This game is really nice to play, and the music adds a cozy atmosphere that fits the concept well. The mechanics work smoothly, and the core idea of experimenting with ingredients already feels engaging. Even in this first iteration, there’s a lot of potential — especially if you later expand the recipes or add more visual feedback for the results. A strong start with plenty of room to grow!
Berryra
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The aesthetic reminds me of Minecraft, and the character design feels similar to a mix between Fireboy and Watergirl. Based on what I’ve seen and what other players mentioned, the gameplay can be a bit confusing, with issues like being able to walk off the screen or missing collision. It seems like the core player movement is already set up, so focusing on improving the environment design and refining the gameplay would make the experience much stronger. There’s a solid base to build on with more polish.
In this third iteration, you’ve added some great improvements. The new enemies and interactions make the game feel more engaging, and the updated combat and attack styles add depth to the experience. The wall collision issue is still noticeable, but once that’s fixed, the overall gameplay will feel much smoother. Nice progress so far!
This game was really funny, and even though I never ended up beating the level, I still had fun playing it. I think it could use a bit more polishing and refining — with smoother movement or clearer platforming, it would feel even better. The core idea is great, though, and I like the creativity behind rescuing an ex–professional frisbee player. With a bit more tweaking, this could become a really solid prototype.
I’ve seen this game progress, and it’s really impressive. The aesthetic is great, and I like how items look once they’re picked up and placed. I also appreciate the recipe book — it adds helpful guidance. While I wasn’t entirely sure about all the changes from the previous version, I did notice that the pasta part still seems buggy and we can’t do anything there. Even so, the click-and-play mechanic works really well; it’s simple but engaging. One suggestion might be to show the completed sauce visually instead of just in text, as that could provide clearer feedback. Overall, you’ve put in a lot of work, and it shows — the game looks and feels very polished.
I really like the audio and the art in this game — they work really well together and create a fun, spooky atmosphere. The character outfits you can choose look great, but the game feels a bit short, and being able to only pick two items makes the gameplay feel limited. One idea could be to add interactive elements, like a ghost carrying an accessory that players can grab, to give more depth and engagement. Overall, it’s a really good work, and there’s a lot of potential to expand on the gameplay while keeping the charming aesthetic.
I really like this game — it works really well, and the mechanics are clear and intuitive. It reminds me a bit of Hill Climb Racing, which I also wasn’t great at, so I definitely understand that it’s a skill-based challenge. The way the game handles gravity and momentum makes it tricky but in a really satisfying way, and I think that aspect is executed perfectly. It’s a solid foundation, and with added levels, sounds, or end-goal targets, it could be even more engaging.
I didn’t realize we were supposed to collect the platforms as they fell, so I kept getting stuck at the end. After asking, it made a lot more sense — maybe a small hint beforehand would help new players understand that mechanic. That said, this game is really impressive and keeps getting better with each version. I love how you’ve added something new each time, whether it’s mechanics, visuals, or challenges. While my favorite part of the first game was the camera movement, I still really enjoyed this final version and the way the last level brought everything together. Thanks for creating such an amazing experience!
I keep coming back to this game every time, and it’s amazing to see how much it improves with each showcase. It feels like I’m playing a new level every time, and the mechanics keep getting more engaging and challenging. I really love the addition of the clown hat for the player who dies first — it adds a funny and playful touch that makes even failing enjoyable. The dual-character controls and gravity/flipped zones make the puzzles feel more complex and rewarding, and I appreciate the effort that went into refining wall jumps and level design. Overall, it’s a lot of fun and keeps getting better!
I’ve seen this game in each showcase, and it’s been amazing to watch how much it has grown and polished over time. The art, gameplay, and music all come together really well, creating a cohesive and immersive experience. I especially love how the cards and colours are coordinated — it makes the mechanics easy to understand while still feeling visually appealing. Overall, you’ve done an excellent job refining both the visual design and the gameplay loop, and the game feels really engaging and fun to play.
This game is really fun once you get the hang of the timing and dodging — it develops a nice rhythm that makes each round satisfying. The art and mechanics are clear and easy to understand, which makes the gameplay approachable. I think adding upgrades or multiple levels with different attack patterns could make it even more engaging. It would also be really cool to have a level where, after defeating all the stages, the player becomes the Pumpkin King and fights as the pumpkin — that could add a fun twist to the game!
I really love the creativity in your games — the art, mechanics, and ideas are all really fun. The ground pound and bounce mechanics feel unique and give the platforming a fresh twist. I got a little stuck at the jumping parts, but I can see how skill and timing play a big role, and watching others navigate it helped me understand it better. The story aspect makes the game feel more engaging, and the levels with new obstacles and challenges kept it interesting. Overall, the combination of cute graphics, multiple mechanics, and thoughtful level design makes this a really enjoyable experience.
The aesthetic is really beautiful, and the visual improvements in this version make the game feel much more polished. The addition of a tutorial screen also helped a lot, makes the mechanics more clear.
There’s also a lot of room to keep expanding the mechanics, which is a good thing — the concept has so much potential for new ingredients, recipes, and challenges as development continues. Overall, this update shows strong progress both visually and in gameplay.
I usually struggle with rhythm-based games, so I kept getting defeated pretty quickly, but the artwork is really well done. The nostalgic art style fits the concept perfectly and makes the game instantly appealing. Even though rhythm games aren’t my strong suit, I can still appreciate the timing-based system — it just felt a bit confusing for me to follow at first. Clearer visual cues or a short tutorial might help new players like me get the hang of the rhythm more easily.
I really love the aesthetics and the music — they fit the theme perfectly and create a nostalgic atmosphere. The gameplay is also very fun, and it actually reminded me of the Pokémon games I used to play, which made it feel familiar in a good way. The core mechanics are straightforward and easy to understand, and the bullet-hell style segments during enemy turns add a nice layer of action and tension. Overall, it’s a strong prototype with a great mix of turn-based strategy and active dodging.
This game is really well done, just like the previous version. The added gravity mechanics are especially cool — they create a unique challenge and add a fresh layer of complexity to the platforming. The red timed-death zones were also a smart addition, and they made the level feel both tense and fun to play. Overall, the new mechanics blend together nicely and make the gameplay feel more dynamic and engaging.
Because there weren’t any instructions, I found it difficult to properly play the game and understand the controls. This is definitely a game that would benefit from a brief tutorial or an on-screen guide, especially since the mechanics seem fast-paced and skill-based. The art style looks great — the pixel aesthetic is really strong and gives a clear sense of what the game is going for. I also had trouble jumping high enough to reach platforms, so clarifying the controls or adjusting the jump mechanics might help with playability.
The game has a really cute and charming aesthetic, and it’s clear that you’ve put a lot of thought into the visual style and overall concept. Even though this version isn’t fully playable, it’s still great to see how the potion-making mechanics are beginning to take shape. Including the controls in your description was very helpful, especially since there aren’t many in-game instructions at this stage. Overall, the foundation shows a lot of potential, and the visual direction is already very strong.
This game was really well-developed and engaging. The hints were easy to follow, which made it a smooth and enjoyable introduction to the mechanics. As a first chapter, it works effectively to help the player understand how the game functions.
For future chapters, you could consider adding more intricate or challenging puzzles to build on this foundation and increase the sense of progression. The theme and aesthetic are very strong, and there’s a lot of potential to expand on them as the game grows. Great work!
