Aw yeah, sweet! Thanks so much! Like I mentioned I've got a future project planned where this will be instrumental in so this really helps out a ton!
DustyKettle
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Look, I'm not trying to be a jerk here, and I don't think that you think I'm trying to be a jerk, maybe I was a little too unclear about what I meant when I said more things should be interactable, and if that's the case then that's of course on me. But, I do find many specific things that could be interactable and that wouldn't be meaningless and would instead assist the story especially if what you are trying to do is tell a meaningful and complete one, which it seems like is where you're wanting to put your effort.
Case and point with the cages splattered with blood in the cave, why doesn't our character have anything to say about them? they had a visceral reaction to seeing the slaughter house with the butchers knife, severed hand, and decapitated head, cages with blood in them isn't to far off from that so why didn't they have that same energy with those?
Onto your point about meaningless text (which you are right to call out by the way, the chair was just an example), why do I get so much useless and out of place information from the NPC's? I don’t need the sheriff to tell me where him and his wife live also why would he want me to know that if he apparently knew I would be trouble from the moment I showed up into town, any of the NPC’s that aren't necessary to interact with mean absolutely nothing and don't "contribute to the lore" like you claim they do, the dude blocking you from going into the desert serves no purpose other than to stop you from going somewhere before your supposed to and to tell you about the bandits but this is made immediately useless by the guy selling the guns, who you have to interact with, telling you the same thing that other guy tells you except you have to listen to him because interacting with him is required to get the gun, rendering the guard completely useless in terms of story. Cassidy has 3 lines and only 3 lines and her lines don't add anything to the story and in fact read more like a side quest that doesn't exist if nothing else, literally all of the fetch quest line characters do and say nothing that means anything since they only ever ask for the thing they want and then thank you for giving it to them after you do so, nothing else, and Gavin says one line and that's it, that's all he does, which is fine, you can have characters that serve no purpose in a game and only give a one liner, but your telling me that these characters serve a greater purpose when they just don't.
Also, the story seemed quite disconnected from itself at times. Like what was up with that whole scene up in the mountains? with was I'm going to assume was a fake childhood home, and the picture of our characters mother, why was any of that there? It didn't serve any purpose at least not that I can see. And hey, maybe I just didn't understand the meaning behind it, that's entirely possible, but I don't think I'm coming to out of left field when I say that that whole section didn't feel like it connected in any way to the main plot and even if it wasn't supposed to, if it was meant to stand on its own, it doesn't because absolutely nothing came from it, it doesn't reveal more about our character or their past, just nothing.
And for just a quick side note, what do you mean you're "not familiar with items in a scene being interactable without a clear purpose", that is the text book definition of flavor text, one of if not the most used ways of filling out empty space and making a game feel alive, not to contribute heavily to the structuring of the lore of your games universe, but to give the player a sense of feeling that things do happen outside of their view and that they player can be curious and get rewarded for it. I completely understand not wanting it, believe me I do, but there's a difference between a scene being empty for a reason and a scene being empty just because, and to me, the latter was noticeable throughout this game.
Again, I am not trying to start anything or be hostile in any way, being hostile doesn't get anyone anywhere, I am a whole hearted believer in constructive criticism and that is all I am trying to provide you with. I apologize if some of this came out more aggressive than intended and I'm not saying you need my help either but these are just some issues I had with your game especially since it looked so promising just from the intro art, animations, and music alone. And its still very good, don't get me wrong, these things just bugged me quite a bit and I felt that I had to clear some things up on my end. Please feel free to reply if there is anything I need to clear up about what I said or anything like that, I'd be more than happy too.
Very interesting game indeed. To be honest, I felt like the lack of things to interact with was a little disappointing, I mean from the opening feel of the game I kinda felt like I should be able to interact with stuff, but just can't. I also thought it was kind of a cheep choice to only make the people in the town be relevant through one giant fetch quest. Other than that though the game is pretty fun and a really neat concept all together. Good work!
This game is a really good experience, almost all around! the art is fantastic and the minimalist animations work well with the style, the atmosphere is quiet and ominous which adds a good bit of tension (even though nothing really comes from it but it's whatevs), the story and dialogue is dark when it needs to be and some of the situations are downright horrifying, and not in the cheap jump scary way either. The only problems I have is the player being just a little bit to slow and the background music being really cookie cutter basic. But hey, other than that, Leftovers really does a great job at telling its story through its dialogue and gameplay, really makes me wish these developers worked on more games, but it seems this is the only one we'll get from them for the foreseeable future unfortunately. Fantastic work!
For as interesting as whatever this is is, I'm leaving a comment to ask a question, how did you get these sound clips to sound at least ok in gb studio? Just wondering because a future project of mine is going to use random short voice clips for the main antagonist. I'm assuming you used .wav's and just bit crushed the hell out of them to make them applicable to the gb studio sound effects player but if that's not the case then I'm genuinely curious.
This game was pretty aesthetically pleasing and it seemed to know what it was going for and I appreciate a game with a good sense of self. I will say that I was not able to make it that far, it seems that I broke the sequence as the cauldron tells me that I already have a potion, but I didn't have the ingredients to make the potion I was requested to make which made me think that maybe the game broke and just made the potion anyway but when I tried to give it to Lancer (nice reference by the way), the game gives me dialogue that indicates, at least to me, that I should be making the potion, which I can't because the cauldron seems to think I already have one. I still enjoyed the little bit I was able to play of the game, there were a couple graphical bugs here and there and some of the collision was a little wonky but overall, it was still a fun time. Good work!
The art in this game is very well put together (for the most part) and I have half a mind to think that's what you spent the most time on, which isn't a bad thing, but there are some things I wish had more care taken to them. There are a couple dialogue issues here and there and I'm not talking about the grammar, though I wont harp on that at all since it seems that English is not your first language and I don't think it's fair to hold something like that against you. I feel that the game ends without answering any real questions, there was no point where the crying lady showed up or made a statement or a call to action or anything so the whole "crying women" mystery person, at least from a players perspective, didn't really matter in the end. I do see what this game is trying to be though and I do think you did a not to shabby job at telling the story you wanted to. Overall, the stylings of this game carry it and it is a good first attempt at a folklore game, good work!
I will say, this game has a lot of potential, the concept is on point for an 80's inspired slasher, the different characters are portraited pretty well, and the environment is pretty well put together for the most part. But there are some problems and those problems are noticeable. Firstly, for how many random objects there are in this park, you can barely interact with any of them, and the dialogue for the objects you can interact with just feels stiff. Secondly (and to fire off a bunch of small issues I had), The owl is a little to forgiving, some of the assets look a little strange, some parts of the forest don't really make sense from an orientational perspective, and to put it lightly, the music could use a lot of work. Also there being no save system, not even an auto-save system, is a pain in the ass if you actually do get caught which isn't fun and turned me away from actually beating the game since I couldn't find the 3rd page and died in the forest. However, you do have a great concept for a good game here and I hope you do keep making retro games or just games in general because this is a great stepping stone for the future! Good work!
Loved this one a lot! The art just screams charming and all of the characters and their art scenes are just so pretty. The music and random SFX that were slid in there was a very nice touch as well. Seeing things like this be done by a fellow solo dev on top of everything is just inspirational and the cherry on top to say the least. An interactable overworld map is also a very fun concept for a game like this and it's executed pretty well all things considered. Very fun and very aesthetically pleasing, Fantastic work!
An interesting test of the limitations of GB Studio. The art and aesthetic are definitely the stand outs of this experience, I do think the game could use some quality of life changes like making the door and stair transitions not so long and maybe a little bit more of a sense of direction, but other than that I can't say anything to critical of this game. Very creative and very enjoyable, great work!
This was a true gem of a Gb Studio game that I can't believe I haven't discovered until now. The platforming mechanics are super smooth feeling and really make me feel like I have control of my character, which is more than I can say for certain other platformers I've played in the past that were made in engines with much higher capabilities. The art is great, the cutscenes are an unnecessary but very appreciated and quality story telling device, the style is perfect for what this game is trying to be, the dialogue is simple yet meaningful, and lets not forget the music and SFX that were straight fire! This game is pure heat and I can not (but I will) wait for the DOME edition to come out soon. Fantastic work!
I think the most constructive thing I can say is that the game page, title screen, and intro of the game really reeled me in with its art, design, and SFX, like a Gameboy game without the limitations of a Gameboy since its made in GameMaker and not GB Studio? That sounds fucking sick! But the actual game really didn't snag me hook, line, and sinker like I thought it would which was a little disappointing. That's not even to say the game is bad or anything like that, it just felt like the actual game had a significant and noticeable change in quality even as soon as right after the intro sequence or as soon as getting into the cave. I would absolutely love to see you do more work in the Gameboy horror genre since the art and especially the sound design (more specifically the custom SFX and music/ambient sound tracks, or at least I think they are custom since I don't recognize them from anywhere else) really drew me in. Keep making games, you could use some practice, but you obviously have talent in the retro horror field and I would love to see you do more with it! Good work!
Very good use of tiles for a gb studio game, the animations on the fucked up rabbit are really good, I can only imagine how annoying it was to work with the tile limits for that animation. The SFX and music were pretty good to, very basic but that's kind of the point of a gb studio game and I appreciate the effort there. Hunting 20 rabbits on night 3 is a little tedious but the feel of the game is there, I wish there was some dialogue or anything like that really (there might have been but I didn't see any). Overall good game and really good feel through out the whole thing, good work!
As short an experience as that was, that was actually pretty fun! I liked the mechanic of being able to rack a shot depending on how you want to play (and to not shoot yourself). The art and level design is also very cool and the character designs are pretty cool looking as well. Very well put together for your first game and I definitely think this game could do well with a patch update to fix some of the problems I had, like missing a shot when it absolutely should have hit, or maybe a content update with more levels and bullet types as you progress. Still very good and very fun, great work!
Fascinating game, I can't believe I missed it during the jam. I'm am definitely taking the time constraints into consideration since that is something I can absolutely relate to with my time in the jam. However, there just isn't really "enough" early game to get me hooked and most of the interactable's being completely useless, like not even for flavor text, made me think that none of them were going to have anything in them (even though some of them did). Still a fun concept thought and while it is a little funky looking, the art and environment design definitely carry this game and the character design and color palette used for Corvus is very good looking. Overall, I feel that this game would really benefit from a content update or something with a lot more things to do in between the main content. Good game and great work!
Thanks for playing! I see the art struck you again, really nice to hear that considering this project was like 60% rushed time including the art but I'm happy to hear that the art and everything turned out all right. I love to see criticism I haven't seen before and I don't believe that I've seen the "I want to do more as a player" critique yet, and I 100% agree with it. Like mentioned in a lot of my other comments on this project, this game went though a ton of cuts to content and story in the interest of keeping it feasible for jam time. Buuuuut I have been keeping the idea for a full version of this game in my back pocket since a lot of people seemed to want it so rest assured that when the full version of Fathers Farm comes out, you will be able to do much more and explore many more than just one ending! Thanks again for playing and I'm glad you've played and enjoyed both of my games so far!
Glad you liked the art! I am planning on revisiting this game sometime in the not to far off future for a remaster to make this game everything it could have been (and to connect it more to the other games in it's collection), so if you DO in fact want to see that, be sure to follow me! Thanks for playing!
Really fun little puzzle game! even better that its made in the PICO-8 engine since I love PICO-8 games. there was a lot more levels and variety to the levels then I expected and the art style for the sprites and background tiles really fit the feel of the game very well. Overall a really good game for some short fun. Since this seems to be your one and only game and it was posted 8 years ago, I really don't think I'll see more from you but I really hope I do because this is again, a really good game. Great work!
It definitely isn't bad, there isn't much I can say about it since it is just a proof of concept. I will say that the environment art did look very well put together for a proof of concept game and the light coming through the door in the bathroom scene (or what I think is a bathroom) was a very clever use of color palettes. over all for POC standards this one is very well done and I hope to see more from this project and you later on! good work!
Really good atmosphere! the lack of fish everywhere really adds to it. I wish the game kept itself a little more cryptic with the thing in the temple because it really felt like that's what it was going for but the game is still really well made and the reloading animation and the effects like the bubbles and stuff were really well done! Overall good work and I really hope to see more from you!
Absolutely loved this one, so simple yet so fun. I do wish there was a little bit more going on, like a little bit of random notes or more dialogue or something like that to fill the empty space but the game is really well put together anyway so it didn't even really need that. the simple shotgun mechanics were really fun as well, took me a second to realize that I should be shooting the cultists in the chest instead of the head but I liked how large the hitbox for picking up shotgun shells was, once I realized I'd probably need to do that while running for my life I was a little worried that I wouldn't be able to so that was a very good quality of life decision. This coming from the same guy who made slay bells is a little surprising because the jump in quality and style is almost surreal, in a good way! I would absolutely love to see more like this from you in the future, great work!
This game feels very complete for a jam game and after taking a small look at your profile, it doesn't surprise me at all that this isn't your first game, one of the first impressions I got when looking at the game page is that this project came from someone who has made games before. The controls feel smooth and responsive, the charge time isn't to long, when I mess something up or go in a direction I didn't completely intend to go I blame myself instead of the game (which is good). I do think the models inside the tank like the squid, could have used some more detail since everything else in the background looks really detailed, the aesthetics all together are really appealing though and the TV guy is really creepy with his two frames a second eyes and mouth. Overall, a really well put together product, great work!
Thanks for playing! I'm glad you like the many pieces of dialogue you can get when in the house, writing those was one of my favorite parts of making this game, giving more insight into the world around you and how the main character might be feeling, it feels like a more well rounded world because of that I feel. And since you mentioned it, PLUG TIME! If you DO want to keep up with future versions of this game (and my other upcoming projects for that matter) then consider following me on itch! It helps me out a ton and allows people that are as interested as you are to be up to date on the status of my games, you could also follow me on Twitter or Bluesky where I post teasers of games I am currently working on, like the second installment in the Marrowglen Trinity: Games Collection, Night at the Laundromat. Thanks again for playing and I'm glad you enjoyed it!
Thanks for playing and thanks do much for the in-depth comment! To start off, the lack of sound was unfortunately a result of bad time management, nothing really more to be said with that. The path to the barn was supposed to have a lot more to it, dialogue for every room about the character reminiscing about the past, maze mechanics with the dissecting paths, and a lot more interactables (signs, random debris, etc) that would have filled up the walk to and from a lot more. in the draft/early versions of the scripts, you were to spend much more time in the house exploring the different rooms and even doing some puzzle like mechanics to find your way deeper into either the basement or higher into the attic (which either one you got to would decide the games many outcomes), that had to be scraped and shortened to the game only letting you get to the second floor in which you initiative a "chase" and die. The goats were also supposed to have a more involved role with each of them getting their own separate scene with the player and there would have been many more scenes and instances that would tie the activity of the goats more to what is going on in the house (in the earlier versions of the script of course) but again, this had to be subbed out. Little to no build up was also unfortunately a victim of scrapping and subbing. In short, you are 100% correct in the statement that all of these issues were unfortunately victims to time and had I been given more, I would have done more. Thanks again for the detailed comment, comments like these always make my day, the fact that someone would explore my game so deeply, Thank you so much!
Thanks for playing! without spoiling much I will say that the thing at the end is an evolved/mutated goat that has mutated through a ritual that took place before the story of this game. Shameless plug time! if you want to know more about the story and maybe keep up with the development of the full version of Fathers Farm then consider following me, doing so helps me out a ton and keeps you up to date on my future projects, a lot of which are similar and more polished (story wise) than this game. Thanks again for playing and I hope to see you stick around!
I feel like this game is inspired by something but I just can't put my ruler on it... Joking aside I can't really say that much about this game, not in a bad way of course, there's just nothing really unique about it aside from the fact that it removes all of the extra mechanics from Baldi's and recreates the game with what is left, though I do think since this game covers a different subject, you have the potential to add some really unique mechanics in line with spelling. Still, you submitted and game and said game does feel polished (as weird as that is to say), good work!
This game is really unique and the art style is really something to marvel at and somehow being able to incorporate bare-bones frame animation into this as well makes for a really really cool aesthetic combination. I also really like the idea of rather than having a traditional WASD movement system, this game is 3D point and click which I think was the right choice since this game definitely benefits from it but also makes it more unique. the goat demon thing actually got me pretty good the first time as well as I was not expecting that in the slightest. from just your art alone I can see you doing amazing things, absolute gem of a jam game and great work!
Pretty well executed concept, the crawl mechanics were very original albeit a little annoying because I don't know about you but I don't have 30 yards of vertical mouse movement room on my desk and you also cant look forward or at whatever you want to look at for that matter while crawling which is again, kind of annoying. But other than that, the rest of the game is really good and I have to give a special mention to the UI design in particular as well as the sound effects for the menus and interactables, they sound and look like their straight out of a triple A title. Great game and fantastic work!
Thanks for playing and thanks for the complements! I've been trying to decide if I'll add a small ambience track in the background or not once I update this game when the jam is over with all of the small bug fixes and minor content additions, I'm honestly torn between removing all sound or adding an ambient track. Now naturally I would tell you all about the monster since I write a lot and love when people ask questions about the writing buuuuuut I don't want to spoil anything since there IS going to be a full version of this game sometime down the line, this feels like even more of a shameless plug then my other plugs but if you do want to keep up with me and see the full version of this game and all of the intricacies with the goat human monster thing then please consider following me on Itch, doing so helps me out a ton and allows you to keep up with news regarding Fathers Farm and its future updates! Thanks again for playing and thanks so much for being interested in the games characters!

