Thanky so much! Glad you enjoyed
8BitLlama
Creator of
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Edit: The full version of the game is here!
https://8bitllama.itch.io/bakescapery
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Hello all! Working on the full version now, thank you all for the amazing feedback so far! This is my first ever point and click game, so it's a learning process!
One thing I'll definitely do is expand the click detection by a bit, to allow some margin for error. Not all screens are the same size of course :)
Please continue to provide suggestions if you have any!
Hello! I participated in the first ever Tiny RPG Studio Jam. Here are some of my thoughts and feedback about the engine :)
First off, I already LOVE the existing variable system. Of course the map editor, enemies, and NPCs are the most essential part of an RPG studio, but the variable system adds a lot of possibilities as it is. It's great how the variables interact with every other aspect of the engine (switches, doors, dialogue, and killing enemies).
I already see others talking about a sprite/tile editor, and I agree this would add a lot. Do you know the game engine Bitsy? I can imagine an editor similar to that. It could even still have a limited colour palette, if having the whole colour wheel would be too much.
Coming at this from a puzzle perspective (I love puzzle games :) ), these things would multiply the puzzle possibilities:
- More than one switch/door per scene
- You can already have one door with two switches, or two doors with one switch, but these are always inseparably linked. It would be nice if, for instance, this is possible: Switch 1 opens Door A and Door B; and Switch 2 opens ONLY Door B.
- Sometimes it would be nice if the switches and doors displayed the colour of their variable (ie, purple door is clearly connected to purple switch). But other times not. So this could be an option.
- This is my top recommendation: things that are initially on/open, but toggle close. When I made my game, I wanted "you lose" to literally close the door to the end. I thought of an alternative, in which "you lose" opened the door of an overpowered boss, but that was too unpredictable. It would be cool if speaking to someone or pulling a switch could close a door.
Finally a quality-of-life thing. I would prefer a non-anti-alias (aliased?) pixel font over the current one, which could be a strain to read at times. Maybe this could be an option?
Anyways, these are totally just suggestions, do with them what you will! If I think of anything else, I'll add it here.
Do you plan on hosting another jam? I'd definitely be down to participate again!
Hi! It was really my pleasure. I love finding new, small game engines. I definitely find that limitation fuels creativity :) I'm really happy to see that your engine is taking off!
I would be happy to provide some feedback. I'll write in the forum on the itch page of the engine itself so that it can become part of the conversation there!
Wow, this was unexpectedly thought-provoking. I began the game siding with the outsiders (maybe because this is the common language of RPGs: you begin among the "good guys" and then venture out towards the "enemies"), but a bit uneasy from the almost propagandistic vibe. My perspective flipped almost completely by the end. And yet, do I still feel like some of the outsiders had good points? Are the Praesentes indeed a bit naïve (or wilfully ignorant)?
TLDR: There are two wolves inside me.




















