Thank you so much for playing :D
EHG | bob studios
Creator of
Recent community posts
Dude, I really don’t know what you played. There are two actions: holding Space makes you hold your breath and keeps the monster away, while tapping it makes you scream and attracts its attention. The goal is to scream enough to reach 100% Awake while holding your breath so the monster doesn’t kill you. Could you have confused it with another game? I’m confused hahah
Thanks!! If you hold down Space, you'll keep the monster away because holding your breath prevents you from making any noise. However, if you just tap Space, you'll scream. Every time you scream, you wake up a little more, and your goal is to reach 100% Awake. The catch is that you need to scream to win, but screaming also attracts the monster <3
Thank you so much for playing! I had just gone back to play again to take some screenshots for the Itch.io page when I saw your comment. It’s exactly the kind of reaction I was hoping to evoke — the same feeling I experienced myself while playing, and now seeing that it resonated with you too means a lot <3
Good job! You can really tell the time invested in those two jam days. It’s a simple game, but a very solid base to build on, as you said — adding more levels or extra mechanics in the future! Adding a bit of feedback: I felt that the flashlights were quite hard to dodge; I saw in the web screenshots some antennas that I didn’t get to try because I got caught pretty easily, although I’m sure with more playtime you get the hang of it. By the way, maybe a scoring system for scaring the kid would make you want to beat your high score each run — that would be fun. Great music, by the way. Overall, a very nice entry! <3
Definitely, after all the positive feedback I’ve been receiving, it’s made me want to prepare a more complete version of Balance, with everything you’ve mentioned. It’s true that the game is really easy to expand on given its foundation, and I would have a lot of fun doing it. <3 Nice score, by the way! I find it amazing that even though it’s such a simple game with fairly limited content, you’ve still been motivated to achieve such high records. Thank you so much for playing, and especially for your comment :)
I’m really glad you liked the game and its art, and especially that it got you hooked hahah. About the difficulty, you’re absolutely right — I was adding content until the very last minute of the jam, and due to lack of time there are things I would’ve liked to polish, like the long-term gameplay.
Most likely, making it so that each time Birdnessman requires more points to appear, or that simply redeeming upgrades costs you a certain amount of points, would make it more interesting.
Thank you so much for your comment and for playing my game, rest assured I’ll take it into account for a future update <3
I’m glad you liked it! Honestly, while I was developing it I never thought of it as a clicker game, but now that you mention it, it really is exactly a clicker hahah. About the pills, there’s a 10% chance for one to drop when hitting the monster — it could just be that you were unlucky. In the future I’d like to raise the probability to 20 and add more types of pills :) Thanks for playing!
Oh! Thanks for the comment and for playing! :) About what you said about waiting for the gauge, you’re absolutely right. In fact, a side effect you also get from the sedative when it’s upgraded is that it makes the gauge drop faster—you can really feel the difference as you level it up. I’m glad you had fun hitting an innocent creature; I spent a lot of time making it feel satisfying haha <3
Thanks so much for playing and giving it a shot! :) I’m happy you enjoyed it, and I agree—without a tutorial it can be confusing at first. I like letting players discover the mechanics and systems on their own, but I’ve learned that with games that are very technical under the hood, that can be tricky. Thanks for the feedback—I’ll keep it in mind. <3
I’m glad you liked it! Let me explain: the % on the bar is the probability that the monster will eat you when you click on it. You can wait until it’s lower to take less risk, or go faster if you prefer. When you die, you lose your money, but the upgrades are saved. The blue creature upgrade makes the % go up less when you click, and also makes it drop faster. The green creature upgrade increases the amount of money you can store in the jar. And the strength upgrade makes you deal more damage per click to the monster.
You’ll notice that each time you click, the monster gets a little smaller. Yes, there is an end — killing the monster! But when you die, its health regenerates, so to beat it you’ll have to figure out what each pill does, level up your upgrades, or just wait until the % is low enough to avoid being eaten.
There are many ways to finish the game, but all of them lead to the same goal: defeating the monster. I’m really happy you enjoyed the game, and I hope you feel motivated to beat it =) My record is 6 minutes to trigger the credits.
I’m sorry if the system feels a bit unintuitive or too complicated, but I hope it made sense :)













