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Maela3st

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A member registered Jun 21, 2021 · View creator page →

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Thanks for playing!

I had originally intended to allow arrow key movement, but Unity wasn't playing nice with diagonal inputs for it. I'm personally more familiar with twin sticks on gamepad, which is why I added that control scheme.

This was such a trip! Enjoyed the comedic writing and the mashup of different character designs.

Not sure if it was intentional, but this really felt eerie and trippy. However, I didn't really get anything out of the gameplay, and the second level seemed incompletable due to the rest of the treasures being in parts of the maze I could not get to.

Quite enjoyed both the combat and comedic writing. There was a good variety of playable characters and abilities, though I don't think as much of this width was necessary for such a short game (I mostly just stuck with one party setup and never bought new equipment).

This was honestly addicting! I enjoyed finding different combinations to trigger new flags and get the different endings. The animations are quick and charming, but I do think it would have been nice to be able to skip them.

If you wanted to expand this into a larger game, I'd highly suggest making it clear when the player has achieved something. This could be like a checklist of all possible objectives, or a list of endings with hints on how to get them.

This is my first experience with a Bakin game, so the presentation was nice if a bit unstable. However, I didn't really enjoy the game's balance. You can be poisoned by the enemies in the very first area, and poison seems to drain your health each frame out of combat. Only being able to heal based on enemy drops means with bad luck you can be stuck with no way to survive the next random encounter.

I enjoyed the creepy atmosphere and lighting, but the lack of saving combined with how easy it is to die made for frustrating trial and error trying to progress. I think this has potential if you give more direction to players, like making it more obvious what can/can't be interacted with, or having more rooms open from the start.

Thanks for playing!

Sorry about that bug! I'm guessing I overlooked something while reordering weapon skills...

This entry was largely a test for the pseudo-stamina and interrupt system. I'll continue to try to improve on it!

Thanks for playing!

I did intend for the entire game to have minimalist pixel graphics, with some eerie sketch-style battlers, but I ran out of time before I could really get into working on the presentation.

This gave me a dose of nostalgia for an Intellivision game I used to play with my grandfather, called Shark Shark. I especially like the variety in the environment graphics.

Honestly a pretty addicting gameplay loop. It's easy to get hooked... pun intended.

Thank you for playing! I'm really glad you enjoyed it, as this was definitely an experimental project for me. Visual design is definitely not my strong suit, which is part of why I wanted to take attention away from the graphics. ^__^

Thank you for playing! I agree I could have made that final area more involved. I greatly simplified every part of the game compared to their original ideas, and that definitely had its drawbacks. I'm glad you got some ideas from this, I hope it helps!

I really appreciated the variety in gameplay here, I think it's definitely a good way to handle something that is more of an interactive story.

There was too much exposition at the beginning, especially for a short piece like this, but I got invested once things got going. The use of animations and some voice acting were nice touches to the presentation.

Thank you for playing, and I'm glad you enjoyed it! ^__^

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Thank you for playing!

The game is designed to close when the ending song finishes. Sorry if that was confusing and it seemed like a crash.

This is a really addicting gameplay loop, and it's definitely helped by the satisfaction of the visual changes on the map.

The colorful art is definitely the highlight of this game, I love it. The turn-based movement and puzzle elements are a good gameplay hook, to the point where I think the traditional combat kinda got in the way of it. The setting and story going on is really intriguing and it left me eager for more.

I quite enjoyed seeing the stories of these novice guards. Though the spelling was a bit rough in spots, it was still fun to read and I liked the humorous tone. For as short as this was, a few of its characters managed to stand out, especially Renee.

This has a really distinct visual and audio style, and I honestly love that. Buying and selling cargo for different prices based on location is a very neat concept too. However, after just one trip with a load of disco balls from Nepptuna to Moistana, the gems I'd gotten from battling ships along the way was already enough to get the slasher. The boss was a fun challenge, and the new cave area was cool, but I wish there'd been more to do there. Still, a great short and sweet experience!

This was a very impressive game! To me, this feels like the abridged version of what could be an amazing JRPG. The worldbuilding and backstories really intrigued me; I wish I got to see more of it. The king struck me as not evil, but rather someone fearful of things out of his control and took that to the extreme of imprisoning those he deemed too powerful to be loose. I'm not sure if Arnalze quite fits the description of an anti-hero; with the way I played, I never got the impression that he was anything but virtuous. Honing in on the self-loathing mentioned in the final act could make for an engaging character flaw. The characterization of Arnalze and the king might benefit a lot from showing things like the burning of the town, or the moments leading up to the Dark Lord's seal.

The battle system I found enjoyable, especially with how useful counters were, though the random encounters were annoying and felt unnecessary (I'd also shorten the gauntlet while stealing the ship). There were definitely a couple technical issues, including being stuck in a house or the text going off-screen for skill descriptions. Aside from that, I'd also suggest increasing the movement speed of the party. I understand it might affect the balance of the lite stealth system, but more often than not I felt like the party was moving too slowly for the large maps.

This game starts pretty strong, but its final act is by far the highlight (aside from the annoying random encounters in the forest temple lol). The moment with the phoenix is honestly so great, because it really feels like the payoff for the player's actions. However, the romance felt like it came completely out of nowhere, and it got me thinking that this does feel like a JRPG with the middle act taken out. It's obviously understandable for a jam game, but I believe an expanded version of this story with time to develop the cast and the setting has a ton of potential.

This was a nice little project. I liked the loop of exploring to find ways to increase your attributes, though I wish the interactions were a bit more varied as the maps and NPCs repeated. I was never really sure what those attributes did, but I think with some added explanation and depth it can be a fun experience with the possibility of branching paths depending on choices.

I had quite a bit of fun with this one! I think the structure is addicting, and it could be really cool to expand into a longer game with more sets of islands (perhaps this could be randomly generated?) and different challenges. The music is nice, and the design of the locations were interesting enough.

The party each had distinct roles in combat, though the Smite spell makes everyone else's actions seem really underpowered in comparison. Aside from that, my only real complaint is that the Treasure points you get depends on the random item inside a chest, meaning three perfect runs could still leave you under the requirement to win.

All in all, this was a fun experience and I think it did what it set out to do very well. Congrats on your entry!

No problem! I'm looking forward to how you might build upon this draft. The bug that ended my run was indeed the fadeout, but I was also worried that losing a battle would undo everything as well.

This was hilariously timed as I've recently been really into scambaiting videos.

Sometimes the game had trouble keeping up with my inputs but overall it worked great, and the UI was nice and clean. On one hand I think having the entire script in front of the player and simply coloring in the letters as they go would help, but on the other hand there's definitely some humor in slowly realizing the more tongue-in-cheek things that you end up typing out!

I decided to try and do all the calls even after making the goal; I managed to make $28,400 with 8:53 still on the clock!

I dig the style of this game, though it does get in the way of functionality. The writing is pretty funny too, though I'll admit I'm not knowledgeable enough about the time to really appreciate the references. Of course, the music was a treat!

I did want to play longer, but I ran into a technical issue, and without being able to save, that was a lot of time lost. I enjoyed the dungeon crawler structure and the voucher system. But it was definitely the writing that kept my focus. I think there's a really interesting dichotomy here between those that chase trends, and those who can't accept change.

Congrats on creating a game! Unfortunately due to some files missing, I wasn't able to progress very far, so my thoughts are based on the first two city screens and some of the sewers.

I liked how each party member had specific abilities that gave them unique roles in combat. I also really appreciated how the confusion and blind status ailments could be useful in fights against large groups. But combat is both too lengthy and too frequent; one or the other can work just fine and help set the tone of the story. But in tandem it just made fighting a chore, and I found escaping to be too unreliable (it's not fun having to wait through five zombies' turns just to get more chances to run away). The fact that zombies with low HP can randomly escape from battle themselves, leaving you unrewarded for your time and resources, is incredibly frustrating.

Though I wasn't able to experience much of the branching paths, I think it's a very neat feature for really any game. In this case, I actually quite like the scarcity of explicit direction; it was like discovering secrets.

I had a lot of fun making it so I'm glad you found it enjoyable to play! As for that puzzle, I'd rather not give the answer straight away, but I hope it helps if I say that the temple is an upside-down layout of the overworld (hence the "turn back" part of the riddle). Then the "run home" part is... well, the theme involves "diamonds" and "plates". Once you figure out who's on first, the rest should come naturally. I may have made it a bit too harsh in that if you get the order wrong, you need to remove all the plates before trying again.

Thank you! I'm glad you enjoyed it!
I'll definitely be looking to improve that pacing, and in general let the game take its time.

Sorry to hear that. It's come to my attention that random encounters are happening before the first scripted battle, after which point the sides should be balanced. I apologize for that problem. If you wish to try again, you can turn encounters off in the options or use the guaranteed escape.