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A member registered Aug 03, 2021 · View creator page →

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Yo, I love this game. The pure shock of going into annihilation mode for the first time was wild, and I really enjoyed the mechanic of having to solve a little Tetris puzzle during the boss fight to get more ammo. My only piece of feedback is that I'm bad at Tetris, and I'm mad that you made me play Tetris. Also I think I think the amount of bullets given to the player could use some balancing, but also that may be because I'm bad at Tetris. Fantastic work.

Another purely 3D Godot Dev!!!!!

This was a fun little game. I really liked the concept of carrying around a treasure chest that acted like a cover/reload mechanic. There's a ton of potential there. I also love the idea of throwing knives as a main weapon. It's not something you see very often.

My one piece of feedback is: I wish you had the time to play more with the puzzle of getting the treasure chest from point A to point B. The decreased speed and jump height were great decisions, and seeing that factored into the gameplay just a bit more would have been nice. That said, I understand this is a game jam and time was limited. 

Great work!

I find it pretty hilarious that the octopus continues to serve ice cream even though his cover is blown by level 3, and the chef is literally trying to kill him.

This is a cute little game. A fun one too. I found the time window to serve each customer just long enough to create a few tense rushes without making the game too easy or too punishing. My one piece of feedback is that I expected a bit more stealth from a game with stealth in the title. That said, I still had a good time. Great work!

Thank you so much for the detailed feedback. I'm glad to hear that the tutorial text explained the mechanics well (aside from the lean mechanic, which I'm pretty sure I straight up forgot to include), but I'm even happier to hear that my doofy voice acting was what sold it for you. I had a ton of fun writing that video and I get genuinely giddy when people tell me they watched it.

I can't begin to express how happy your experience with the game makes me. That feeling of the enemies being insurmountable without proper prep is exactly what we were going for, and I'm so glad that landed for you. You are definitely not alone in your experience with the recall trap. I also barely used it. I wanted to either find a way to make it more relevant or just replace it with a better trap, but we ran out of time, unfortunately.

As for the lack of checkpoints, I agree 100% that this makes the game way harder than it should be. I actually had a checkpoint system that I broke at the last minute. The game was meant to save every time you cleared a room. That checkpoint system was the reason there was no way to recover health, actually. Your health was meant to remain persistent if you did the whole game in one run, or refill completely if you died and respawned. I'm sorry that my mistake had a negative impact on your experience with the game.

All that said, I'm glad you still had a good time. Thank you so much for taking the time to play our game :)

Thank you so much for the feedback. I'm really happy to hear that the game felt fair and that you enjoyed the story. One of my biggest fears was that it wasn't clear how to play the game (as I'm sure you could tell by our 50 million attempts to explain the mechanics outside the game lol), so I'm overjoyed to hear that you felt the mechanics were well explained. I also found myself rarely using the recall trap in testing. Were I to make changes, I'd probably try to give the player more of a reason to use it, or just replace it for something more relevant.

It sounds like you had a positive experience with our game, and that makes me genuinely happy. Thank you for taking the time to play it :)

I would have loved that too! Unfortunately we ran out of time and had to rush to get the game in before the deadline. Sorry about that. Glad you had fun though!

We had a great time talking with you too! We still find it impressive that you were able to focus well enough to beat the game with not one, but two other neurospicy people talking in your ear. And you managed to tell stories while doing it too! We truly enjoyed watching you play our game. Again, thank you so much.

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I'm in absolute awe that you guys managed to complete this game in 19 days. Me and my team struggled to make one game and you guys made eight. absolutely incredible work. I still haven't beaten it yet, but I'm definitely gonna. I just need a little more corn...

Love the models in this game. Frog in a mech is an absolute vibe. My one piece of feedback is that a little more juice when the enemies get hit would be awesome. Sometimes I wasn't sure if my hits were actually registering. 

This is a game jam, and bugs are par for the course, but I just wanted to point out the ones I found just in case you guys decide to go bug-hunting after voting:

-there were a couples times where I accidentally selected a mode because a round ended while I was mashing the trigger button. This is less a bug and more just a quirk of how the input works, but I wanted to include it.

-The shotgun bullets seemed to phase through the enemies a lot, especially at close range

-There was one round (round 5) where I got stuck in the mode select screen

Overall, I think you guys did a great job and I had fun defending the pond :)

There's something really satisfying about the sound that plays when you punch the enemies. It's like you're not just punching them, you're punching them so hard it claps their cheeks. Also, something about the art just makes this feel like a fever dream, and I dig that. Here's my feedback:

-It would be nice if the upgrades explained what they did. I was able to figure it out over the course of a few playthroughs, but it would be cool to have that info upfront

-Around the 3rd fight the enemies start punching too fast to react to. I'm all for a difficulty spike, but I think they should still telegraph their moves a little bit. I had only just fallen into the rhythm of the fights when suddenly these dudes became DBZ characters

Overall solid work here. Got my ass kicked and liked it.

Lol the neurodivergent urge to overcomplicate/overexplain runs deep within our veins. Thanks so much for playing our game. So glad you had a good time with it. Equally glad that you found the video hilarious :) 

Really love this one. The graphics and vibe are great, the music jams, and the story is fun. There are some quality jokes in here too (the idea of all ghosts being part of a haunting MLM sent me). It took me a little bit to realize that the volume controlled how far the little bridges go, but once I did I had no trouble finishing the game.

You mentioned you were considering polishing this into a full release, and I definitely think you should. My one piece of feedback would be to maybe zoom in on the TV for the full release. As nice as the console looked (and it looked nice as hell), it takes up a lot of screen space. I could see that becoming distracting in a longer game.

Also please tell me how you did that window pass-through thing at the end. That was awesome.

Really great job on this one!

anytime :)

Any time! I hope you enjoy all the games you can play now :)

I'm genuinely impressed that you managed to play the gme on a trackpad. I wouldn't make it past the first room.

Thanks so much for playing!

Something tells me Dunkey's gonna give this one "game of the year".

Platforming was tight, art was cute, and I loved the use of 3D in the backgrounds. Solid, well-made game. My one feedback would be to make the pie boss blueberry next time, as that is the superior flavor.

Great work. Also, +1 for also going with a la mode interpretation.

This game is an absolute gem. The presentation and concept are fantastic, and the gameplay is really fun. You guys did a great job. That said, I do have some feedback. 

First off, King Mode was not a good fit for a platformer, at least not the way it was implemented. It was so hard to control that I usually ended up just committing suicide when I rolled it to save myself the few seconds it would take to die anyway. 

There were certain modes that just were not a good fit for one another. The combination of recoil mode and retaliation mode is a good example of this. Having to propel myself with bullets in a level full of spikes and enemies while projectiles were being shot at me led to a lot of deaths that felt less like I messed up and more like the game just decided it was my time to go. This was a problem quite a few mode combinations suffered from, especially by the end of the game. 

That wasn't the whole game though, not by a long shot. When the game at its best it was tough but fair and extremely satisfying. I think the only difference between this game and one I would pay actual money for is a little more time in the oven to tighten up those modes and make some more levels.

I beat all 12 levels and had a blast doing so. Seriously fantastic work, guys.

The music in this bops so hard, and I had fun swerving out of the way last minute, allowing my monkey tsunami to crash down on some unsuspecting suit. My one piece of feedback is that I wish there were some way to protect the monkeys from the bullets. It felt like once the bullets started coming from every direction, there wasn't much I could do to protect my little guys. They will be missed. I also agree that it was a bit difficult to tell the bullets from the rain in the late game.
Great work.

Thanks for reading the story! I hope it wasn't too much at once. We planned to drip feed it more, but time constraints led us to sort of shove it in where we could. I considered giving the player a way to kill the enemies stealthily, but ultimately I felt that went against the design philosophy we were going for. I wanted to incentivize creative trap placement as a means of tricking and evading the enemy, rather than allowing the player to just sneak around popping Creamlings. Hopefully that didn't put too much of a damper on your enjoyment.

Thank you so much for playing, and thanks for taking the time to share your feedback!

Thanks so much for playing! I agree that we might have gone a touch overboard with the story. I planned to drip feed it a bit more throughout the game, but we kind of ran out of time. Also, there were meant to be checkpoints, but I broke them about a minute before I submitted lol. I've already fixed them in the build I plan to upload after the voting. Really glad you had fun though! Thank you for the feedback.

I think I'll be thinking about the children I mowed down in this one for awhile. Specifically I'll be thinking about their freaky, backwards-jointed knees. I really like how you guys presented the amount of enemies I killed as "counts of vehicular manslaughter" at the end. I also loved that menu music. My one piece of feedback is that collecting more than one beer makes beer mode too erratic. I know driving while drunk should be difficult, but I don't think it should be difficult because my character is no longer on screen.
Great work!

The difficulty curve in this one is great. You go from dead simple to fairly challenging, and it feels like you hit all the stops in between. My one piece of feedback is that I think the theme could have been incorporated into the gameplay a bit more. Most of the time, the light and dark modes felt less like modes and more like separate levels (with the exception of the levels with the ghosts. They established that sense of persistence). I think maybe allowing the player to switch modes at will would have gone a long way in improving that feeling that these two modes exist in the same space. Other than that, your game runs great and its a fun little game. Great work!

I genuinely appreciate the simplicity in the art style, but I did have some trouble with the perspective. I believe the art could have more dimension to it, such as shifting the colors the further the hand and spoons go, so it won't be too confusing. other than that the game was fun. :)

Hey, sorry if this wasnt clear, but the enemies only take one shot to kill. They have an ice cream on the back of their heads you need to shoot. One thing you can do thats sure to kill them is: put a ricochet trap on the wall, get an enemy to run in front of it, then shoot at the ricochet trap. I know this wasn't abundantly clear, as we ran out of time before we could really tighten up the in-game instructions. Sorry about that. I added an instructions section to the main page (and in a comment down below) if you'd like to learn more about it. If you decide to give the game another try with this in mind, please let me know if that makes the game more enjoyable :)

The idea of switching to a mantis shrimp to see more colors and then using what you can see to solve a mystery is a really cool idea. I also respect that you went with the mathematical mode for your theme, as that's a pretty difficult concept to base a game around. There's some definite potential here with these mechanics. I think they would be really fun in an "escape the room" type game.

***********IMPORTANT, PLEASE READ***********

-If you place down a recall trap, please trigger it before you leave the room. You will softlock the game otherwise.

-There was a checkpoint system in this game meant to save your progress after every room. Unfortunately I must have broken something in my frantic, last-minute bug fixing and now it doesn't work. This makes the game way harder than it should be. Sorry about that.

-If you want to do multiple playthroughs, reset the game between them There's a bug I didn't have time to fix that will just start you at the end after you win. If you just want to read the second ending, this will allow you to do that without having to replay the game.

Real talk, the game is a janky mess. I think it's a solid proof of concept, but please play this game with your expectations in COMPATIBILITY MODE. Also please forgive the typos. I didn't have time to proofread properly.

***********HOW TO PLAY*********** 

Danger A La Mode isn't a first-person shooter. It may be first-person, and there may be shooting, but its actually intended to be more of a tactical stealth game. The only way to kill the enemies in this game is to shoot them in the back of the head. Your only weapon is your M.O.D.E gun, and once you fire it, all the enemies in the room will come running. Your goal is to set up your traps to enable quick, clean executions when they do. Instructions are in the intro text, but I'll add them here too:

You have two modes available: Attack Mode and Trap Mode. Switch between them at any time by pressing R.

  • Switch Modes (R):
  • Fire Laser: LEFT CLICK in Attack Mode
  • Lay Trap: LEFT CLICK in Trap Mode
  • Switch Traps: SCROLL THE MOUSE WHEEL in Trap Mode
  • Teleport to Recall Trap: RIGHT CLICK in any mode
  • Lean Left and Right: Q and E respectively. If you're body is hidden before you lean, it will still be hidden when you're leaning. 

You have two Traps available in Trap Mode:

  1. Ricochet Trap: Uses smart-bounce technology to bounce your laser shots into the backs of your enemies heads. Set it on a wall, get an enemy to walk in front, and shoot the trap. Breaks after two shots.
  2. Recall Trap: Less a trap and more a get-out-of-jail-free card. Set it on the floor and use RIGHT CLICK to teleport back to it when you need a quick escape. Breaks after one use.

If you put down a recall trap in a room, trigger it before you leave. 

I really liked the brake-boost mechanic. It made me feel like I was playing Crazy Taxi: Front Lawn Edition. The decision to do all the linework in the art with that rough pencil brush was a great choice too. It really drove home that "simple, fun flash game" art style you have going on. In fact, the whole game felt like it would've been right at home on Newgrounds circa 2009, and I mean that in the best way.

Great work :)    

Thanks so much for the feedback! I fully agree that the game needs more polish, but it makes me happy to hear that you enjoyed the gameplay philosophy. I'm also really glad you liked the ricochet trap, as that was something I was really excited about. As for the modeling and texture work: I made the enemy, and the environment was done by my wife. It was actually her first time doing texture work. She hand-painted everything, and I'm very proud of her.

Thank you so much for taking the time to play our game :)

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Great feedback. There should be checkpoints after you clear the rooms, but I guess they aren't working for some reason. Must've messed something up in my frantic last-minute bug-fixing. Unfortunately I didn't have time to fix the soft lock issue. I mentioned it in the description, but I totally understand if you didn't catch that in the wall of text.  I agree that the rebound traps should be more durable.
Anyway, thanks for playing and taking the time to leave some feedback. It means a lot :)

Edit: I looked into it, and I did, in fact, accidentally change a line of code last minute that disabled the checkpoints. Thanks for pointing that out. I added a little warning on the page to let people know.

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There's lots of potential here. A deckbuilding monster baseball game is a sick proposition. I read your comment down below about how you chose to focus on polish over complexity, and I definitely think that was the right move. The game felt very polished. I also found the way the D20 rolls worked really interesting. Solid work!

Great Feedback. Sorry to hear you had to cheese the game. I definitely agree that one enemy in the first area would have been a better decision. Probably should have made the enemy count on each level go from 1 to 3 instead of 3 to 5. 

Thank you so much for playing!

You can't fool me. I know that was really a skeleton covered in tomato spaghetti.

Love this game. If I was to give any feedback, the only thing I would suggest would be to make the mouse decelerate a bit faster. The speed its at now made it a bit difficult to slip through those tiny openings. 

Great work!

You can't fool me. I know that was really a skeleton covered in tomato spaghetti.

Love this game. If I was to give any feedback, the only thing I would suggest would be to make the mouse decelerate a bit faster. The speed its at now made it a bit difficult to slip through those tiny openings. 

Great work!

HI! Thank you so much for such kind words. Unfortunately porting it to mobile is quite time-consuming, as i’m currently working on my 1st game.

Hey, thanks! So glad you enjoyed the game. 

We're not planning on it, but if the interest is there we'd definitely consider it. Help spread the word!