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A member registered May 17, 2022 · View creator page →

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I like your take on the theme, it was pretty interesting to move the player around, it feels like a planet moving around in outer space! I thought it was super cool that you can change the radius of the players pathway around the circle and that the max speed of the player depended on their distance from the center. This was a nice touch and added a good amount of depth to the movement system. The UI could use a little bit more love but it does a good job of displaying the necessary information. The style of the player and boss doesn't really match the backgrounds style and I wish the player and boss character designs had a bit more personality. But I dig the look of the background. One criticism is that the controls feel weird to me, I think it would be much more intuitive if you used only WASD or arrow keys rather than splitting them up. Or maybe allow the player to re-map the buttons instead. Overall, I think you have a very nice take on the theme with a solid core gameplay mechanic that would be even better with some more polish and content. Good job, and keep making games!!!

Pretty cool start to a movement shooter, nice entry!! I liked the wheel of danger that would pop up every now and then to keep the intensity high. Some of the movement mechanics were pretty interesting, and I really liked the feel of double jumping into a dash into wall run. The boss attacks were a bit too chaotic and felt borderline impossible to deal with at certain parts, making the fight very difficult. There were a lot of performance/framerate issues on the web build which made the fight too difficult to continue. I really liked the open layout of your level and it left a lot of room for skill expression from the player. The minimalistic environment and UI could use a bit of love but they do their jobs adequately. The boss projectiles had a great level of contrast with the environment which I appreciated. I wish the game ran a bit better on my potato laptop and that things were a bit more polished because I think you have a pretty decent foundation for a movement shooter. Good job and keep up the good work!

Cool take on the theme, this was a pretty fun playthrough, nice job team!! The "beyblade", boss, and environment models are simple but charming and have a cohesive/consistent style throughout that make for a nice overall aesthetic. I thought the boss designs were pretty neat looking and it was a nice touch to have the beyblade controlling them as mechs in the boss intro cutscenes. The boss attack patterns have a great amount of diversity and I really enjoyed figuring out how to best handle each attack pattern. The boss attack mechanics are well-designed. Making the spin meter equal your health bar was an interesting idea and I loved how the player spin animaiton speed changed to reflect it. I really didn't like that shooting decreased my spin/health meter, as it made me stop doing the fun thing of fighting the boss in order to run around the map and fight a spin station that wasn't destroyed just to sit there and recharge (which wasn't nearly as fun). Maybe landing accurate shots on the boss should slightly increase your spin amount, while missing shots decreases it, so that you are rewarded for landing shots and cant just spam shoot the whole time. Overall, this was a pretty fun experience with a unique take on the spin theme and some pretty epic boss fights. Great entry y'all!!!

So the music in the shop menu sounds great. But basically the entire first boss fight it has this weird buffering effect that distorts the song quite a bit. It sounds like the song itself is lagging and buffering, not really sure how to explain it lol. Maybe its related to the framerate issues with the web build? idrk sorry.

And the Rat Barbecue logo rocks!! I just thought the bright colors clashed a bit too much with the rest of the game

Excellent entry, great job everybody!! Probably the most polished game I've played so far: all the sfx slap, the screen shake when you get hit, the professional looking UI, etc etc. I love the art style and the layered backgrounds create such a real sense of depth and made me feel like I was battling creatures in the deepest darkest regions of the ocean. The game controls beautifully, the spin controls are super responsive and I felt like I had total control over the player character. The first fight in particular has an amazing difficulty curve and takes the player from onboarding to challenging fun fight very smoothly. The was a great level of challenge and fun in spinning around to avoid projectiles while also having to shoot the minions that were tracking you. The menu music does a great job of setting the games tone. The reload mechanic is an excellent extra bit of theme application.

A couple of criticisms: some of the deaths can feel a bit unfair as you can get into situations where there simply isn't enough space to maneuver out of the bullets path. This may be a skill issue (don't get into those situations in the first place), and the annoyance is mitigated by the strained heart system (which is another good idea) but it can be frustrating to have runs end due to undodgeable attacks. The worst offender was in the second stage of the second boss fight, when the boss spawns 3 bigger bugs that release bullets on death. I had a couple runs end to their post-death bullets and it was frustrating enough to not push through to the final boss (I may try again later lol).

Overall, y'all absolutely nailed the core mechanic and built a beautiful world around it. The gameplay has spin in its soul and there is a surprising amount of depth in such simple controls. This game feels like something I should have paid for, not a jam game. Superb entry, keep it up team!!

Thank you for playing and the kind words, I very much appreciate it!! Glad you liked the mythology stuff! It offered a great framework for a boss rush; take a deity to represent a circle of hell and then build a fight out from there with attacks based on the already existing lore. Thanks again!

Amazing take on the theme, super unique concept that fits the gameplay perfectly, great job team!!! I loved that there were 3 weapons with distinct traits and the way y'all changed the required mouse speed to spin them resulted in each having its own realistic weight that feels wonderful. The rougelike systems are a nice touch on top of the boss fight gameplay. The art is cute and coherent and the UI is simple but effective. I liked the weapon glinting effects when in the "store" and the use of shadows to introduce the first boss.

Some criticisms: The music seems nice but was so frequently distorted during fights that it was really difficult to appreciate it. This seemed to happen at certain phases of different fights (especially when there were lots of enemies/bullets on-screen) so maybe it could be a bit better optimized for those of us playing on potato laptops lol. There were similar framerate issues at times (web build) which, when occurring, made it basically impossible to swing your weapon correctly. In general, I think it was just a bit too difficult to start swinging your weapon which resulted in a few frustrating deaths of flailing my mouse around to no avail. Which makes for a great theme application but is not the most fun when it happens. Another minor nitpick is that while the rainbow mouse transition screen was adorable, I felt it contrasted with the rest of the game too much and the sudden change from a much darker color/tonal setting to its bright colors was jarring.

Overall, I think this game absolutely nails the theme with a very interesting central mechanic that has a great flow state once you get the hang of it. The world is varied and interesting and the different weapon classes make for some great polish. Awesome entry everybody!!

Really interesting take on the theme, I loved that the bullets curved as well as the ship during whirlpool events, was a great extra detail that really drove home your use of the theme. Would love to see this game with local/online multiplayer, its lends itself perfectly to being a 1v1 battler with different powerups that float amongst the logs. The ships themselves are well modeled but for some reason they didn't mesh well with the logs and water style for me. I can't come up with a specific reason why, but the overall composition feels a little off to me. The music is solid and nice to listen to. I really really struggled with the movement controls. I think a more standard W goes forward, S goes backward, A turns left, and D turns right control scheme would have been much more intuitive and manipulatable. The current system is kind of neat in that it feels a bit like a boat on the water but the trade off of only having 4 directional inputs is a tough one in a game that requires such precise movement. I think the fights are superrr difficult and maybe have a case of "developer being too good at their own game -itis". Like others have said I also got stuck when the big and little ship enter the scene. That being said I think you have a super unique take on the theme and gameplay mechanics that are attuned very well to your take. I enjoyed my playthrough and think you have the start of a potentially very fun multiplayer web game. Nice job and keep up the good work!!

Like others have said, unfortunate about the project being cancelled/unfinished, y'all have a really lovely artstyle and world feel going on. The ouijia board design is badass, the little rabbit guy is adorable (love his walk animations), and the color scheme goes well with everything. The background art works very well and I especially like the bits of texture in it. Good luck with your next projects!!

Wow what a stunning game, the art and world are absolutely beautiful great job team!!! The music is lovely and adds a lot to the tone of the game, the color palatte is a perfect fit and pulls everything together, the boss designs are excellent. All the little attention to detail is amazing; from all the different player attack animations to the spinning marionette icon next to the text box during her introduction to the very well polished main menu. The game has tons of juice and the world is oozing w/ spin with all the layered gears and clock arms littered throughout the level. The world is a joy to explore.

Now for some criticisms. There were some general bugs in my playthrough: one where the game lagged hard when spawning into the marionette boss room, one with the 4th boss getting stuck on a wall, and another where after beating the 4th boss it sent me straight to the title screen. If going directly to the title screen after beating the last boss was not a bug, then it would have been nice to have a more epic ending after doing so much work to build up the intensity of the world earlier on. My biggest critique comes with the combat. The player has 4 different attacks, each with a different theoretical purpose and each with a kick ass animation. The only attack I found viable was the melee one. The varying cooldowns for different attacks was a good one in theory, but in practice it made it impossible to land on the bosses. The bosses move around so quickly that by the time you get the attack out it is too late and you whiff or take damage instead. This coupled with only being able to aim in 8 directions makes it very frustrating to try and land any of the 3 ranged attacks, which is a shame because they are so damn cool looking. If I tried to play "fairly" and swap around with my different attacks I found it near-impossible to beat the bosses, but if spamming melee attacks and cheesing the bosses a bit, then combat became exceptionally easy. There were also elements that I wish had been fleshed out a bit more and served more of a purpose in the gameplay such as the moving treadmills in the intro scene and the coins (?) you collect in the beginning.

Overall, I think this is an absolutely beautiful entry, with music, art and boss designs that fit together seamlessly to create a world with a very real sense of identity. I think finding a bit better balance in the combat and boss attack sequences would have helped take it to the next level. With all that being said, an excellent entry, great job everyone!!

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Pretty fun card battle, cool entry!! I really like your presentation in this game, the UI felt like it took up just the right amount of space on the screen and communicated the important things to me clearly. The offscreen wizard hand was a nice touch, and I really liked your different planet sprites. Selecting 3 planets with different strengths and weaknesses based off their real life properties was a super interesting idea for a game too. I wish that there were more interactions between the 3 planets so that you could experiment with different combinations and synergies. Like for example maybe using Pluto (smallest) and Jupiter (biggest) in the same team would have some kind of unique combo based on their sizes. I really enjoyed your drawings and animations for the Rock and Ice bosses but wish there were a couple additional ones (that being said I only had 2 bosses in my game too xD). I think the biggest room for improvement is to have more synergies between the cards to add more depth to the card-playing mechanics, in the current state I found myself just choosing the highest damage attacks until I won the fight as there was little reason to explore my options. (edit: I also think you could have done a bit more with the theme, as the only reference to spin were the planets themselves and the planet selection menu, the gameplay itself had little to do with it.) Overall, I enjoyed my time with your game and the art and presentation are really lovely. Nice work and keep it up!!

There's a lot to like about this entry, great job! The art style is pretty unique and mostly cohesive throughout. I liked all the boss designs and the duck animations were very lovely. Sometimes the color palatte felt a bit all over the place so maybe locking yourself into a more limited selection of colors would help with that. The click to throw mechanic was a very fun addition and added a puzzle element to the platformy boss fights which was a really nice touch. The kitchen/chef level was brilliantly designed, and I really enjoyed figuring out how to beat the boss, really clever stuff there. The theme was not very well explored, the only reference to spin is the attack which doesn't have much to do with the game itself, so that is certainly an area of improvement. I also didn't like the voice over sections, they feel like an AI-generated voice and would have preferred some kind of sound effects over narration. Overall, there was some really interesting level design and some very nice looking art in this game with an adorable main character. I enjoyed my playthrough, good work!!

Yes the player is supposed to be "spun" from the thread of the Fates in the intro cutscene. Thank you for playing my game! I'll give yours a look now.

I think if the right and left arrows changed the rotation/direction of the player incrementally, instead of snapping the direction to one of 8 directions it would help a lot with movement options.

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Thanks for playing and the feedback! The vast majority of the art I made by hand during the jam. The backgrounds, player, bosses, menus, fates animations, boss intros are all completely my own drawings. The harpy enemy I hand made using a free parrot animation for a template. The only assets I didn't create were the wolf and deer enemy sprites (which I altered quite a bit), the spinning stars, and the anger symbol in the player opening cutscene (edit: and the tornado from Cartoon Coffee's pack which I also changed a fair bit).  Not sure what gave you that impression.


Glad to hear you liked some parts of the boss fight and thanks again for playing!

Good job team! I liked your music, its set a nice relaxing tone that helped ease the tension of the fast placed gameplay. The boss has some very nice attack patterns that keep the fight interesting. I think the individual art assets are well done but the player and enemy styles don't really match the style of the backgrounds very well. They don't feel like part of the same world and I think trying to stick to the same style for both would have helped, they are all individually nice to look at though! I found the 8 directional controls not a great fit for a game that required precise dashing so often, as I often needed in-between angles that were not possible to hit. 360 degrees of control would have felt better imo. I also struggled quite a bit with finding the lights to dash through and found it frustrating sometimes dashing around the level for ages while never finding one. It is not the most unique take on the theme, but it does have elements of spin. I loved the ripple effects after dashing with the player as well. Overall, I think this was a pretty fun game with some fun boss attacks and stages, solid music, and a nice feeling dash. Good luck with your next game!

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I finally know the proper etiquette for business luncheons, playing this game has changed my life and I will finally find gainful employment. My grandmother will be so proud of me.


What an enjoyable experience. Absolutely loved the lore and the emails from Middle Manager Bill, its very well written and genuinely funny, great work. You were able to create a whole world with 3 distinct characters in like 4 paragraphs which is sick. Such a interesting take on the theme too, the game is dripping with spin, well done. The aesthetic kicks ass, the music is gnarly and adds to the vibe tremendously, the sfx are great, the art style is super unique. I think you had a solid difficulty curve and found a nice balance between difficulty and fun. The main menu is great. I pretty much loved everything about this game lol, wish I had more constructive feedback but there's nothing really standing out to me that needs improvement. Some nitpicks are that it wasn't super clear what the big pineapple or fruit platter plates did, so maybe adding a short description of them into the controls section would be cool. The boss design is awesome and it was an interesting boss rush to "wine and dine" the Don, but maybe it would be cool to shmooze with some of his underlings before fighting him? But also maybe not, it was pretty interesting to develop my business relationship with Mr. Belphegor over time, so probably don't listen to me on that one. I thoroughly enjoyed my time with this game, excellent job everybody! Keep it up!!!

edit: +1 to adding multiplayer, and just caught the Lazy Susan Belphegor reference from another comment, super sick stuff

damn thank you so much for the comments, I really appreciate you noticing some of the depth of gameplay. I tried pretty hard to consider the risk/reward balance of the gameplay mechanics and its awesome to see you list them out. Thank you for playing!!!

It worked brotha, thanks for the info!


Absolutely love your take on the theme, the lasso is a super fun mechanic and the way the camera spins around the boss rather than panning side to side it a wonderful touch. The game has a sick and unique aesthetic, although I wish it was a bit more optimized as it used 100% of the GPU on my potato laptop. The schmoovement in this game is wonderful and its super fun to spin around the enemy and shoot at shit. The jump is perfectly floaty. I have a skill issue and couldn't get past the first boss but I might return and try again later cause it was really fun. One criticism is that the first half of the first boss there is no reason to use the lasso, its much more efficient to just stand in place and shoot the boss head on while jumping over his attacks. The second phase where he has armor makes you use the lasso which is good. It was also very frustrating to get hit by the orb attacks when they were outside my field of view, which happens frequently when you are spinning around and lose sight of them. This is a dope entry with great controls and you absolutely nailed the theme. Great job bro, keep it up!!!

Pretty fun little game, nice job dev(s)!! The first boss fight was had a really nice difficulty curve to it and felt challenging while still fun. The minimalistic platforms and backgrounds could have used some more detail but they worked fine in the game and didn't look out of place. The enemies had a really neat sci-fi vibe to them, and the player character is pretty cool looking. There were some nice bits of polish too, like the dust particle effects behind the player for example. I beat the first 3 bosses and had a good time doing so. I wish the spinning platform laser boss (the 4th one) had been completed because it was a really cool concept and the different platform movement for that level was a nice change of pace. For constructive criticism I would say: needs some background music to help with the tone, more detailed backgrounds/platforms, and I wish the defend button blocked attacks from all angles. I never used the defend button because it made more sense to just jump out of the way rather than position myself correctly to face the attack and block it. I enjoyed my playthrough with your game, keep up the good work!!

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Edit: Microsoft Edge was giving me the CRDOWNLOAD error, using Firefox the game works fine!!

I can't play your game unfortunately :( Tried to download it 3 times and each time it says the file type is CRDOWNLOAD, which after googling means it is an incomplete file or something? It seems like a really neat game too, wish it would load for me

Thank you!! Very nice to hear that, I worked quite a bit on it. There is a similar style animation for the death sequence and victory screen if you get there. Thank you for playing!

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Thanks for giving the game a chance and your thoughtful feedback!! Lol @ the panther thing, maybe he has the spirit of one inside him. And I hear you on the difficulty, its tough to find a balance after playing it so often. I made the fight quite a bit easier at one point but felt as though the game lost all it's magic and that it would be better to increase the difficulty back up. Very happy to hear you liked the music, the composer I worked with kicked ass and I will pass your kind words on to him. If you press 2 while in a battle you can skip to the second boss Medusa and listen to her track as well if you're interested. Thanks again for playing, appreciate you :)

edit: and glad to hear you liked the death animation I spent wayyy too long on it hahaha

I appreciate you taking the time to spell out your thought process and I respect you making the game you want to make. There's a lot I loved about your game: the art is breath taking (5/5 stars), the character designs are excellent, and the premise is very interesting. I hope my criticisms are not discouraging; I see a lot of potential with this game and your approach to games in general. Your ability to self-reflect is a great asset and obvious in your replies to comments. I've followed your profile on here to hopefully see your next project and play it :) Best of luck!

Cool game, nice work y'all!! I really enjoyed your level of polish on this one. There's so many nice little details like the stats that display after losing a run and being fired, or the upgrades in-between rounds. The frenzy attack was epic and made me laugh the first time I used it. I also loved the Manager's attack being foul language spit in your direction was a really nice touch. There's a lot of charm and personality in this game, and I enjoyed my time with it. One area for improvement is with the controls. Having a key re-binding option in the setting would have been awesome, I really struggled with having one hand responsible for WASD, Shift, and Space. I think if I could have re-mapped the dodge to right mouse click instead of shift I would have continued playing until I beat the game, but the frustration and physical discomfort of constantly having to press shift to dodge while moving around with one hand made me stop at the second boss. I also think the theme application could be a little bit stronger, as you did a nice job incorporating spin into the mechanics but the story/lore of the game don't really incorporate the idea of spin to me. That being said, I think you have a wonderfully polished game, with fun boss fights and some really nice personal touches. I enjoyed my playthrough. Great job and keep it up!!

Very interesting entry!! The art style is beautiful and I loved your use of dithering, how were you able to achieve that look? The hand drawn characters are lovely to look at and I enjoyed how much expression and personality is in each character. I enjoyed exploring this bizarre and surreal world you have envisioned. The aesthetic of this game is wonderful. That being said, the gameplay portion really didn't hit for me. There was far too much text to read through, and the vast majority of it only made me more confused. The tutorial section was throwing random numbers and technical terms at me with reckless abandon, and I found myself more confused after completing it than I was before. I think the premise of drilling down into the Earth's core to reverse its spin and erase the woes of humanity is a really neat idea, but the dialogue gets so lost in the weeds that it doesn't really develop on the idea. I was absolutely clueless in combat and didn't like how sometimes my choice were ???? or ???? A lot of the drill mechanics and RPM stuff seems shoehorned in to fit the theme, and it feels like they exist not develop the plot but to meet theme requirements. I think this entry would have benefitted from a bit more time planning out the story before development and time spent incorporating the theme into the story in a more organic way. That being said, I think your illustrations are wonderful, and I loved how unique your idea was. I hope you continue to make games and grow as a game developer, your ideas have a lot of potential. Nice work and good luck!!

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This was a delightful playthrough, excellent job!! The art style is stunning and captures 80s exercise video perfectly. The character models are great and each boss has a distinct personality with captivating introductions/dialogues. I especially loved hydration man and his surfing backflip on the exercise bike. The different spinning border things in containing your player sphere thing were a nice touch and added to the individuality of each boss nicely. The writing is solid and does a good job of being silly/satirical without stepping into cringe territory. I laughed a handful of times. The intro cutscene is fun and introduces the player's scenario without overstaying it's welcome, nice job. 

I found the gameplay itself a bit frustrating for a few reasons. The biggest one was the lack of visual contrast between the player, the bullets, and the environment. It can be quite difficult to follow all moving objects on screen at certain points. I also wish the bullets had a consistent style throughout the levels; sometimes they are outlined, sometimes they are brightly colored, sometimes they are spheres in the same shape as the health powerups. It makes for a confusing experience at times, and a more consistent bullet scheme (e.g. always outlined, always a certain color scheme, etc) across each level would help imo. There were some other gameplay bugs as well, such as glitching out of the player boundary on the second level. I really appreciate the auto-scroll feature, and likely would have stopped playing during the second boss without it. That being said I had a great time playing through this game and really enjoyed some of the humourous moments, the NL animations in the title screen and the easter egg bosses in the last level are some standouts.

 Overall, this is a beautiful entry with lots of fun moments and a super cool take on the theme, that maybe could have benefited from more visual clarity and some fine tuning of the gameplay. Awesome entry!!

Thank you for the kind words and valuable feedback, much appreciated! The first boss I spent 3 weeks on and the last boss was less than a week so that is why Medusa has so few attack patterns lol.  The first boss gets super chaotic at the end and is probably a bit too punishing, it was tricky to find the right balance of difficulty, especially after replaying it some many times during development. The petrifying laser idea is a great one, would have been a nice bit of lore to add to her character and spinning her signature petrifying gaze back onto her to finish the fight would have been pretty neat. And yeah, I wanted the victory animation to show the character saving themselves from the death animation but I clearly did not present that well haha, disabling the restart for that scene would have fixed the issue I think. Thanks again!!

Wow what a delightful experience, excellent job everybody!! Y'all absolutely nailed the theme, the spinny meter mechanic is awesome and fits perfectly. The slight variations in the meters for AOE, basic or 6 shooter attacks were a nice touch. The art style is amazing and super unique, I love it. The story is a nice balance of silly fun and semi-serious darker themes and the dialogue is great and made me chuckle a couple times. There's so many nice visual elements like the gears in the background or the dark spinny particle effects on the 3rd boss or the background shadows of the 2d sprites that add a ton to the overall world feel.  I did find the combat a bit frustrating at times. I'm not sure if the S.P.I.D.E.R. fight was supposed to have a defensive spin meter when it attacked (like Kevin and the 3rd boss do) but it was pretty confusing that it didn't. Similarly, the 3rd boss occiaionally had a defensive spin meter, but not always? And sometimes it would restore its health out of no where? The chandelier was a cool environmental hazard element to add, but it felt like a waste of a turn to use it in the boss fight instead of AOE or 6 shooter or Defend. I wish there had been a bit more feedback/instruction on why certain elements of these fights were happening so that as a player I can figure out the solution to the issue. That being said I really enjoyed my time with the game and I think you all created a beautiful and engaging game, that is 5/5 stars for theme application and would be fun on its own outside of a jam submission. Superb entry!!!

Thanks for playing and the feedback!! Nice to hear you liked the fate animations, I spent wayyy too long on them lol. You're absolutely right about Medusa, that whole fight is super scuffed, I didn't really spend anytime balancing that fight and just wanted to get it in the game before the deadline xD. And you're the second person with the end cutscene issue, I definitely should have disabled restarting there.

As far as the theme, it is definitely a bit of an abstract interpretation. I used the definition of spin as "to draw out and twist fiber into yarn or thread" in the fate cutscenes with the main character, and the definition of "to plunge helplessly and out of control" as the lore of Dante falling through the circles of hell. But I can see that being a bit of a reach hahah. The main character's spin attack and the confused star animation on enemies were the more concrete theme applications.

Great job team!!! The pixel art is really nice, the grievance cover pic goes hard and the background environments and characters are very well detailed and interesting. You nailed the perspective on foreground and background and the scenes have real depth to them. I wish the projectiles matched the aesthetic of the rest of the scene a bit more, I found them to be a little too "retro" to fit the rest of the assets but they do have good contrast with the background so that is a positive. The music is solid and the characters are pretty well written, I enjoyed the intro dialogue sequences. I really struggled with the gameplay unfortunately, and could not do more than a quarter of the first boss' health bar in damage in 6 or 7 attempts. I think his attacks are not spaced out enough and the knockback lasts for too long so if you are hit by one attack sequence it often puts you in a bad position so that when the knockback ends you are in real danger of being hit again. Also, the jump having a fixed height made it near impossible to reflect the blue bullets if they were too low or too high since the jump just went a certain height every time. That being said, I enjoyed the world building you all did: the characters had strong visual identities and personalities developed through dialogue, and the backgrounds had great detail and composition. Nice entry, and keep it up!!

Thank you!! Glad you found some charm in my un-artistic art :) Yeah, the first boss gets a bit chaotic lmao, and the Medusa boss didn't get enough love with balancing. The ending screen seems to be an issue for others too, that's my bad, I wanted to have the victory animation start as the death one and then switch halfway through, but I really should have disabled restarting during that time. Appreciate you playing and the feedback!

Just tried resetting and same issue, Stickman Labyrinth 1-5 are already unlocked at game start

Really cool premise!! I've seen a couple hard drive password hunt style games but I really loved you take on it with the different minigames that you made as a younger dev. The writing is solid and invokes emotion, and I liked the "raw" feel of the desktop screensaver. Unfortunately, I ran into a bug on the web build (I seem to be the only one who did after reading the other comments) where all the stickman labyrinth games were already unlocked. I downloaded the walkthrough and its instructions don't line up with my gameplay, as stickman 2 was already unlocked, there were no torches in the game just a blank maze in the same style as stickman 1, and there was no race to freedom second stage for me. Maybe I messed something up but I followed the walkthrough as is. I thought you did a great job building the feel of the game and the premise is super interesting and tugs at the heartstrings a bit. I think some more sfx or background music would have taken it to the next level. Nice work!!

Thanks for playing!! And yeah there's definitely an unhealthy amount of jank lol, the movement and collisions could use a good deal of polish.

Very neat little game, I quite enjoyed my playthrough! I was expecting Dad's secrets to be dark and twisted and it was a pleasant surprise that he was more of a James Bond than a Jeffrey Dahmer. Super unique take on the theme. The gameplay was different and a fun little puzzle to solve, even if it wasn't too difficult or time consuming. The background music was a bop, and the aesthetic of the scene is very nice, the limited color palette works very well here. There was an issue with the game window size and I had to use the browser horizontal scroll bars to see different parts of the scene which was a bit annoying. I think a more fleshed out story would help take this game to the next level, but overall I had an enjoyable time with this game. Great entry!!

Really neat game, great work! You did a great job building a world that felt alive and real even with a very small amount of pixels. I felt invested in the characters and the writing is solid, it always felt realistic and purposeful, without filler fluff. The gameplay loop was cool and I really enjoyed snooping around the facility trying to figure out our escape. Finding loot in chests was always entertaining and the random battles were a nice touch to spice things up (even if they were very easy with a couple pieces of equipment). I really enjoyed how the player is thrown right into the game and must figure out everything for themselves, it felt like a very good fit with the theme/setting. My only real gripe with the game was with the movement, I found it wayyy too slow, and it was frustrating with the all backtracking that is necessary in this exploration style game. And the beep sound effect that plays every player step was very grating after a while. I played enough to get 3 party members and speak to the doc about the infection but stopped shortly after due to the annoyance of the movement. Which is too bad because I loved everything else about the game and would happily have spent the time to complete it otherwise. Overall, I tihnk this is a really solid entry with a clear vision and theming. Great job!

cute game, great sketches and music! nice job!

Thank you for the feedback and playing!! Glad to hear you liked the art and dash. There's definitely a lot of immersion breaking bugs that need addressing. Unfortunately, we struggled a lot with integrating wwise into gamemaker so the final audio result isn't what we had envisioned. But we do plan to fix a lot of these issues and re-do the audio using fmod so hopefully the game ends up in a more enjoyable state.

fun little game, cool gameloop for the short time frame. and you're a Spartan Warrior for doing any amount of coding with screen keyboard and mouse lmao.