Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Buburito Games

163
Posts
4
Topics
26
Followers
20
Following
A member registered Feb 21, 2021 · View creator page →

Creator of

Recent community posts

Hola, this is pretty cool for such a short gamejam. Ive made a platformer for my previous school assignment so im just gonna leave the resources i used to make the platforming "feel" a lot better:

(2 edits)

Rather than playing it as a literal deathmatch, the whole stealth dynamic lies in hiding in vents and popping up to steal the kills from enemies. Someone else commented that the vents felt op, but it is in fact the intended way to play the game and rack up more kills.

Basically, the optimal way to play the game is the stealthy way to play the game, which was what i was going for. You’re not really supposed to fight the enemies head on, since they have stronger guns, although it is possible in isolated fights. But if you are caught off guard, its usually better for you to hide around corners or a nearby vent to lose aggro from the enemies.

Sound is nonexistent cuz i didnt have enough time lmao solodev is hard


I see no god up here other than me

Fun short n sweet game, was able to get a score of 140

I do like the fact that health acts as a score multiplier, making the game less punishing while increasing the potential skill ceiling in a simple gameloop

Noice, completed all levels

Raycasts and instantiating low-poly dots where it hits is still how we did it, but we did something like this for performance (or at least attempted to):

https://toqoz.fyi/thousands-of-meshes.html

You still get framedrops after 1 million+ dots depending on your hardware, and I do think that using unity’s built in particle system may be as performant or even better, but i havent tested it out yet.

I made a horror game, perfect for streams!

https://itch.io/jam/brackeys-8/rate/1679650


btw, stream link?

Your critiques most welcomed! I also guess that my implicit movement controls didnt really register well enough to the majority of players. You move a lot faster when walking forward (implied by the faster movesteps, >2x movespeed increase and increased camera shake), but i guess peoples first instinct when revealing an enemy was to keep flashing it while moving backwards. You are supposed to be able to easily outrun an enemy when you reveal them, and they die and respawn after a period of chasing you. But you are definitely right, the horror vibes changes into a basic game with bland mechanics once all the spooks are revealed.

Hey, thanks again for streaming! By any chance are you able to make the VOD replay available on your channel?

Heres my first shot on the horror genre. Would greatly appreciate any sort of feedback and insights!
https://itch.io/jam/brackeys-8/rate/1679650

Im still a bit below 20 votes. Kinda expected it since I couldnt do a WebGL build with the things I used for the game. Its my first horror game and Ive already gotten a ton of useful feedback especially from streamers. If you wanna take a look and have any insights, I would greatly appreciate them!
https://itch.io/jam/brackeys-8/rate/1679650

A little late to the thread, but I made a horror game. Perfect to get those good reactions:
https://itch.io/jam/brackeys-8/rate/1679650

A little late on the list but heres my horror game:
https://itch.io/jam/brackeys-8/rate/1679650

Mines a horror game. Perfect for streams hehe
https://itch.io/jam/brackeys-8/rate/1679650

I made a LiDAR horror game

https://itch.io/jam/brackeys-8/rate/1679650

Pretty close to the term we use "coom" when making the game

Very nice concept with the polaroid snapshots. I do feel that it was pretty hard to navigate around though, maybe increase the light level of the screen light a little since I was only really able to see stuff when im hugging a wall.

Pretty nice atmosphere and spooks. I kinda needed to just walk backwards the whole time looking back and forth to reach the end though.

Yes it was! I wanted to mess with behavioral systems in ai for the jam, but it ended up being too much task to make a balanced ecosystem with gameplay mechanics in 48 hours.

Very nice use of the dice mechanic, though i think that movement should be separate from the dice action, allowing you to move in 4 directions.

Good call, I've uploaded new versions with the compressed audio formats

I like the finishing touches of the crosshair cursor, flashlight flickering from time to time, and your cursor going away when you dont need it. The lighting also really brings out the atmosphere. Though gameplay wise, I found myself just endlessly wandering around trying to find the next door or intractable to get. I was also just shooting at every furniture because I could. Perhaps there could be some limitations like needing to reload your gun (or even limited ammo) so that the player would feel more powerless and the game would have more tension. The mimic furniture could also shift places whenever you aren't looking or when you enter a different room.

Other than what the rest have said, it appears that your character may get stuck in the ground from time to time when walking. This is probably caused by using tile colliders for the map without adding a composite collider. A composite collider basically merges all colliders in the object into 1 single collider. Currently, instead of the entire map being 1 single collider, each tile has their own box collider, and your character may get stuck between each collider when moving across them.

If you dont mind playing a longer game, my game has 6 randomly seeded maps, soulslike combat and a boss fight. Its designed to be played over multiple runs and takes around 30 minutes if you wanna beat the entire game https://buburito.itch.io/purgatorial

If you dont mind playing a longer game, my game has 6 randomly seeded maps, soulslike combat and a boss fight. Its designed to be played over multiple runs and takes around 30 minutes if you wanna beat the entire game https://buburito.itch.io/purgatorial


Ill put your game in play later and ill play it as soon as im free!

If you dont mind playing a longer game, my game has 6 randomly seeded maps, soulslike combat and a boss fight. Its designed to be played over multiple runs and takes around 30 minutes if you wanna beat the entire game https://buburito.itch.io/purgatorial

Left click to shoot should be set to hold left click to shoot continuously. That was instead of shooting as fast as how fast you can click, you can also set a fixed fire rate that can be changed through upgrade systems in the game. Overall, a great effort for a top down shooter game.

(1 edit)

My game has 6 randomly seeded maps, soulslike combat and a boss fight. Its designed to be played over multiple runs and takes around 30 minutes if you wanna beat the entire game

https://buburito.itch.io/purgatorial

(1 edit)

My game has 6 randomly seeded maps, soulslike combat and a boss fight. Its designed to be played over multiple runs and takes around 30 minutes if you wanna beat the entire game

https://buburito.itch.io/purgatorial

(1 edit)

My game has 6 randomly seeded maps, soulslike combat and a boss fight. Its designed to be played over multiple runs and takes around 30 minutes if you wanna beat the entire game

https://buburito.itch.io/purgatorial

Came for the youtube channel name stayed for the GODDAMM WELL POLISHED AND AMAZING PARKOUR GAME.

If you dont mind though, I would really like your opinion of my game if you wanna check it out.

Alright im done with all those above. If anyone else wants their game reviewed, leave them here

Pretty respectable effort for 1 day of work

Really nice arcade game, and im actually impressed by how you were able to implement an online highscore system, would you mind sharing how you did it?

Also, I feel that the borders of the map should be indicated more clearly in the game, since the entire map of trees and rocks look the same. Currently, the only way of telling whether you are at the end of the map is by looking if you are at the edge of the radar. The walls of the map should be indicated by something like a wall of trees or trees in a concentrated area.

Thanks! And sure im trying it our right now

Play mine many thanks
https://buburito.itch.io/purgatorial

Its quite a long game designed for players to go through multiple runs. Most players take 30+ mins to complete the entire game.

(1 edit)

You nailed the concept for the theme. My only issue was that I couldnt manage to increase the "People helped" stat even though it felt like I already did. The dialogue was still the same even after I got rid of the river to save the drowning guy, cut a guy's head into half to "cure" his headache, deleted bart which somehow solved a quarrel, and then proceeded to commit a murder but the other person was still able to talk to a ghost. My actions didnt feel like they had an impact because nothing seemed to change even after wiping something out of existence. Though its probably already something you were hoping to implement but couldnt in time. This game could very easily be expanded and updated to have multiple questlines and "endings" to unlock, similar to the game "kindergarten". And I wanna see dark and cruel twists to the story that show that your actions have dire consequences.

Bruh even my rate 4 rate post didnt get traction cuz it got sent to next page feelsbadman. Anyways im going to be playing for a long time soon so leave your games here. Preferably action games though,  games that require real-time input, like combat games. Lemme review your combat systems.