Fun fact - when using an Apple mouse, it is not possible to aim and take photo at the same time. If right click is held, left click does not work.
MrErvald
Creator of
Recent community posts
Thanks for playing!
Our initial play-testing showed that even this start speed was too fast for some people. So we added a feature for better typers that you could try to "outrun" the screen and push it upwards for bonus points - meaning chasing the high score on the leaderboard would be fast from the get-go! We did not really have time to explain this well in-game. So to break it down - push the screen up for 10 bonus points. Every 30 seconds the speed ramps up. It gets hectic quite fast after a couple of speedups.
Regarding the inputs - I am pretty sure the input detection itself is lightning-fast and updates every frame but there is probably a bug that we detect multiple inputs at a time. This means that if your key inputs overlap then it would probably detect both and end up messing up your word. If this was a full-fledged game I'd handle the inputs definitely better so great input, thanks!
Thanks for playing!
Originally the idea was that these are floating islands but we could not create art to represent this well due to time constraints. Valid points indeed! The games does get pretty stressful if you try to push the screen upwards by running away from it (which rewards you with bonus points).
Fun twist on the snake game!
Nice lovecraftian vibes, I enjoyed the idea and visuals. Plays well into the theme. Audio was nice and meaty and you had different stages (quite many actually) as well as a meaningful ending. Well done!
As a sidenote, I found it easier to move with spamming space than using the W key, haha.
Thanks! The leaderboard was one of those "I want to learn how to do it" things. Essentially a leaderboard in a game jam is a poor feature as it takes time out of actually developing the game. BUT, I think if you make an endless runner then you might as well consider leaderboard as an essential feature, haha!
For a 48 hour game this is a hidden gem, don't worry about it. I am mostly trying to give valid criticism and actual feedback rather than spam ratings so hoping you take the positive much more weighted than any negative feedback. Game jam games are prototypes at heart so I would say that yours is a validated prototype for a truly playable game!
Finished the game, enjoyed it. I saw the thought process put into level design and the progression was nice. You managed to cram a lot of features into the game given the timeline. Encountered a couple of bugs but no biggie (mostly items falling under the world). Reminded me about the great times I had with a portal gun!
Well done, and keep at it!
I completed 5 rounds of the game! And I feel pretty proud. It's pretty tough!
I feel like in an ideal world the difficulty would ramp up a bit slower. There were many clever mechanics in the game which could've been learned slower and with more control and easier levels. At times I found myself randomly retrying shots to just see if I can make the level somehow randomly.
That being said there are a lot of great things going on for the game.
The shooting mechanic and control is really well made. It felt good and the shot did what I intended it to do.
The platform and teleporter mechanics are clever and only really let down by the level design clarity itself.
The music is a banger and sound effects in general fit very well. Feels like a whimsical world.
The fact that you save my progress (yes, I restarted the game) is a really good touch.
The fact that the level selector is also a tutorial is such a good move!
So overall, I feel like this is a basis for a game people would truly play (even after the jam) if you figure out the progression and level design!
Well done & keep at it!
This is such a good basis for a rage game. I would say make the controls a bit easier but that would kind of take the rage part away. I managed to do some wild jumps with the spring though which feels funny and great! Great level of polish for this short amount of time - it's definitely not easy to explain the control scheme and describe 6 sided movement!
Not going to lie, I was only able to pass the first combination and go to the castle. I had a bit of trouble understanding how I am supposed to figure out the combination (I tried for quite a long time, actually! Did not want to feel stupid writing this comment, haha!) and the 5 key combination is almost impossible to brute force.
Visually, what a nice looking game! I like that you let the player mess around with items in the world, click and shake them. It gave me a point-and-click adventure game vibe.
Adding to this, audio also feels really good. It fits the aesthetics and also none of the effects feel out of place.
Well done & keep at it!
Thank you so much for the feedback! Getting actual gameplay footage and voiced feedback is invaluable. It gives us a much better insight into how people interact with Baker's Migraine.
We have been working on a post-jam update to fit in all the features that we were not able to due to strict time constraints. This includes some scenery additions & rework (lights, animations), bugfixes, sound effects (walking, dialogue, interactions), etc. We're also experimenting with controller support.
There's also been talk about improving on the current story. And maybe, just maybe adding in new parts. So we'll just have to wait and see if development will continue after the initial update!
The video is great! Thanks again for playing our game! We honestly appreciate it! Oh, and regarding our stupidly difficult names, no need to guess anymore! We're from Estonia.
Thanks for the feedback! We honestly did not think about the claustrophobic effect of the art until you pointed it out. Happy little accident, I guess! Regarding the sounds, our post-jam update already includes some of them. We definitely felt the same way and we're quite sad that we did not have time to implement interaction sounds earlier.
Neat! A very enjoyable entry into the jam. I had some minor glitches (I think) but nothing obvious. I feel that with a little more polish you could have a very decent game in your hands! The visuals did what they were supposed to. I'm amazed that you actually got to a working enemy AI in this time, effective, albeit simple.