Fixed, I think. Thank You for letting me know.
PepperSanders
Creator of
Recent community posts
Thank you! That honestly means a lot.
I'm still figuring out what kind of games I actually want to make. A lot of this project was spent discovering the game while building it, so it's encouraging to hear that it stuck with you.
Thanks for organizing the jam and taking the time to send a personal note. I'll definitely be back for future jams, and hopefully with an even stronger entry next time.
I appreciate it. 🙂
Thanks for checking it out, seriously. Glad the weirdness landed lol.
I also played your game and had a really good time with it. The browser-based setup was super smooth and the personality came through immediately, which honestly helped me realize how important fast onboarding is in jams. You guys nailed the “click and instantly playing” aspect in a way I’m still trying to figure out on the Bakin side.
Looking forward to seeing what y’all make next too.
How you guys can get these games to run in a browser is insane to me, this wasn't possible back in the day unless it was a flash game. A 3D FPS in a browser blows my Bakin Brain. Right on. Crisp SFX, some controller support, it took me a minute to realize I had to not start blasting the customers as soon as they came in, but otherwise, it was fun.
Pretty solid little platformer overall. The visuals are honestly the standout here; everything feels cohesive and readable, especially for a 1 week project. The environments and character art all feel like they belong to the same world, which is something a lot of early games struggle with.
Gameplay felt smooth and responsive, and I didn’t run into any bugs during my playthrough. Difficulty felt fair overall.
The biggest thing missing right now is presentation polish:
-no music or sound effects
-no menu/UI
-very little onboarding/tutorial flavor text(see below, this wasn't a negative, more of a missed opportunity)
Those things add personality and polish to an absurd degree without much overhead, and most of it becomes reusable across future projects anyway.
The mechanics themselves were introduced fine. The color coding already does a lot of heavy lifting. I’d maybe look into color blindness accessibility later on, but that’s one of those things where once you solve it once, you can reuse the solution forever.
That said, this honestly has a good foundation. The important thing is that the core movement works, the game functions, and the visual direction already feels stronger than a lot projects.
Would definitely like to see this expanded further, especially if you keep building on this instead of reinventing the wheel every jam.
I downloaded, been looking forward to playing, then i got bogged down with another project I just finished. Thanks for the update. If you posted a video to YT showing the gameplay, id definitely have it looping for you; I like the ambient sound, its not distracting.
But absolutely do not think to keep the sound as-is if you feel like adding music.
Wow. Years back I tried, and kinda succeeded... kinda, a game in python. This game is far beyond anything I could have done. Props.
It was a text "adventure." There. You got me. My python game sucked. Now, you know.
Edit: the page that brought me here said it was made in python. My statement still stands. Nice.
I'd rate, but that functionality doesn't appear on mobile.
Thanks for hosting the jam and for taking the time to play and review Mesa Verde Suites. I really appreciate the detailed feedback.
The points about the menu behavior, loading times, player guidance, interaction clarity, and the spelling and UX rough edges are all fair. A lot of those are things I was aware of while developing the game and they're areas I'd like to improve moving forward. One thing I've learned is that I need better reusable solutions for those kinds of problems instead of trying to fix them one-by-one every project.
The loading time feedback was especially interesting to me. One thing I've been trying to figure out is where the line is between my own project setup and the underlying behavior of RPG Developer Bakin. My previous published project had significantly longer load times, and a large part of this jam was applying lessons learned from that experience while experimenting with larger "meta map" layouts and dynamic room setups. Bakin isn't a particularly popular engine, so a lot of that ends up being trial, error, and benchmarking.
I'm glad Artemis stood out, even if he was confusing. He was actually a very late addition to the project, and the fact that he was memorable enough to mention tells me there is probably something worth exploring there if I revisit the game.
The marriage dialogue is another area where your feedback was useful. The intention was for Jefferson's home life to gradually bleed into his work conversations and influence how he interprets the people around him, and I can definitely see how those connections could be made clearer. Honestly, during my final playtest before submission I was getting confused myself and eventually hit the point of, "Screw it, ship it. Submit Friday, otherwise you'll miss the deadline Monday."
Most importantly, thank you for giving the game a shot. One of the reasons I entered the jam was simply to get people playing my work and to put another RPG Developer Bakin project out into the world. It's a fairly obscure engine, and it was fun getting to show what it can do outside of a traditional RPG.
Thanks again for hosting the jam and for the thoughtful review. It was genuinely helpful.
I think I got it. I left a boot event on perpetual loop every frame, not usually an issue when working from the Bakin editor, but a horrendous problem for the player running from the .exe.
AND Bakin, boots up every single Common Event used in the game at startup, after caching the shaders and engine. Which is why I'm stuck at the 2min load, after the fix, which it still horrible, but not the 5min torture cycle I put you through.
I have to figure out how to resolve that, and get closer to your boot speed; I can't have players bail before the game even starts.
I spent the night playing other Bakin games, and that seems to be an unresolved and common issue, some worse than others. Especially bad in mine bc I automate a lot through the Common Event system.
I have been learning RPG Developer Bakin for a few months and finally got my first playable comedy JRPG demo into a state I’m comfortable showing publicly; its up and available for free.
Big lesson so far: collapsing dozens of maps into a few reusable “meta maps” improved load times and iteration speed way more than adding more content did. I stopped having to have every single character, animation, texture, and lighting "perfect" then ended up in this style.
Still rough around the edges, but shipping something at all feels good.
I do not know about the file size being 304mb, but its playable from beginning to "end."
If you have a Bakin game, I'd love to play it.



