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!
MrErvald
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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.
Audio wise, the feedback is there and the music is not intrusive (rather jolly and feels like old school RPGs). Graphics I also enjoyed. It's a rather unique take on the theme. As mentioned before, the perspective was a little bit misleading at times. I also found myself thinking that maybe it should've played from top to bottom instead (for tetris familiarity) but this is obviously a question of game design. I think that way this would actually work pretty nicely on mobile.
Overall I can definitely see that you have put thought and care into this. So for that, bonus points already. It feels more like an actual game in progress and less of a hurried entry. I appreciate you using the same mechanic to enhance level design, rather than pushing more and more mechanics into it before I can learn one.
The visuals and interactions are great! Initially it was a bit confusing what the different dice did (until I realized I can hover them). Would've loved if there was more depth to the choices but this is a jam game after all! You managed a lot in this short period & that is a feat in itself!
Other than that, probably the most engaging game I played so far in this jam. Nicely done, keep it up!
The concept was really nice.
I had some confusing moments (about ending the scenario and if my bullets were hurting me). The shield also seemed less useful than just shooting everything.
I really enjoyed the audio (both music and effects) and the games was very responsive. The retro aspect fits the game.
Also reminded me of "Limbo". The art style was nice. The parallax effect worked nicely.
Level design wise I think you should've introduced the spikes after the "boss". And strength was not really explained fully.
I like that you tried to introduce many different mechanics. Would've been fun to play with them more.
Overall a great entry, good luck in your upcoming developments!
Hey!
Any feedback is welcome. If possible, I'd like to hear your thoughts about:
1) What was the most fun / amazing moment in the game?
2) What was the most frustrating part / moment in the game?
Thanks! And enjoy the madness of the upcoming days!
https://itch.io/jam/brackeys-5/rate/921818
This was very easy to grasp and play. It almost has a sliding puzzle mentality to it. Enjoyed it a lot and would've played longer if there were more levels. The concepts were very nicely explained through level design.
My only suggestion - The first level with rewind should not be possible to complete without the mechanic. I almost missed it due to completing it without using a rewind. I'm blind to text like so many players! XD
(also if you doubleclick on a square, you move 1 tile but the enemies move 2)