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BalbiGames

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A member registered Jun 15, 2020 · View creator page →

Creator of

Recent community posts

This means so much to us, thank you!

Thank you!! Our artists did an amazing job. Danesykins did our characters and tavern while FlyingMobula did the bottles and labels and other misc. things.

Thanks for all of the kind words, we appreciate it! Our artists are Danesykins and FlyingMobula.

The shadow theme ties in two ways. The first and more literal interpretation is in the dark fantasy OSR art style with heavy shadows and thick ink lines. The less literal way is the mimic, a shadowy "hidden in plain sight" kind of creature; deceiving the player and always lurking.

Thank you!!

Thanks for reviewing the game. We are looking forward to making improvements once the judging period ends.

Ecks, we can't thank you enough for reviewing our game. You are exactly right, the Gears of War reload mechanic was the sole inspiration for pouring. We'll probably provide an update after the jam fixing the little bugs, improving scoring, and probably rebalancing things a tiny bit. Thank you!

Thank you!

That's crazy luck. The chance for a mimic should be around 1 in 8 lol. Thanks for playing :)

Nice job making your first game. The recipe book was very helpful, thanks for including that. I think the pickup range could be expanded a little. I found myself standing on something and not finding anything, only to shift like 1 pixel and digging up the item. Do you plan to continue developing the game?

I'm definitely interested in knowing what your plans are for green and purple :D Red + Blue seems like it'd be a crazy combo.

Hahaha, congratulations! The pouring slider is, unfortunately, a victim of time so the programmer who implemented it (me) also made the slider lol. We had some disagreement about whether the colors should be on by default or turned on in settings. My opinion was they made things super easy. So if we end up implementing difficulty options, we'll make sure that's part of it. The tutorial in the background was out of necessity. Unfortunately, at 5:30am (30 minutes before deadline) I quickly replaced the font we were using everywhere and ended up turning a 0 to a 1 on some of our UI components and releasing, not realizing I broke the tutorial until it was much too late (RIP). In the description is a link to a build with the tutorial fixed, didn't want to leave anyone hanging if they really needed it. Thanks for playing!

Thanks!! If we continue developing, we'll probably add a recipe book as a way to slow you down from time to time by asking for a specific drink. We'll also add more characters, more drink variants (still only have 10, but changing them out for other bottles with other effects). I'd probably redo the entire scoring system to be a lot better. So many things we could expand on and improve :)

Thanks! We had two incredible artists, Danesykins (Characters and Tavern) and FlyingMobula (primarily Bottles and Labels, plus the main menu icons and logo).

I wasn't expecting to get hooked on this, but I did. The movement feels really familiar and predictable, which is great when jumping from place to place in rapid succession. Loved the preview of the red potion at the end. Hopefully you continue building on what you've got. Great job!

I think you have a good base to some fun gameplay. Would love to hear what your plans are for the future if you are continuing to work on this. Nice job!

Pretty fun concept with potion mixing to unlock doors for some fun puzzles. The game crashed when I used the white potion to open the door, did I beat the game? lol Nice job!

Great job! It was a really fun twist on the monster catcher genre. I will definitely be back to play further into the game.

Using mixing of bottles to progress the story was a wonderful idea. Choosing what to mix wasn't the most intuitive at first, but once I got the first mix correct it all started to make sense. Excellent job! 

Thank you, we really appreciate it!

Thank you so much!

Thanks Quinten!

I had fun playing this game. While it seems simple on the surface, the tech behind it was no easy feat. As a fellow web developer I absolutely appreciate the amount of work that goes into making a game exclusively using web technologies.  After achieving an insane amount of health, an insanely large 1/4 screen sized fireball, and what can only be described as a firehose fireball cast rate, I decided to call it. With the player's power scaling quickly, either more monsters, tougher monsters, bosses, or a timer would suffice. As-is, there is no way to end the game other than to quit, but I had fun playing. Nice job!

I think it's pretty likely we'll continue development to some extent. This felt like a great example of the mechanics we wanted to build for the game, but there's a LOT more we can do to make it better. Thanks for taking the time to review the game, we greatly appreciate it.

Thank you so much! I'll make sure that bug is fixed when we're allowed to upload again, thanks for reporting it. <3

I did figure it out on my own, but I made a LOT of mistakes along the way. In my "final" run before posting my review, all I had left was to return the crystal and I accidentally hit the button at the wrong times and totally ruined the run. After we talked on discord, as you know, I ended up finishing it just because I was curious what happens at the end. Great game, satisfying to complete for sure.

Thank you!!! We were really excited to share this with everyone. We felt it was a nice mix of subtle chaos and puzzle solving with a little player creativity. I couldn't be more proud of what we've accomplished.

I was not expecting that challenging of a puzzle for my first review of the night. After about 1 hour I finally solved it and felt incredibly accomplished. Great Job!

Art & Sound

The art in this game matches the vibe perfectly. The simple color palette is very appealing. The sound effects and music mesh very well with the overall aesthetic. I loved the use of the frog as the main character for a jumping puzzle game.

Gameplay

The movement was very simple and familiar, but without reading the description it was very difficult to understand what was going on. After the first 30 minutes of struggling, I finally figured out how to really use the two tab mechanic. The guides in the game try to help convey the mechanic, but they didn't make a lot of sense until I accidentally got it to work the way I wanted to. After figuring out the mechanic, the guides made a LOT more sense.

Design & Difficulty

The design of the puzzle is both incredibly simple in concept, but still very difficult. I can definitely see this being among people's favorites if the genre is something they like. The items were very intuitive, although I frustratingly misused the block on the first try because I accidentally hit down. The two-tab mechanic, while confusing at first, is a breath of fresh air with how unique it is. I have never played another game like this and thoroughly enjoyed figuring out how everything worked.

Conclusion

An excellent game, well thought out design, incredibly unique mechanic. I look forward to seeing more from this creator.

FlyingMobula is the artist behind those labels. They crushed it!

Our artists are rockstars, for sure. Thanks!

Thank you so much, we appreciate it <3

Thanks!! We wrestled with the idea of showing the drink order on the mixing screen. Personally, I felt like it made the game a little too easy. It felt a little more fun/chaotic to have to remember the order and the type of customer. In the future, we'd like to add some difficulty options and this would definitely be part of it.

Thank you for the complement! That's some crazy random luck with the wolfsbane whiskey. Maybe buy a lottery ticket? :D