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Bärchen-Studios

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A member registered Oct 11, 2018 · View creator page →

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Hey, thanks for the feedback. I'm glad you like it too. When developing, I first write all the lines of text in German and only translate them in the final phase using Google. A win-win service :)

This tutorial is apparently my personal final boss :D

Nice idea. I didn't quite understand the next step because my English isn't that good. I then watched the YT video. It was something different in a positive sense :)

I gave up on level 3. It was nice, but unfortunately not varied enough. The dead ends could be left out. Maybe the environment could be replaced with a few different tiles in the next levels (different stone color, forest, etc.)?

Otherwise, a nice try.

The gameplay is great. You can play it without learning much and immediately understand what is happening. I defeated the Dragon King on the second try because I was very lucky with the body parts.

The drawings just suited me because they are atypical and simple. It doesn’t always have to be a “Vincent Van Gogh”. It was very imaginative and well positioned.

Since the combat is automatic, I find the gameplay very enjoyable. A day at work can be stressful enough. That’s why I like playing the game “Backpack Battles”.

Really great work. This project could also be pursued further and I may take another look at it as it develops further.

Topic was hit. Unfortunately it's not challenging enough for me personally. But I know that this gameplay is popular with many and likes to press a cookie thousands of times.

I still played it for about 10 minutes because I wanted to know what happened to the castle because my zombies ran into it.

I find the division between the playing field and the events taking place next to it (castle) interesting.

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The game character is so cute^^ The melody was also nice and pleasant and the few colors used were harmonious and never overloaded. It was so comfortable to play. I usually don't like puzzles that much, but this one caught my attention.

Unfortunately, no matter what I did, I couldn't progress through the level where you collect the skull. Yeah, I guess I was missing a needle. Are there more levels to come? If so, I'll try again. A level selection in the menu would be nice so that I don't have to do everything again from the beginning.

The topic is completely hit. This is something that should be worked on further and I think it has potential.

For the first time I'm actually giving it 5x 5 stars + 3* in Visuals. Maybe incomprehensible to some, but I like it.

On the 3rd restart I roughly understood the game mechanics. It was probably just me^^

The background music is atmospheric. I think the art style is great.

I would have liked to swap my cards more often, but that wasn't possible. Even though the intention is that you can't lose, I would still have liked a mode where you actually have to fight for survival.

You could also automatically activate your cards from left to right and then only target the opponent card you want. I like it comfortable^^

Good idea. Nice game.

Beautiful graphics and the skills made a very good impression. Overall everything was fine. The difficulty curve is steady and not too difficult. The different opponents and their movements were interesting. I got along quickly.

But I stopped at level 13 after I bought all the skills. Then things got pretty hectic. I would prefer if the skills activated automatically. Then maybe offer the activation time in the shop to improve it.

This game could be a mini-game from the original Kingdom Classic game. Good job.

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Thank you for trying it out and the praise.

Overall the game is still unbalanced because I couldn't craft all the weapons I wanted, which is why there are more resources that you don't actually need, like the bottle, flowers, wool, etc. Actually there should be magic (bottles + flowers ), to make it easier. Leather, on the other hand, which every weapon needs, spawn far too little (pigs produce leather).

Tips: Collect a lot at the beginning and defeat people so that you have a good supply ready later.

By the way, you can also sell weapons again and get all the resources back so you can buy a better weapon (it's best to only pay enough for the weapon so that you have +1 more than your opponent).

Always take the pigs with you, because as I said, every weapon currently requires leather.

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Hi, I used a soundtrack from you because it fit my game really well. I compared yours with other providers and you were significantly better for my taste.

I wanted to get in touch earlier, but the time pressure during development was high and after that I had no energy^^

If I need a track again, the first thing I'll do is check out your site again. Great work, keep it up!

If you want to know where your track went, you can take a look at my game. But without exaggerating, my playing has become significantly more atmospheric.

Soundtracks (Gothic Retro) -> Witches.wav

My Undead Kingdom
https://itch.io/jam/jame-gam-40/rate/2733697

Thank you for your feedback and trying it out. That means a lot to me :)

The tutorial is really not good. At first I just wanted to explain it a little, but then the tutorial got longer and longer^^

The game is really difficult if you don't know where to go and collect. But once you know it and learn it, it can activate your ambition.

It was pretty entertaining despite how simple it is. To my delight, you can take enough damage while drawing souls without dying.

The graphics, music and the relaxed texts were well chosen and created a cheerful atmosphere, if only those people weren't there again^^

As someone already said, an upgrade system and shorter days, but then several, would be good.

Could be expanded further. There are a few good references to the game “Graveyard Keeper” and I like them. Well done.

The graphics are well done, even if there are only a few of them. I like it.

Interesting topic. Unfortunately, my English is not so good that I can read and understand quickly. But even in my native language I would have trouble speed reading. The animations and drawings are nice. The beams are exactly my taste. Without time pressure this could be something good.

The main character is good. Every beginning is difficult, but the more you learn, the more fun you will have with game programming.

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Funny topic. Was fun. However, I had a few problems with the controls when recording and hiding. Then it's better to work with the keyboard. Exit could have been left out. The time is also really short. Nice graphics. The music was appropriate. The desperate guests were atmospheric and added a lot to the fun. You can continue working on this project.

That was pretty cool. Really well done. Beautiful graphics, retro style very atmospheric and through the music I felt the pressure that was intended. The different collectibles were helpful. I could well imagine that it would look good with ASCII characters too. This reminds me of my time learning C++. Despite all this, I would still have liked to see my score at the end, even if I fell on the floor :)

I like delivery games. However, I initially had difficulty identifying what a tavern was between all the buildings. A few hints (directions) or a larger symbol for identification would be helpful. The figure was also a bit too big. Then it's better to move the camera closer to the player so that he appears larger. The proportions need to be improved.

It definitely took a long time to draw all the objects. I find it impressive that people are making the effort.

I couldn't get any further in World 2. Is that intended? I couldn't read the text box because the font was too small when hovering over it. But I also have the problem with the font sizes because everyone uses a different screen resolution. To do this you have to scale the font size with the screen resolution.

I read the principle of the game that I should collect something, but that didn't work. I ran around aimlessly. In full screen mode, my computer fan turned up to full speed. The idea and implementation still need to be worked on.

Very nice graphics. Unfortunately, I'm not a fan of jumping and had a hard time getting through the door :) But the camera movement and the atmosphere are well done. Player movement was hectic on my computer. For this reason I like to turn on VSync as a frame limit.

The game didn't work properly for me. I couldn't collect the fish. Suddenly a large, white box appeared saying no fish could be found and had to restart and watch the intro for the third time, which unfortunately cannot be skipped.

I think the drawings are well done and the game world is simple but okay.

Kept very simple. But the implementation is good. But I lack the long-term motivation to play. A few different worlds and enemies could increase motivation. The basic framework is in place.

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The topic was "running out of time" + high score. Admittedly, it has nothing to do with time pressure, but rather with pressure in the true sense. Otherwise, I couldn't think of a better idea and wouldn't have participated in the jam.  Thanks for your comments.

Or should it also have something to do with Christmas and taverns? I wasn't sure about that.

It's a shame that not even the only contribution was rated. Then you don't have to complain about a lack of participation.

Whether my game will discourage people from using addictive substances, or at least reduce the amount of consumption, depends largely on whether the player realizes that he is consuming too much.

In the game there will be a calculator (already half included) that shows the player how much he has taken and how much money it costs him. To do this, he can enter his consumption and exactly this amount will run towards him.

Suppose the player states that he consumes 4 beers a day for 3 years (~1000 days). Plus 20 cigarettes a day. So he comes up with a beer amount of ~ 4,000 and ~ 20,000 cigarettes.

This number will run counter to him if he chooses to because the world is procedural and infinite. Then you realize just how much it actually is. That was also the intention behind the game.

As a smoker myself, I know what addiction feels like. However, I like to forget that I often overdo it with the amount.

Awareness is the first step to improvement.

A number of other useful features are planned.

I hope I was able to answer your question somehow. Otherwise just ask again.

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Thanks for the comment. However, I'm not sure what they mean exactly. Can you explain that in more detail?

I will record the development progress in patch notes. I had already started this documentation, but put it on hold for the time being because the balance before the deadline was more important to me. If I work on just one project, I can make great progress and release a new version every week.

The player's progress, i.e. in the form of an evaluation, follows in the form of points in the next build.

There is currently an error rate if the player lets an addictive substance through. This can be seen at the top of the screen.

Further winning and losing conditions will follow in the next version or the one after that.

I'm always very happy about suggestions for improvement, because I don't have anyone else who can give me tips.

With best regards
Andy

(Google-Translator)
Hey guys,

I am sorry that I have not complied with the promised patch day. I tried to use Swapping to create a new game that has more potential in my eyes than Checkup. After the contest ended for Swapping, I resumed the development with Checkup, but then was no longer satisfied with the basic structure and moved even further back the patch, which should expand the lack of information about the opponents and gameplay opportunities. It is now 72 days after release and estimate that interest is now approaching 0. At the moment I have 3 more projects in the works and guess that Checkup will eventually get patches as soon as there is time left, but I do not want to set a date anymore so as not to increase the pressure any further. After 365 days without a patch, I want to make every published project available as open source. Should anyone else be interested in the game or see any potential in it, then after the build (after 365 days) the content, the code (Javascript) and the idea can be used. In addition I would like only a short Credits entry then :)

Yours sincerely
Andy

Thank you for the feedback and that you have tried the game.

I am sorry that the right screen area was not selectable correctly. I still have a lot of work to do on the resolution.

It was actually planned first that every member gets his own strength. Due to time constraints, however, I had to fall back on randomly generated variables, so that the entire mafia wins or loses not by its member strength, but by comparing several coincidences.

The traceability of the statistics will be much better in the next version. I guess that on 11.11.2018 the version 0.0.2 appears and will have many new features.  Maybe you look at it again. I would be glad.

Yours sincerely Andy from Baerchen-Studios

The graphics and models are good. The control is not good. The trees produce masses of objects that distort the sound. The raging grandma is funny ^^