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Bakaah Productions

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A member registered Sep 28, 2017 · View creator page →

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Sure, everybody can compete - where you come from is not important here :)

Thanks for your feedback. :)

I completely understand your issues regarding the theme and I wish I had the time to fix every problem with the game^^.

Our original time limit for production was 2 days, so we decided to go with this - in it's core - extremely simple gameplay. For us, it was simply not possible to create a more elaborate system within our time limit and to our personal quality standards. That's why we put fun before the theme, accepting that the games' connection to the theme was relatively weak.

It is time themed in the mechanics, because each colour that you step on affects time for the bullets - grey stops it, green slows it down, yellow speeds it up and red reverts it.


I have included controls for Movement and restarting because I thought the rest could be figured out easily.


Thanks for your feedback!

Thanks for the feedback, I've send it to the team immediately :)

I don't know if I'll continue work on this at some point, but a hit counter is definitely on the list of priorities 

I really like this, so I'll critizise on a high level:

The screen effect when I failed to destroy a time orb was cool, but FAR to long in my opinion so it got really annoying, 1-2 seconds would be better I think.

The aiming  changes the arm rotation directly, am I right? when walking normally, it worked fine, but a soon as the body tumbled in slow motion it felt very wonky and inaccurate. I would have liked it more if the control input affected a centered crosshair and if the arm automatically moved to aim towards that point - as a result I never really  wanted to use the slow motion - the added difficulty for aiming punishes me for trying to pull of cool moves. 

I didn't like that falling of an edge also triggers slow motion.

Enemies spawning very close to the player is unfair, my suggestion to lower the frustration is: to spawn everything outside of a certain radius from the player, but give them a temporary boost in movement speed to catch up,  or: to spawn them with a delayed start, so players can move away even if enemies spawn surrounding them.

I would also like the ability to jump forwards and backwards with slow motion.


In my opinion you have a very good prototype to build on and create something truly fun, I would like to see it being developed into a polished game. Well done! :)

I have no idea why you've put the character customizer in there, but I liked the rewind mechanic and puzzles.  I just wish you had explained it better in the beginning.

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I love this, it was charming and a lot of fun to follow the narrator and just see what comes next xD. The narrator is good and I enjoyed listening to his lines, the artstyle is simple, but well executed, animations are floaty, the storyline is confusing (in a good way I think) and the tumbling character hilarious. All in all, well done - I really enjoyed my short time playing it :)

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Actually I've done 2 projects in Unreal before, but programming has always been a secondary thing, where I helped by being more of an idea giver and spectator. This game here was made in just 4 days (2 days at first and then 2 days to redo it completely, fix errors and tidy things up). It's crazy how fast you can learn by just doing stuff :D

Thanks for Your Feedback :)

I agree with your criticizm, but I'm a beginner in programming and decided not to mess with HUD this time

 I have just uploaded a little update that also adds a particle effect when you get hit and introduces a starting scene, instead of tossing the player into the level immediately.

-Stefan