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MrErvald

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A member registered Jun 16, 2020 · View creator page →

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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.

Hey, thanks for playing!

Indeed, we agree! We had planned for obstacles,  power-ups, picking up items as well as upgrades but never had the time to get into any of these. Hopefully we will have the time to update this game and add some of these things in after the JAM voting period.

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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! Yeah, probably. The word pools are contextual for side movement, up movement, down movement and chopping - meaning they all have their own word pools. But the pools are about 200 words and we should have added more for sure!

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).

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Glad you enjoyed it! Yeah the music initially was much more hectic but I found it also distracting and stressful so we went with this more peaceful one. 

Thanks for playing! I can imagine! We wondered about this balance and thought that powerups and more free gameplay at the start would be beneficial to start out but it was just too much to implement over the weekend.

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 for playing! Yeah, agreed! Powerups and pickups were our next feature to implement but just ran out of time as usual, haha.

Thanks!

Glad you enjoyed it!

Yess! This is what jams are about! Finished the game. It had an actual ending, a twist one at that. Good mechanics, well executed. The intro was nicely done! Not really a bad thing to say for a 96h game. Keep at it!

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!

Thanks for playing! I've had many people request interesting features (powerups, pickups, enemies, chests, etc) so I might update it a bit in the future. We'll see!

Yeah. Fun fact, the initial starting camera speed as well as the speed ramp-up were about 40% higher. Playtesting with differently skilled players made us realize very quickly that this is too much!

Cheers! Thanks for playing!

Indeed, thanks for playing! We had this idea of adding powerups and quick pickups for wood but, as always, no time!

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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!

Well done! Keep at it! 
I had a problem with shooting the enemies like someone else already pointed out but I can see the concept of having a hub, an exploration zone and an active combat line. Ambitions!

Indeed that was what we were going for. I was hoping to put in some other objects and powerups to encourage moving around and giving more interesting choice to the player but life happened and ran out of time!

Well done! Great score, not easy to beat!

Nicely done! I think you'll be pretty high up the scoreboard for a long time!

Thank you! The initial plans were a bit larger but sadly we started the jam very late and had very little time to start and finish this. Thank you for the review!

Thank you so much!
To be very honest, we started the jam very late so had about 2 days to start and finish the game. Music was picked out and definitely something we wanted to add but just did not have the time. I agree fully that this would've added much to the experience!

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.

Thanks for the feedback! You're definitely not the only one who struggled with the direction. We also feel like we should explain the player goals better through the interactions and dialogue.

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Haha! Amazing feedback. We're glad you could help... that thing as well. We're currently working on a post jam update and, if all goes well, might even work in some new story points to explain the story / setting better! 

Thanks, great feedback! You're not the only one to struggle with it in the end. We're currently working out the kinks in the story to steer people in the right direction.

Haha! Glad that we could surprise you! We're currently working on a post-jam update which already includes sound effects. We would've loved to have enough  time to include these in the jam entry but... well.. that's how it goes! 

Thanks for the feedback! We felt the same way but did not have enough time! Our (in the works) post-jam update already includes sound effects!

Thanks for the feedback! We're working on a post-jam update which already includes sound effects! 

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.

Fun gameplay. It plays like a more fun version of snake. I like that you focused more on level design and less on introducing new or bloated mechanics. The visuals work well, I enjoyed the my playthrough. 

Keep it up!

A great entry. Enjoyed completing the game & sad that you ran out of time. The graphics are nice. You actually use all the mechanics you introduce. There are some glitches here and there but nothing game breaking. I had fun!

Keep it up!

Nice! The take on the theme was very interesting. The game itself is a challenge. I wish there was more I could do to sperate the monsters though. 
Visuals work nicely and the combat is engaging. 

Keep it up!