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Brainfart Studio

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A member registered Aug 20, 2021 · View creator page →

Creator of

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Video is processing  now.  Should be ready shortly.  Nice job! 

Hi Dulsie.  All the livestreams are finished, unfortunately.  BUT, I know how important seeing your game played is.  I'll get a video made and get it up on YouTube for you to see.

Maaaaan, you didn't have to do that.  Cheers!

Great game.  Looking forward to seeing what you do with it!

Thanks, Cosmic!  That was the idea.  Tells me where I need to go in terms of difficulty, though.  Cheers!

For sure!  It know it helps a ton seeing others play your games, so doing what I can to pay it forward.

Looking forward to seeing what you do with it!

Completely fair.  I had started this as a metroidvania, where the early fall probably would've made more sense.  I'll consider adjusting it for future rounds.  I appreciate the feedback, p4songer.  Cheers!

Was fun to play on stream.  Appreciate you stopping by.

Movement controller felt super good.  Maybe just a touch floaty at times.  More gravity maybe?  Likely just personal opinion.

The shooting, and especially the aiming, felt really nice.  The triple reticle system was a fantastic touch.  And the upgrade system really gave a good sense of progression.

Nice work!

This was so freakin' fun to play on stream.  I could see this being a fantastic game on mobile especially.

The two mechanics complemented each other so well.  Both contributed to progression in their own way.

The spinning could make you a bit dizzy at times, but I got used to it somewhat quickly.  The thinking while spinning was harder in my opinion.  Maybe have an option to toggle if the camera spins vs only the player spinning?

I'm always super impressed by your games.  This one is no different, my dude.  Great job.

My work here is done.  Mwahaha!  Appreciate you playing, fire.

Thanks, TerrinTin!  That's a pretty high complement and I appreciate it.

Fun playing on stream.  Appreciate you stopping by.

Both the shoot and moving the door mechanics made sense.  Picked them up fairly quick.

I mentioned on stream, but because I was used to similar games that have some sort of distancing built into the mechanic, I kept shooting without moving my mouse properly.  I'd like to see the distance/power controlled by mouse wheel or click/hold time.  Just personal preference, of course.

I think you're onto a really unique puzzle game here.  Would love to see you keep progressing with this one.  Cheers!

Previous GDKO semi-finalist here.  To my knowledge, there is no minimum number of ratings required.

That said, the community is pretty close.  If you play other games AND leave feedback (key part), you are more likely to get played/rated/feedback on yours.  The more you can get involved, the better.

Hopefully that helps.  Cheers!

Rico, I just realized I didn't get yours.  Added it to my list for tonight's stream.  Will have it to you tomorrow.

Hello everyone!  All of these entries should now be played.  You can watch the livestream and get feedback here: 

Super fun to play on stream.  Overall game design?  Top notch.  I love the visual design and the audio.

The movement controls game me a little bit of a challenge.  Especially the timing on secondary dashes.  Felt like sometimes I could double or triple dash because of the rifts, but other times it would finish out the dash before letting me do the second.  Maybe a touch more rigid logic on when you can trigger each.

That aside though, I think you have something special here.  Definitely would love to see you keep working on this.  Cheers!

Wow. Just... wow. This game has changed my life. I laughed, I cried, I transcended. My cat even started playing, and now she's better than me. 11/10, would play again forever. Critics are calling it 'the Citizen Kane of rage inducing platformer games.' A true masterpiece that has set the bar for all future games. Bravo, me. Bravo. 😤✨

Man, I LOVED playing this on stream.  One of the most unique games I have seen from the jam this year.  I really think you're onto something special with this.

I think I mentioned the enemies can see through the walls.  Once they player is in LoS/in range, they immediately shoot.  Made certain parts a little challenging.

That one aside, though, this is so fun.  One of my faves so far.  Cheers!

Man, this was fun playing on stream.  Like I said, your overall game design is always spot on.  Definitely one of the styles on my inspiration list.  (Ugh...Riri!)

The MOBA style controls made sense to me because of Dota/League.  But I could see those being trickier for some players.  Especially doing both movement AND attack direction using the mouse.  Maybe the possibility of an auto-lock on the enemy?  Remove at least the aiming mechanic from the mouse controls?  Unsure if it would work.  Just spitballing ideas.

I've gone back and played through.  Managed to down 3 bosses so far.  I can't wait to see what you do with this one.  This is super fun.  Great job!

Was super fun playing this on stream.  Overall design is spot on.  Great visuals, great audio.

The basic movement, the auto jump, and the glide mechanics all worked well together.  Took me a few tried to get used to it, but once I did it felt great.

The one major piece I saw was that there was no real level container.  So if you went far enough to the right, you could start moving so far away from any tiles that you had no sense of where you were.  

That one thing aside, I think you have a really unique game here.  Great job!

This was super fun to play on stream.  Managed 2nd on the leaderboard, but I don't think it saved.  But I have it on video, so it counts!

Movement and controls felt really good.  I'm pretty sure there was some sort of physics on the bricks so the ones near holes were knocked away easier?  Such a nice touch.

Would like to have some music in there, but not really the focus of this round.  All around, great entry!

Thanks, Shegi!

Thanks for the kind words, Chambo.  Some good feedback there!

I noticed that when watching a few people play through.  Already got the sticking issue taken care of.  Hopefully.

Thanks for the feedback, Erebus.  Was fun chatting with you on stream last night!

Thanks, Loten!  You gave some great feedback.  Appreciate you!

The lasers aren't fully synced.  Each has its own start/end point and speed.  Thus, they can end up traveling slightly unsynced.  It's something I've heard a few times.  Definitely tweaking it for the future.

Appreciate the feedback, Potatuetata!  Got your game added to my list and will be playing it on stream tonight.  Cheers!

It is on the to-do list!  Plenty of new things planned for future rounds.  Just didn't have time to do it all in this round.

Thanks for the kind words.  Appreciate the feedback.

Hey, that's some great feedback.  I went a little overboard with making all the jumps max height/distance.  Found where that distance was and just kept using.  Can scale back.  Great advice!  Cheers!

Thanks for the feedback, Nick!

I'm right there with you on the platforming vs puzzles.  Originally I had gone that direction, but puzzle design is HARD!  Seems to be a personal preference.  Some love the platforming.  Some love the puzzles.  So cool how many diverse games we have.

Cheers!

I love the idea of the puzzle mechanics.  And yep, there are several in the works.  Don't beat me to the punch!  Gotta save some room for future rounds...

Cheers!

Mwahaha!  Rage!  Rage and chaos!

Appreciate the feedback on level 4.  Yep.  First time using FMOD and I had forgotten to hit the loop button.  Already been fixed and pushed to the repo.

SWEET RAVE PARTY!

Some great feedback, Mardoo.  Thanks!

Ultimately I'm moving this more towards the controller, but note taken on the keyboard sensitivity.  I think an overall sensitivity setting might be good anyways.  Great advice.

As far as the neon retro part, I actually made a little demo video for the Discord group.  Short version: it's a sample tilemap I made for a custom tool I build.  And rather than complete do the art prior to a (possible) art round, I just used the demo one.  Ended up fitting more than I expected.  Video here: 

Glad you enjoyed it.

And no.  That one wasn't the tough one...  At least not yet.  Mwahaha!

Thanks, Sijil!  Appreciate you playing it.

Got your game added to my list.  Will be playing it on stream tonight.

Thanks, Goat!  I pushed some of the difficulty a little too far for a short game jam.  Will make sure to dial that back a little.   Appreciate your feedback!

That's the kind of feedback I was hoping for.  Cheers, Garlock!

Some great devlogs here so far.  Contributing mine:

lol, I have been there.  My first GDKO I spent 4 days trying to fix one particular bug.  The fix was literally one character.  !value should have been just value.  We've all done it.  Glad you found it.

Maaaan, thanks for that.  That's a pretty high compliment and I appreciate it.