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bardycreepio

31
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A member registered May 28, 2022 · View creator page →

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Very engaging game loop, I couldn't stop trying. I like that the multiplier of effects are strong enough that choosing different combinations affect the gameplay in different ways. I liked that it does matter if you leave drinks in the bar, because at first I was just placing drinks in every empty seat, but with time I learned that it's better to be actively following where the characters are seating.

The controls are confortable and I felt agile serving drinks and getting them from the cauldron (I played with keyboard). The accuracy needed to place the drink in the seat I want is on point, almost feels like the game reads my mind when placing the drink, the distance and direction when it changes which seat will be served is very confortable, and only once I served a drink in a place where I didn't want to (and I could clearly notice it was my fault)

The challenge and learning curve feel very natural. I couldn't complete it in the first playthrough, but with each subsequent one I could see how I was getting closer to beating it (so far I'm stuck at night 10). I'm trying to see if I got what it takes to beat night 12, but wrote this now in case I don't.

Something I think could be improved is the combat feedback, when hitting patrons, the punch would feel better, in my opinion, if enemies were staggered or pushed when I hit them, and the same when they hit me, but other than that, it has a good feel. I genuinely feel worried every time I have to get to a seat, and there is an angry werewolf blocking my way.

My favorite part about this was the pixelart with the theme, the creatures are cute, and the whole scene really helped to immerse myself in the role of the bartender. The music is catchy and sells very well that I'm working at a nightclub.

I really like this game! Congratulations for this great work!

thanks a lot for playing and for your lovely feedback!
I'm really happy that you like the interpretation of alchemy as natural medicine. I think that nowadays we're so used to flashy movies and special effects, that it's hard for us to notice that magic is actually all around us, so I wanted to take the chance to explore that with the jam's theme.

As a detail I wanted to gift to people that played this game, the information on the herbs is accurate, according to natural medicine tradition, so it can be used in the real world :)

Thanks a lot for your feedback! I know, the book was a big last-minute bug that I couldn't fix on time XD and it's killing me haha. I put a picture of it in the screenshots to try and compensate for that, but definitively the biggest blunder here.

To add to the theme I chose, of self-improvement and healing, and as thanks to anyone who plays, I wanted the informatio, although limited, to be accurate, so the effects of each tea is accurate according to natural medicine tradition.

Thanks a lot for playing, and sorry for the notebook bug :)

Wow! this game is huge!

Great presentation. The graphics are nice, the music is a good background, and boy the tutorials. I love that this game really takes its time to guide you through the complicated (and stylish) interface. I love that there is no buttons with text, instead, everything is themed to the jam and I love that.

The overworld: There are so many systems here that give this game a really nice appearance. The character has a looking direction, moving around is confortable and the animations of Clint are cute. The books giving exposure to the world and story are so cool, interacting with them is easy and satisfactory. I wouldn't have thought a jam game would have so many features, like fast traveling, an overworld map, an interactive tutorial that lets you know the correct area where to be, depending on the acquired spells. Traveling the world by itself is already a great experience.

The battles: I really like the way elements combine into more difficult combinations and the increasing difficulty of creatures. The interface is awesome and, once I got it, it was really easy to tinker around with different spells. I like that creatures cannot be defeated so easily and you actually have to be thinking of the "resonances", it took me a while to figure it out but it's totally worth it.

I love that the actual focus of the game is not to kill the creatures (nothing against that, but at the same time we have 30 years of game development focusing on violent combat) so I really like that here you need to actually focus on the "right" attacks instead of the most powerful ones, like a book I found somewhere pointed out.

The graphics are so cute and the game systems are just solid.

Mixing the potions in the obelisk to prepare for different encounters was very interesting and, did I mention that I love that this game has an overworld map? I like the little details, like the camera is zoomed in when first at the house but then further away when in the world, or the boxes blocking the second floor of the house. These really sell the idea that there is a world beyond what is presented in the game, and I love it.

At the time I'm writting this, I still havent defeated the dogs and cats, but seems that it will take me a bit more time to figure it out, and there is so much in this game that I wanted to write this review before I get back to capturing them.

I think this has all the marks of a commercial product, starting from the very friendly, very clear tutorials, to the completeness of the theme. One thing I find confusing, is that when attacking with a salt spell, the remainders are the base things I used, instead of "salt" ones. I was worried that the second attack that would form the celestial part (for example, when fighting the dog) wasn't going to register, but it does without a problem so it's only an informative detail that would have made it clearer for me.

Congratulations on this really great game! Now... I'm back to capturing that crafty dog.

Really good entry. I think it's crazy that you managed to do this without an engine. I wouldn't have known if you didn't say it, physics are awesome and I can't explain to myself how you achieved that.

The sound effects are cool, not saturated to be annoying and not scarce that it feels silent.

Graphics-wise, the characters are cute, my favorite was the goblin. The darkness achieves the ambience of mystery and terror around the portal, and it's easy enough to recognize threats, but also leaves room to not notice some of them in the darkness which kept me on my toes.

In terms of gameplay, I really like that the speed of my movement depends on the direction I'm facing. I think that most of the games in this genre have you perpetually running backwards to shoot enemies, but this simple change forces me to change strategies between running backwards to kill monsters, and then sprinting back to get the coins before they disappear (at first, being unable to get the coins was frustrating but I ended up loving the mechanic once I got better at the controls). I like that the upgrades are varied and random, made every playthrough different.

Something that I think could improve the feeling of the game, is to have some graphics for the ground. Since the movement speed changes with the direction I'm facing, at first I wasn't sure if I was falling a bit everytime I looked a different direction, it took me a while to realize that it was only the speed changing. Not a big deal at all, but I think a bit of graphics for the ground would help "ground" the player in the space they're moving, because the solid color gives a "floating" feeling in this case.

My favorite detail about the game is knowing that you did all of this with Web Dev tools, it's amazing.

I really like the ambience achieved by this game. The pixelart is nice and I love the interactive photos, they're an interesting way of presenting memories, and get introduced to the story.

In terms of gameplay, I appreciated that the things I'm searching for are clearly visible, and the camera transitions when traveling the rooms are cool, and I like that the house is easili traversable, It lets me navigate it without getting lost. The animations and character movements are very on par with classic gameboy games like pokemon.

Taking into account that this is a game playable on the web, I'd have preferred if closing the photo was another key instead of [esc] because that key also automatically takes you out of full-screen mode (I'd love to be able to play in full-screen, because the ambience is so appealing)

And the music. My favourite part is the music. From the moment the game starts, the soundtrack got me invested. And I like that it's not only good background music, but it actually evolves with the story, delivering the emotive ending along with the release of the song.

Congratulations on a really good job!

Thanks a lot for playing! and thanks for the feedback. I think it's very appropriate. I didn't take into account that I made the routes of the ghosts, so when they turned I was not surprised in the same way

I really liked this game. At first it looks like a very ordinary platformer (very good jump feel, by the way). but as the game advances and the level starts to react to my movement it's a completely different experience. I liked the powerups, the puzzles, the platforming, it's all tight. The way you tell the story partly with the scenery and part with the journal pieces is amazing.

Definitively my favorite part about this game is the interactive level, like the warps around the world, it has many respawn points and that lets me get back right into action, I love that. I love that when the level falls, it does kill you, but it's also opening new paths, so it keeps enlarging the level. I loved this game.

wow, this game got me from the start. it starts and it's inmediately clear what it's about, and the 2048 mechanic of moving everything from edge to edge feels a lot like shaking a potion, combined with the sound effects, it's instantly engaging. I loved it!

Wow, this was so much content! I liked the movement and the combat, felt pretty solid. There were so many moves, at some point it was confusing choosing between all the buttons, but every skill was interesting and the way we get rid of the corruption made sense with the theme.

The map tool was awesome and kept me in track of what areas I hadn't visited, it is very welcome in a game with such a big game area. I did get all the seeds, the fast travel system was also great but it was hard to keep track of the names of each area to know where I wanted to travel.

All in all, a great game, I enjoyed it a lot, it felt like a metroidvania from the start, and the clever way the new skills open up the map is really well handled. Even though there's backtrack, I didn't feel that I was going around without a reason. The map is fast to traverse and the "road" of getting skills make sense so it doesn't feel like you're going from one corner to the other and back.

Overall, a great entry, the sound and music were ok, the graphics and animations interesting, the vines looked good and were my favourite part of moving around, it feels solid and in general it goes to the vine I want to go when I use it, so it's very intuitive and satisfactory of a skill.

Congratulations, this is a great game!

I like the attack animations and the characters. They fit well with the cartooney 3d scene.

This game has very good presentation overall, I like that even the death has its music and cinematic, it's awesome. The effect for the dash is on point, it feels swift, and the sound effect is on point. The steps maybe sound too loud in relation with the rest of the effects, but it is a nice effect anyway.

I like that it has spawn points near to the challenging bits

The enemies are too hard, it's too hard to move around the map when enemies can't be seen and will kill on one hit. the setting is very interesting and the graphics nice. Good job over all.

Wow! Great presentation! From the start, really cool soundtrack, then the intro was great, also with its own great soundtrack.

When the game begins, it's filled with cool effects, the effects of coins drop/pickup is rewarding, the map was easy to traverse and the challenges were interesting. I think I managed to jump in the air before unlocking the wall jump, but once unlocking it, the effect is very rewarding, how the character sticks to the wall right before, it looks cool overall.

I didn't like the attacks on the last fight, they can be memorized, kind of, but they don't give time to react, so when the intro to the attack starts, if you're in the area, you receive the hit. I'd prefer to have a "tell" to react to, because otherwise it feels every hit is entirely by luck. Having that said, the game gave me so much health that it was totally ok to be hit randomly by the boss, because it's still beatable. The effects towards the end of the fight are incredible, and the ending scene is also incredible.

In terms of movement, the jumps feel a bit unruly, specially the time-trial part feels that the jumps are unreliable most of the time. The double jumps require speed but feel good overall. The attacks feel responsive and enemies have fair hitboxes, but it's tough because it feels still to attack. and not being able to attack in the air makes fight moves more difficult.

Overall, a great experience, with a great presentation. Congratulations on your great work!

This game gives a very good first impression. With the cool pixelart and the setting in a cryo-chamber in space, it gives an instant picture of where I'm standing and helps build a story. Great animations and characters.

I like the action. The hitboxes are fair and the enemies leave enough room to jump around and fight/avoid. The first time I traversed it, it was confusing, but I ended up liking the map a lot. Like how the first room connects by two doors, to the same area, selling the idea that I'm in a ring-like spaceship. That's awesome, worldbuilding without a word XD.

The part about the computer codes was confusing, the text was hard to read. I find working with text very difficult. I found an open source font that's easy to read so I've been using it for everything ever since. 

I like the variety of areas, and the water terrain with the affected physics is cool. The dash-jump gives for interesting moves, and the wall jump is very intuitive. The music is good, it fits the action and it's cool that each area has its own identifiable tune. The change in tiles is enough to portray the idea of a different area and keeps the sense of exploration awake. The movement is very fluid.

The animations and lighting look really cool and the 3d is well worked in this game. The theme fits well, though it would have been interesting to see it affect the gameplay in some other way.

This game is amazing! I loved the graphics, the music, and every sound effect. Presentation is awesome. And the lighting effects look really cool. The final boss is brutal. The moment you hit it and start the fight is epic.
I didn't get to beat it though. Having to walk the path all over again when killed is too punishing. But what I got to see the four tries to fight it,  The attacks effects are awesome, and the combination of attacks really took me by surprise. Really awesome fight.

The unlockable skills are cool as well, and traversing the map is fast and controls are very responsive. The combat was very fun and the amount of enemies that spawned health on defeat kept me going at around 1-2 health, so the challenge was real. Congratulations, really good game :)

The graphics give a very good first impression, and the movement is fluid. The moving from foreground to background is an interesting dynamic that is a very good match to a sidescrolling 2.5d game and it seems it is going to give for very interesting scenarios, but in my case it keeps crashing the game,  I can't play further than the initial jumps after the starting point.

From the beginning this game starts with a punch. Nice graphics and the trailing scarf is a really nice detail. Soundwise as well. As you punch the ground, the sound of your fall and a very good soundtrack give a very good first impression.

The movement is swift, and the combat is very close quarters, so taking advantage of the echo is very important. The rooms are interesting and the way the echo plays into saving and opening areas is so cool, the animations as well.

I really liked playing this game! Congratulations!

Wow! This game is so complete in every sense! First of all, the theme fits so awesome. Just starting the game and hearing the first notes of the song, took me back to the classic computer games. The game feels very agile, and everything gave cool feedback. It's cool that it's about collecting coins because collecting them is very rewarding.

The variety of enemies is interesting and I liked the combination of getting rewarded for killing them, but they being slow enough to ignore, made it more relevant choosing when to fight.

The changing of scenery is also very cool. Moving between biomes changes the music and enemies, traps, so that ties really well together the classic theme with the mechanics of metroidvanias.

The difficulty was good, and the skill expression as well. The map system was amazing, overall this game is full of details that make for a very complete experience. If I had to choose something to improve, I'd make the text more responsive. Sometimes it feels a bit slow, or not clear when it responds to input and when it doesn't.

the action is nice and the abilities very interesting. Music is a good fit for a game of this style. Some parts of the map feel repetitive, but I liked the larger rooms where I get to play with the abilities and have room to fight enemies.

I'm not a fan of the S shaped corridors to go up and down the scene, but vertical movement in this kind of games is always challenging to keep interesting.

The drawings got me, the painted style looks good. The setting looks promising and colorful, it would be a good fit for a metroidvania game.

Thanks for the feedback! Yeah, the jump was an interesting experiment. The idea was too mimic that when jumping on a bike, first you press down and then jump and "take the bike with you", but it ended up feeling rather confusing and the effect didn't come through.

I'm really glad you enjoyed it!

The bosses are cool! I like that you got each to attack in different patterns. The music is cool and varied, and goes well with the graphics style. I also liked that when I got skills, the game also returned me to where I needed to use them, I think this is good level design.

The combat was simple and felt on point, a lot with the classic theme.

Even with the retro style, it was very easy to know where I was in the map, and the map was short enough that the walk felt "cinematic" rather than annoying. I liked this game.

Awesome game! I liked the way the map opened up as I got skills, and how each area was clearly separated by the skill yet to be acquired. I got stuck one time where I put a skeleton on top of a button and then I couldn't get a crate to the button (I was trying to see if skeletons triggered buttons XD) It got me locked but the music got me hooked so I didn't mind to restart and keep going.

Also the areas are interconected in an interesting way, and I liked that once I got through an area, I could make a short path available to it. In general very good levels and puzzles. I did save the cat <3 

I liked how the level "gently pushed" me towards the next skill by leaving me no other option, while at the same time making me search for the way. This is very good level design.

The darkness and the sewer-underground-like setting match very well, and combining the enemies chasing you in the dark gave for challenging moments.

I didn't understand that much how the rebirth matched gaining skills, but the animations for grabbing them are amazing.

I thought it was a really interesting start screen, and now that you mention the "tutorial without text" it makes perfect sense. One thing that you could find interesting (or maybe I just stumbled upon dev secrets) is that in the start screen, you need to shoot fast to reveal the button, which gives a feeling that it will be heavy action, and then in the actual game you only get 3 bullets at a time.

I really liked the puzzles, they were difficult but logical. I couldn't figure out how to get the four digits code though,  so it was nice to have the walkthrough handy.

Wow I loved this game. It has so many nice details. Especially I liked the music, the atmosphere and the details like the eyes of the character looking at the interest point the mouse is pointing at. The animations were awesome as well.

I love the painting effect for far away objects

I like the animated details for the stuff you can pick up, the subtle ligths and the animated characters