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Studio Barefoot

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A member registered Jul 01, 2022 · View creator page →

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Wow the polish and the presentation of this game is amazing and inspiring. Shooting goblins with guns is something I've never actually seen before but it was super satisfying, I would love to play a full game about invading goblin bases, dashing around, and mowing them down, it was delightful.

The goblin models were especially awesome, and I loved to see the flying goblins fall down after you kill them, that's a great payoff. I want to study and learn from this game especially its slick presentation, it's so tightly crafted.

This is awesome, I had a blast! The graphics style is shockingly unique (and weirdly I can't even put a finger on why, my best guess is because it looks sort of like toys?) and it's very pleasing. The way the car can drive on walls and cliff faces is so cool and rare, and my favorite part was the flying mechanics and how seamless the mode swaps are.

Playing this game reminded me of GTA, Just Cause 2, A Short Hike, and that flying Harry Potter car all mixed together at different times and it was lots of fun and instantly accessible

Wow the art is so impressive in this game and the gameplay matches up very well with it. Glad I played this one. This is the first game I've ever played that makes you really feel like you're in a comic and there's so much potential there. I liked the gun variety and how it automatically changes periodically, that keeps the gameplay fresh and the moment right before your next gun is revealed is a very unique moment of excitement and tension. 

Gotta mention the art again because it's so good, it's extremely professional and it's so cool to see comic book style drawings moving in 3d space. The sounds matched up with what I'd expect a comic book to sound like too. Even the main menu is awesomely unique and heavy with comic book nostalgia, brilliant!

I really like this game, I'd never truly felt like a mulleted mustachio'd man walking down a street until today. Clicking on random people to heal felt like giving finger gun gestures to random people on the street to work up my confidence before the next badman encounter, I enjoyed that experience. 

The art style is really awesome and striking and I too enjoy making games using vanillajs, that's gamedev on hard mode right there, and the visual effects and presentation in this game are extra impressive to me given that fact.

This is awesome, I love the art, I love the mouse, I love the music, I love the hilarious ending, I love it! When I had a chance to stop dodging like a madman and look at the bosses animation's I laughed a lot. Pig is a bro, I have no evidence to support it but it felt like he was watching out for me.

Wow this game has unique puzzle mechanics and the way the story was presented kept me playing through to the end. The whole game has a very strong peaceful vibe even though it's about dying, glad I played it. One of my favorite parts is how the snake has to eat the chicken's egg, awesome and unique synergy there. The amount of thought put into the game concept and execution is really impressive, topped off with beautiful pixel art, soothing animation, and relaxing atmospheric music.

This is a fun one, it's very rare to see 2d physics used in a game and this is an excellent application of it. The powerups are all very satisfying and there's a lot of strategy in choosing how far out from the center you want to apply different powerups on your bell chain. I liked the challenge level, it felt high-risk but never felt unfair. I beat the final boss with just one heart remaining and that was intense. I like the particle effects and the Gingerbread man sprite arts especially. 

It was very cool how you have to have a unique movement style in order to swing your bells, it was easy for me to pull off on the keyboard and it felt like doing complex finger-rolls on the buttons of an arcade fighting game cabinet (and those fighting game combos are not easy for me to pull off, so capturing the feeling of that while being more user-friendly is awesome).

Fun and unique and well-executed Christmas themed game, and I always love funny credits where the roles keep coming up as the same name, great work!

This is a very cool and unique game! The way that the mechanics get layered on in Bigmode reminded me of my favorite level from What Remains of Edith Finch, and I always wonder why more games don't use that type of multi-tasking gameplay since it's such a special experience and has so much potential, and that potential was used perfectly here, love to see it! The character art and story cards are adorable, the music is a perfect fit, the controls are tight and easy to pick up, and the multi-camera presentation is executed flawlessly.

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WOW this is so cool. My favorite thing ever in games is when you as the player want to do something and the game anticipates that and lets you do it. The first time you switch modes in this game is exactly what I was thinking would be the coolest possible thing at that moment and it blew my mind. I'm still exploring and having a blast but had to come leave a comment before that impressive moment of discovery wore off (I didn't read the description or see the screenshots before playing so it really got me, I thought this was a pure text adventure). This is insanely smartly made and is a perfect twist on the classic text adventure genre. (Also any game where you can smell anything you want to and it actually gives interesting results is already a 10/10 in my book) 

Edit: I just beat the game, I had to get lucky in the gallery but once I got the right numbers I understood how each artwork related to the numbers that ultimately solved the puzzle. Truly stellar game!

Wow this game is very nostalgic and very unique. The world feels lived-in in a way that few other games do, and exploring the surrounding areas was fun and satisfying. The music, the colors, the characters, the amount of things to do, all add up to something very special. I will definitely be coming back to this one just to spend more time soaking up the vibes. The coziness and feeling like you're in a world much bigger than you is very strong in this one, I am impressed!

Wow I was very impressed with this game. I've never played a bullet hell with a small-mode before and it made it so much more playable for me. I did way more runs in a row of this than I expected to (around 7 in a row), it was very addicting. The progression of difficulty is very well crafted and I like all the enemy designs and the player designs. The color palette is also very smart and appealing (nailed the purple vs green color contrast).

It was crazy how much of a wrench those first enemies can throw in your plans during later levels if you don't take them out, so that was another fun contrast. On my first playthrough I was thinking "hmm I wonder if there be powerups" but by my second playthrough I realized it's a perfectly balanced, tightly crafted test of skill exactly as-is.

I always felt like I could do much better on my next playthrough but I usually ended up with a D or E anyway, but it was always my own fault. Since we have the tiny-dodge mode every death feels earned, due to me being too greedy/impatient. Extremely impressive balance and game design!

And the way that it looks like fireworks when you're shooting enemies never gets old, great eye candy!

This is a fun one, I like the juice/screenshake a lot and the weapon variety is fun to see and use. I was really impressed with the popup that tells you which Kevin Macleod song is playing, that's a brilliant way to attribute the music. It's crazy how I didn't understand half of the intricate mechanics going on but still had fun in the game, that's an amazing accomplishment, and I enjoyed the experience of having to piece together what was going on as I went, it reminded me of classic arcade games.

This is a brilliant idea and is really awesomely executed. The fact that things are shared between games has unlimited potential for really cool interactions, I want to play a bunch more games like this now. The graphics are extremely charming and nostalgic. That main spider-like enemy in Knight's Arena made my stomach turn and my skin crawl every time I saw it, even just walking past the corpses. That's some really strong visual design, and then there's 2 more games worth of awesome and unique art on top of that. It's awesome how you can tell exactly what games they're referencing as soon as you boot them up too. Smart and well-executed all around, I hope the development continues, I can imagine having a real-life story-mode where you have to earn/find additional games, that has the extremely rare potential to recreate the feeling of buying or renting a new N64 game back in the day and being excited all the way home and not knowing exactly what to expect. I am very impressed and glad I played this one.

Aw yeah Pack is Back baybee! Great title and fun game. Since the first time I saw this game I've been really impressed with the player character's animations especially, they're so readable and punchy. I really like the aesthetic of the world, it's very unique while also being nostalgic (I think PS1 era but it's so unique that it's hard to place, maybe early internet era too). I liked how it feels to explore the world and the infinite wall jumps were refreshing, it feels fun and very satisfying to bounce up walls like that.

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This was really fun and impressive, I daydream about making a mowing game every summer while cutting grass but always come to the conclusion that simulating all that grass would just be way too hard to figure out, and this game pulls that off and makes it look easy. The drift boost was an awesome mechanic, and the music is a perfect fit. I really liked the art and how unified the game feels, and the level selection is really cool too. One of my favorite parts is all the unique end screens based on your score, one time I had a D score and just ran into cars for the last 30 seconds since I already saw the C score and wanted to see what the D end screen was. Lots of personality in those end screens, and throughout this whole game. I liked in the credits how the devs each did some technical work and some artistic (visual/music) work, love to see that!

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Thanks a lot, that's awesome feedback! Glad to see another member of the Malmos gang appear so I'll reveal that Malmos was directly inspired by these similar blobby things in the latest Miyazaki movie the Boy and the Heron. I saw it in theaters during the jam and knew I wanted to make a character like that right away. Glad you want to see a multiplayer mode, I originally envisioned this game as multiplayer so I hope to add that for sure. Going to check out MOWED right now, been looking forward to it for awhile now

Thanks a lot! Glad to hear another vote of confidence in the keyboard controls since I know a lot of people have struggled with them, I appreciate that a lot. And thanks, I spent about 3 days of the jam making a custom character editor for myself that let me preview the rotations in real time, glad to hear that paid off for you since it helped me crank out the characters!

This was amazing, each aspect of the game was really well thought out and polished from the theme to the art and animations to the gameplay synergy and the controls. The art in particular is so pleasant to look at.

I was really impressed with the use of musical modes as a core gameplay mechanic, I briefly thought of musical modes as a potential idea for this jam but didn't think to tie them to gameplay modes, I think that's brilliant and it really makes me want to see the full game with all 7 musical modes (or just a select few, 7 sounds like a lot of attack-sets to create and balance even for a standalone commercial game).

Definitely looking forward to a full game, it already plays and looks like one, I was very glad to see To Be Continued at the end. The attack combos in each mode are so satisfying!

This was awesome and creative. Every summer I think about making a mower game but I've never thought up anything like this. It reminded me of a fusion of Tony Hawk games and Glover, really neat and a solid challenge. Also easily one of the best 3d Godot games I've seen in the jam.

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Thanks for playing, games with looping engine sounds where Q toggles fast mode, represent!

Wow this was awesome, it always blows my mind when people design puzzle games that involve very different mechanics and are able to interweave them like this and create a bunch of levels that simultaneously teach you how to play the game one level at a time, slowly increasing the complexity. I wouldn't know where to even start with making something like that.

The graphics are perfect for a puzzle game like this and the song is a perfect fit too, it feels like it promotes thinking without getting repetitive.

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Whoa this was awesome, great and addicting gameplay loop. The art was amazing, my favorite sprite is the lego dude with his head on fire but it's all so good. Very fitting music too, the experience feels like a commercial game more than a jam game. If "first-person vampire survivors" is already a genre then I never knew about it, and if isn't already a genre then it should be, it's brilliant.

Hey thanks, all excellent points!

Thanks a lot! Big agree about the checkpoints, I'll pass on your music compliments to the composer, he'll love to hear that. You gave awesome feedback, glad you were able to have fun with the keyboard controls, that's great to hear!

Thanks for playing and pushing through the busted How to Play page! That's a great suggestion, yeah I pretty much held right bumper constantly while playing at the hard-mode skill level, so having it be a toggle or inverse-activated instead would go to far help with finger strain, especially on the straight-ahead sections.

This is a really cool game, and I'm surprised at how well the disparate gameplay modes come together to make a really challenging but satisfying-to-complete strategy game. It's funny how you can come up with a great pusher strategy that makes the best use of your limited actions to get the spikes all in just the right place, knowing that all you need to do is complete one totally-doable jump in jumper mode, then you enter jumper mode and whiff your jump and fall into nothingness and waste your turn. But the player has nobody to blame for that but themselves, so it doesn't even feel bad when that happened to me a few times. 

Great presentation, the music is the perfect pace for the combination of puzzle and action gameplay. The pieces of this game fit so well together that it's easy to forget it's a jam game, great job!

Thanks a lot! I'm a Norman Feetus main too, that's how he got to be on the Start Screen :) Glad you liked the controller controls, that's definitely the way to play it. Definitely hoping to come in and keep polishing this foundation after the jam!

Hey thanks a lot! Big fan of Bobby, great music!

Bobby make me laugh. Bobby make me cry. Two time Bobby eat soup, and more time Bobby die.

This was really fun, glad to spend some time with Bobby. I stumbled upon the phase-launch in level 1 and was really impressed with that mechanic. My favorite part is how he looks around mouth agape while he flies in midair, classic Bobby. The graphics, audio, and gameplay all fit together like a glove, great job team!

Ape together strong. MONKEY MODE!! stronger.

This was fun and really cohesive. Lots of great level design on display. Great graphics and sound too. The experience of playing it reminded me a lot of pacman, and I did not expect that comparison until I was actually playing it, that's really neat. 

This is so original that even though I understood that I had to die after the first time it happened, my brain still didn't let me since we're so used to trying not to die in platformers. That's really rare to find something that takes a common core mechanic of a genre and completely flips it on its head like that. The main character is a really cute little guy too, he's more than happy to die and be endlessly reborn, it's adorable.

Dang this was my most anticipated game of the jam but I also can't get it to start on my 1080 TI. Will be looking out for the graphics setting update. Looks and sounds awesome on the menu screen!

This was cool, I liked it. At first I thought it was going to be too punishingly hard but the regenerating health rate felt just right and kept it fun. Great concept of invading a host at the micro level, and the pill boss was actually adorable, love when games have mostly gnarly enemies with one random cutey. All of the death animations were really impressive, especially the final boss' death animation, watching that was a very appropriate climax to the game.

This is really cool and vibey. I was not a very good poultry prepper.

As someone who has fried many an egg for breakfast, I've often wondered why we don't see more games highlighting the relatively simple tactile motion of egg flipping. When I used to wonder that, it was always in the context of cooking games. I never dreamed of it being a core mechanic in a game that's about something deeper than just cooking, that's brilliant. The controls were ubiquitous and at times tumultuous (wink). Really cool and stylish game, and really awesome world building.

Went with that Handsome Squidward look 😎

Really charming game with extremely professional and stylish artwork! The dialog was really funny too, any game that breaks the fourth wall and lampshades it is a huge win in my book. Very fitting and chill music too. Lastly the fact that this is a game about Visual Novels while being something of a Visual Novel is so cool, I could see that become a huge and entertaining trend.

Aw yeah, team 3d-world-with-2d-sprites-starring-biggy-heavily-inspired-by-classic-mario-games represent!

The Biggy sprite is very adorable and the SMB2 gameplay is all there. I really liked the creative take on the purpose of pipes. I liked the epic final boss battle, the perfect twist on the original. A very nostalgia packed game that also has a strong voice of its own.

The choice of sound effects in particular were adorable. Great job!

Definitely a hard one but a great idea and solid execution nonetheless. I'm also in the "I can play my jam game really well but most people find it really hard" club so I get it. The character and enemy art is really charming, and that helped keep me from bouncing off the game when I faced the crushing difficulty. I only ended up making it to Wave 2 or 3 (I had 3 archers and one swordsman when I lost) but I did try a lot of times.

I've seen a few (but only a few) games that mixed FPS and RTS before but never with medieval style weapons, that was really cool and I hope to see more of it.

This is a really fun and smooth game, it's a blast. I am also team red, I think that one was the most fun but none of the colors are bad to play as. I was impressed with how non-janky the controls are for how freedom the player has with their movement choices, I never had a glitch or hiccup of any kind.

One thing I would like to experience would be a (I guess you'd call it) Royale Mode where there's no respawning, so that I could systematically take out all enemies and maybe culminate against a super-powered final enemy who powers up when he's the last one left. 

The experience of playing this game reminded me a lot of playing Tribes Ascend, which I think is a great credit to this game.

Phase 1 of Operation: Play All Games with a Josh on the Team complete (I am also a Josh)

This is a really neat and challenging game. Very unique and smart replay mechanic that lets you re-experience the level with a different more carefree kind of challenge than the first time which is more like a puzzle. We need more games (way more games) that let you play as a Danny Devito looking dude beating the hell out of enemies with a stick. I was impressed with how the hand-drawn background really unifies the graphics too, great touch.

Thanks a lot, for playing and for the great feedback! All great points, yeah the drifting should be smoother with a controller but that's no excuse for poor keyboard controls. I feel you about the environment sprites, especially when they're really close up. I threw all of those in at the last few hours while furiously drawing them up so they're a little janky for sure. Also big agree on the hard-to-execute shortcuts, I had that going on in the final course, Corner Causeway, where you can drift+boost+skip across the corners, and that was my most fun part of the game. I imagine that pulling those off is only really feasible in controller mode though.