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Mr. Dr. Bean

22
Posts
A member registered 59 days ago · View creator page →

Creator of

Recent community posts

Yeah, I would have loved to add better scaling for player count but just didn't have the time... It's very possible to connect 16 players! up to 3 players can play on the same keyboard, and up to 8 controllers can be used, each comfortably supporting 2 players.

The movement in this game is a lot of fun to mess around with, and I like how combat is centered around it. It's good to hear that you plan on working on the project more. Here are a few suggestions that haven't been mentioned yet:

  • The pixel art is really crisp, but sometimes there is poor contrast between projectiles and the background. This should be improved, especially in area 3.
  • Adding music and sound effects would go a long way towards making the game feel more lively.

Yeah, that's totally valid. I would have loved to add difficulty scaling and better UX, but I just ran out of time, unfortunately. I'm glad you had a good time nonetheless! 

The gameplay is light, but the overall experience is very cohesive. The story is clear and fits the theme. Great work!

I like the concept of a vertical platformer with the constant threat of lost progress, but... Some of the mechanics here don't serve that premise very well. A few of my falls were from obstacles that I couldn't have understood except through trial and error. A game like this is at its best when it communicates clearly to the player. Visual distinctions between normal and falling platforms and better indicators of the tracks that moving platforms are moving along would go a long way in making this a more enjoyable experience.

Also, for anyone else struggling: The itchi.io UI was blocking mouse input to the X unless I scrolled up on the page.

I'd never heard of the Bitsy engine before this, but it looks like it served your purposes well! The theme is well-represented by the dialogue, and even though the gameplay is simplistic, it is fully functional.

I can't figure out how to progress in the game. Is there a way to get meat/money that I'm missing?

I hope the jam was a good learning experience for you, even if you weren't able to make the game you wanted. There's definitely a big learning curve to game development, but the more you keep at it, seeking help from others and experimenting with different tools, the easier it'll become!

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Really cute artwork! Is there a way to beat it and "meet the maker", or does it just keep going infinitely? I got to a score of 1278, but at that point it becomes very difficult to react to the obstacles...

The controls are very smooth and intuitive. The core gameplay loop is solid but does get repetitive after a while, especially given the rogue-lite formula. An option to skip previous levels would help alleviate this. Also, it's strange to me that increased deviation is an upgrade, as it makes it harder to engage enemies safely from range. Perhaps upgrades like damage and shot count could increase deviation passively, and then there could be another upgrade to decrease it?

I love the artwork and its progression throughout the game! The first level with the NPCs is so endearing too <3. It would be really cool to see the setting and dialogue expanded even more.

The art and atmosphere here are stunning! I'm not quite sure how it fits the "meet your maker" theme, but I enjoyed the experience nonetheless.

Enemy variety is good, and the base mechanics all work well. Combat is a bit slow and repetitive, but it serves the overall gameplay loop well enough. Audio would be nice, but even the current experience is impressive for a solo dev!

Cool concept, and the game controls very well! The objective was a bit unclear at first, but I was able to figure it out without too much guessing.

Average coding posture:

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The core mechanics work well, but the difficulty curve is VERY steep. Several sections of the game feel like they expect you to have an extra air dash. Perhaps providing the character with one free dash on every jump (a la Celeste) would be beneficial?

Still, I quite enjoyed the challenge. Great work!

Cool concept! I hope you see development through, even if it was finished for the jam.

This is a great concept, and the presentation is wonderful! (btw, X&Y was Coldplay's creative peak. Fight me.)

Love the dialogue, and movement feels really good! I feel like I'm missing something though. If there's a formal ending here, I can't figure out how to reach it...

Really cool atmosphere and solid mechanics. Could really use jump buffering and coyote time though, especially with so many instant-death pits.

Really cool atmosphere and solid mechanics. Could really use jump buffering and coyote time though, especially with so many instant-death pits.