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Barleymagic

37
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18
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1
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A member registered Nov 29, 2017 · View creator page →

Creator of

Recent community posts

Thanks for playing! Yes, I wanted to work on the controls a bit more but I ran out of time. Real Nurikabe is not so brutal, thankfully.

Yes, it's kind of like a minesweeper/sudoku hybrid with a silly name. What's not to like? Thanks for the review! And for pointing out the mislabeled build (I saw a penguin and I thought "that's the Mac icon!", doh)

Nurikabe is one of my favorite kinds of puzzle so I'm super glad other people enjoy it too. Thanks for playing!

I was destroyed by these games, but it was fun. A most impressive combo-game-thing!

This is such a simple yet great concept, and adorable. Nice.

I'm terrible at jumping but I still got the hang of it thanks to the intuitive level design. Very nice and pretty and fun and funky.

I needed to put the Touhou somewhere. I may have chosen poorly. Thanks for playing!

Thank you. Perhaps we are all the Nuekabe.

I had elaborate plans for a full puzzle generation algorithm but... yeah, I think that would have only been appreciated by me. Thanks for playing!

Hooray, Godot unity! Godot... Unity... Hooray!

I noticed that bug happens on a scaled screen or when you zoom the browser Window. I'm sure there must be a way to fix it but I'm new to the engine

Well, I've put up a Mac build now, so that at least should work fine.

Great story and great atmosphere! The pixellated assets work really well here.

Actually, I was going to add a dragon sprite and a good path. But the scope kept contracting to fit available time and, rather than go full Kinetic Novel, I just used the lack of content as a gag. I was expecting people to play "paragon", too (this seems to be a phenomenon in RPGs), so they'd see 100% of the content first time around. Save those precious jam playing seconds.

Thanks for the review!

That was great! Short and sweet and spooky.

Yes, the movement speed was maybe a little slow, but the areas where small enough that it didn't really bother me.

Bunny Sakuya is my new religion. That is all.

Thanks! I can assure you that I have nothing but love for these characters but their characterisation here is certainly questionable. Blame my odd sense of humor.

This is a really cool idea, and quite a difficult thing to pull off so well done for getting this far. It's pretty fun as-is. And your Aya drawing is superb so +1 to visuals.

I did think about cultural appropriation in regards the quality of the end product. i.e. in the case of a 3 day jam where only a best-attempt can be made to stay faithful to the iconic style and it's cultural nuances. In other words, is cultural appropriation a property of the work in context, or within a vacuum?

Someone smarter than me can contemplate that. Either way, I hope nobody minds and that they let me know if they do.

And thanks for the review!

Thank you for the comment! I wasn't sure if I had the art style quite right but it was very fun to draw.

Well, there is some added surreal comedy from the innacurate translations too, so it works!

I love the music and the 3D looks really good overall, despite the simple models. The environment especially is really well done. I enjoyed the gameplay too!

I don't know how you managed to create a perfectly balanced 3D platformer in no time but this is very impressive.

Can't add much that hasn't been said already besides to say that the music is lovely and gives the game an extremely chill vibe (which helps you not to get mad when you screw up a jump).

This is so well done. And hilarious. I love everything about it.

I wish I'd had more time to write a better script but i'm glad you liked it. Thanks for playing!

Thank you! One day i'll release a game with music in, I swear.

Who made this?

I loved it!

The gameplay needed a lot more time in the oven, it's true. I added checkpoints and skippable dialogue to make death less punishing, but it was still inevitable. The first fight could have done a much better job of communicating the mechanics, and been made a lot easier. The second fight was OK-ish, apart from the purpose of the moonbeam (extra punishment for letting your heart fill up) not being clear. The third fight could have done with some more visual clues about the new objective.

Auto-fill dialogue would have been nice.

Thanks for the comments! And for suffering through.

Well now you've gone and given me ideas...

Thanks for slamming yourself against the unyielding wall of difficulty!

I added help for the third battle to the description.


Note to self: make un-balanced game mechanics too easy rather than too hard.

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The dialogue gives you a clue. Thanks for playing!

Oops, I guess that's what happens when you rename your game in the last minute and merge with the old build. Thanks for playing!

I hope it was at least worth the bandwidth. Maybe I'll stick to pixel graphics next time.

No spoilers! But thanks for playing.

Well, oni are also very forgetful. But thanks for the review!

The large oni has the mystical power of 2x sprite scale. I put her at the end so people wouldn't think about it too hard She's worth sixty centillion points.

Great fun. I liked all the unique little sections. The torch mechanic, too (though, i'm guessing it's not supposed to shine through the walls).

Super nice! I just wish I knew what Patchouli had to say...