativity score. I feel like a lot of effort went into the handdrawn art! There's something about your style that I think captures and conveys emotions well.

Thanks for playing ecaroh! The icecream enemy is my favourite too! The concept of the movement came from the Art by solonka!
Apologies on the lag! It was bad optimization of the spawn code on my end :D Thank you for your kind words, and glad you enjoyed it!

I love the art! It's one of the best pixel art I've seen this jam :D The audio sfx really ties into the retro gaming style.

I would love a tutorial page or instruction page beyond the controls! I figured out halfway that repelling/attracting the electrons damage enemies. There are a few times when I summon a mage and I forget that its not an enemy XD But I noticed you've already tried to increase the readability by using red outline on enemies (I'm just dumb).

Thanks for playing envy! No pineapples were harmed in the making of this game. In fact, our musician passivistefforts love pineapples :D

Glad you liked the gameplay loop! I'm gonna let you in on a secret, the turrets were not planned in the original design doc XD. I ran into difficulty thinking of how to make the game more interactive, and the team came up with it midjam :D But glad it turned out well!

Thanks for playing Edmondada! Agreed with the lag on browser, sorry for that! It was likely due to suboptimal code optimization on my part XD. Glad you liked the game assets :D

5* for originality! I thought I would be bad at a rhythm game, but I had fun and stuck to it because of the lofi music! Failed level 1 the first time, but aced it in the 2nd try!

I think there's a small bug where the first time I ran the level, nothing spawns. But trying again worked.

I'm not sure if i missed instructions about what to do for each stage, but I found myself having to spend the first few moments of each level figuring it out. I feel like there's some fun in experimentation, but there might be some who like some guidance on how to "score" in each game.

Thanks for playing awwknee! And thanks for sticking with our game, trying it 5 times even :D

Definitely 5* for the graphics! Are they drawn for this jam? I especially like that your tutorial steps are drawn out in a flow, with cute sprites! It's also amazing that you came up with multiple stages for a 9day Jam! But it was a great design, as it gradually teaches us recipes and tuned up the difficulty and complexity, without overwhelming the player.

I like that there is some degree of strategy in terms of "multitasking". Once my slow brain figured out I can leave stuff in the forge while doing other things, the hectic-ness went up a notch, and so did the fun.

While there are a few overcooked games this jam, I do think this is one of the most polished, robust entry. If there is some way to build in multiplayer, I can see this as a really strong Overcooked contender on console.

Thanks for playing Stormring! Glad you liked the game assets, I too was blownaway when solonka showed us the comic strip he drew, and when passivistefforts provided the tracks :D

I'm really impressed! I have not expected someone to build a mini RPG for a game jam! The game is so feature packed! Slight side-effect was that the tutorial island had to contain a lot of signboards. If you had more time, a "just-in-time" tip prompt at each stage of the game would be easier to digest. But that's not easy for a 9day jam, our game also ran into the problem of not having a step-by-step tutorial. Overall, a charming game!

Thanks for playing Hangover!
This is a really great, actionable feedback!
Didn't even occur to me to include hotkeys, and its silly because I grew up playing tab-targetting MMORPGs and MOBAs. Going to keep this one in mind, and implement it in future submissions where relevant! Thank you!!

I really like the UI. Black on red, with white highlights is very cool. The polish on the menu is nice too, the rolling meatball transition.

My first run, I thought i was the meatball. Died shortly after I realised I was actually the hooded man.

Then I really got "rolling" (get it?) on my second try. And i found the townsquare, and decimated the people there. Awesome.

Thanks Dave for playing!! Glad you like passivistefforts' song! Hope you caught the lyrics :D

I love this concept, reminds me of cozy solitaire board games. I finished all 3 rounds! The art goes well with the theme. The rules are simple to learn, but you definitely need to think a bit at the final level! I love the small thoughtful design elements (e.g. hold to submit to prevent accidental clicks.. the yellow progress marker for forge pressed..)

One comment is perhaps for the Dark Navy token (guardian?), the contrast of the black text on the dark background is not very readable. A white font would be awesome there. I'm also wondering if, once I hit the target score, should the round count as cleared. I reached the target early, and realised i was just going through the tokens left to proceed the round. 

But these are just minor suggestions! The game is very solid as is.

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I was "drawn" to this by your cover art, and the hand-drawn art did not disappoint (punny). I love your art style!! I was staying on to see how many unique characters you drew; a nice collection! I was confused for a second when it ended (no spoilers), but on hindsight it made sense. THOUGH IN MY FAIRNESS. Crafting mechanic was fun, so I had zero regrets doing what I did. 10/10 will cause genocide again.

Ok so you can't expect me to pass up on a ST*RW*RS game (though i'm slightly concerned whether you might get into trouble with LucasArts copyrights XD). There were some wonkiness with the HTML version, the starting scene was your GWJ shoutout picture, and I only got past it by randomly hitting esc. But after that it went smoothly. Loved the art and the SFX. Was slightly disappointed that i cant reflect phaser lasers with my lights***e (am I allowed to call it that?). Good fun!

I was looking out for this as I remembered your post about coming up with the game name! This really has the bones to become something special! I was going to comment that the starting level's contrast was too low, I couldn't see the bushes. BUT i pressed on and BOOM. Night vision goggles (love the CRT shader). I got stuck shortly after the backpack jump, but I enjoyed myself thoroughly through the first few puzzles. With more gadgets, I can see this becoming a really fun game!
 Best of luck for your exams!

My wife asked me why there was epic music playing from my computer.
But seriously, the polish on this is insane for a game jam.

Is this hand-drawn art? Kudos to the artist, mad talented!

I told myself I was too old to have the reaction speed to make a legendary weapon. But I just couldn't give it up.

Eat that BERT!!!

Ah it's Maaack from Maaack's game template! When I saw your post on GWJ discord I knew I had to look for it on release. And no surprised on the creativity! 5* for the concept! Heating and forging parts together is really cool! I faced some issues with hitbox detection when submitting some pieces, but luckily they were floating behind the Goal masks. Might be better for the pieces Z layer to be in front of the Goal Masks in this fringe cases! There's so much potential here to be built into this concept!

Thanks for playing Robert!! Glad we made you laugh :D

Controls and driller animation were nice and smooth! My bad for not reading carefully about Coal being fuel. Crafted myself to death the first few times. But I finally got the hang of it. There's room to develop this further! Like a end goal, and perhaps not making the Menu UI block the coal count. Would be even better with Music and SFX!

Thanks Dani for playing!! I really liked your interpretation of forging cards!!

Super cool game and concept!!! I played longer than I should. Imagine my surprise when the forge cards came back!! I could flip them again!! Just when I thought BlackJack can't get better, you go and prove me wrong.

I loved the starting narrative being told through cards!! Very very strong entry, sublime!

Lies! You can't see the code! (kidding, thanks Solonka's friend :D)
But if you did see the code, you would realise that it is also FOOD themed. Specifically, Spaghetti HAHA
Thanks for playing

Thanks for playing Panda! Yes I agree, if we had one more food (4 types) or some form of triple food combi, that would allow for better management of resource! Thanks for your suggestion!!

OK WOW. Every 5 seconds into the game, I just keep thinking "HOW MANY FEATURES ARE THERE IN THIS THING".

This is a fully fleshed out game! It's something I can see myself paying for! Amazed at what is possible in 9 days! 


- The entire concept was a huge winner for me. The pure gamedev talent to come up with this.

- I loved the French (?) sounding music, goes very well with a museum theme!

- There're games within the game! Forging, stealth, building, memory test... so many!

- The thoughtful First person camera switch! Oh and the first game i played in a Jam with controls rebind (Full marks on accessibility).

- The well-planned out tutorials (needed because of the complexity of this game). 

- You were too kind on the security guard's aggro. I'm a bad thief and i should be caught for it, XD

- My only complaint is that you should get a better cover image. It really doesnt do the innards of this game justice. When I clicked through, i was blown away by what a hidden gem this is. 

Just sublime, definitely one of the strongest entry I've played so far.

Love the "Fallout" vibes! This game is bad for me cause im a hoarder, I couldnt stop myself from hoarding up on rubber bullets before i set off. Really good idea to make the forge a separate "room"! My favourite sign was "Useless room, made you look" :D

Like others, I also found detection a bit wonky (but not a big deal). Might have been intended for enemies to have an i-frame when they just got hit, but I wasted some bullets shooting through those frames!

Oh wow Geminimax thanks so much for playing, sorry about the web lag. And not just that, but for going the extra mile to download the executable! Glad you liked the game over song!! PassivistEfforts wrote lyrics for it even HAHA