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Matt Chandler

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A member registered Nov 03, 2020 · View creator page →

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No worries my friend, puzzle games are the hardest for jams since they're so difficult to playtest! 

I would suggest changing level 2 to a series of rooms, with the first few having a single piano in, and then the final room can be two pianos.   I think that would make it much easier to teach the player what they do, because right now you don't get any feedback unless both pianos are on the right key.

This is a great interpretation of the theme!  This game has excellent sound design, and I love how the visuals are very simple to keep the sound the main focus.  

I think the one thing this game needs is a little more clarity.  I was able to figure out how to use the instruments except for the piano, which is troublesome since it's the first one.  Level 2 I passed both last night and today while testing and I never figured out why the piano unlocked the door.  I just mashed and eventually it worked.

Awesome job!

I love the ambiance of this game!  You have excellent sounds and pixel art, this game is cute and super charming.  

The one thing I think this game needs right now is a little more clarity.  Something to signpost the fish stall and the player house to set them apart from the other houses would be good.  I had to redo day one 3 times because when I would get back to the house I'd be presented with the two options of main menu and retry.  You have a good tutorial walking up to the fishing spot that does point out the stall to sell the fish, but when I had walked up to it the first time I didn't see a prompt or anything.  Once I successfully sold my fish I was able to progress to day 2.   The fishing mini game is tough to get down as well.  I had a hard time keeping my eye on the fish and the bar to time correctly, but once I stopped trying to look and the fish and just listened for whether or not it was making the sound the game was much easier.  

Excellent job, I'd love to see this expanded!

I like the visuals of this game, especially when the colors change the the sine wave becomes more prominent!  I think you've got a good start to a game here.  The only pieces of feedback I have for you at this point is I would speed up the pace of the game.  Make the items show up more frequently and the sine wave start sooner.  I would also challenge you for your next project to start adding sound effects as soon as you can.  Even just a temporary beep because it's easier to replace a sound already implemented than go back and try to implement sound later.  Sound is the most bang for your buck you can get when it comes to game feel and even a generic sound that doesn't quite fit is often better than silence.

Awesome job!

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This is a really excellent interpretation of the theme, especially considering GitHub is hosting it!  This game is really tough, but you give great feedback on the game over screen about what you did wrong.  Not every game can be for everyone and I feel like non-programmers would really struggle with this game especially since it lacks a tutorial, but the result is a really stressful and familiar experience for those who get it.  Being able to choose a language your familiar with is also a really great touch.

I think my biggest piece of feedback is the game needs a tutorial where the player can learn to play without being put on a time crunch.  Maybe a training day!  Also some corporate approved music would go a long way.

Awesome job!

This game is really fun! I like how unique your powerups are, especially the one that gives you allies and the ones that come with drawbacks as well.  You've got great juice and game feel, awesome sounds and visual effects, as well as screen shake and a really reactive UI.  I particularly like how the bullets drop when you use your ammo.   Sounds being different in slowed time is a wonderful detail, as well as the addition of a little music.  You've got good enemy variety, and the red enemies that ram you really force you to use the time slow mechanic.  

Two pieces of feedback from me:  I think the normal gameplay should have some kind of music track.  The majority of the damage I took as well were also at the start of a round where the game would freeze for a few seconds, and suddenly I'm surrounded by enemies, usually already been hit by the red rammer.  I can only make assumptions since I didn't make the game, but I wonder if spawning all the enemies at once at the start of a wave is causing the game to hitch.  If you haven't already, I'd look into using an object pooling system for the enemies.  Rather than spawning them and destroying enemies, the game would load them all and hide them up front.  When you need an enemy, the game unhides them, and when they are destroyed the game hides them and puts them back into the pool to reuse.  When you need objects to be spawned and destroyed often like in this game that can really help performance. 

Awesome job!

This is a great little puzzle game, with wonderful art and sounds!  I really love how juicy the game is, everything has a great sound and the way the tiles react when placing one down is super satisfying!  There's a lot of strategy here to learn if you're going for a high score.  I really like how the tree will turn into a log rather than disappear to let you reuse the tile as a reward for good planning.

I think the only thing this game needs is a cute song to play!  

Awesome job.

This was a fun game to play, with a cool theme.  The pixel art is excellent with the monsters in particularly looking really awesome.  Killing enemies is satisfying with great visual and sound effects.  Once I saw one of the powerups was increased exp I knew I just had to risk-reward roll it every time I see it and level up faster, and I had a lot of fun before my light got big enough to trivialize the game. 

At first the game seemed really hard, but after getting the explosion powerup it becomes much more manageable.  It feels like the explosion upgrade may be required to get past only a couple minutes.  I found a little bit of a bug, when your light becomes large enough you cannot aim it anymore, it's set at a fixed direction.  When it's this large there is a blind spot on the side of the screen where you can't hit enemies.  You can start seeing this surprisingly early with the Q power.


Awesome job!

I'll give your game a go tonight!  We're only 6 ratings off the median ourselves and would love more feedback!


https://itch.io/jam/game-off-2025/rate/4082506

This is a really impressive puzzle game, fluid simulations alone are a nightmare but you have a lot of systems interacting and working well!  You've clean pixel art and satisfying menus, I particularly liked the different sounds for menu-ing up and down.   I had a lot of fun trying to solve the puzzles using as few resources as possible.

Some feedback: I think the retry option should respawn the player faster.  You've got a great animation and sound for the retry, but I think I would have rather got back into the action a couple seconds quicker.  I got stuck quite a bit on level 4 and had to retry a lot.  Level 4 seems pretty RNG dependent on how the grains of sand fall after you burn the wood.  Each time I did (I believe) pretty much the exact same inputs and got different results.  The duck would get stuck if too many grains of sand ended up on the side, sometimes stuck on only just one.  However after a few attempts everything fell just right and I was able to beat the level.  I feel like this might just be a necessary evil of having such a dynamic puzzle game though, I'm not sure how I would go about fixing it.

Awesome job!

I love this take on the theme, making a game about trying to avoid a microwave drying out food is so funny.  I really love how the UI is animated, and clicking on the radio to toggle the music is great.  The music is also a real jam!  

Two pieces of feedback from me: When you get a game over and restart, I wish the music didn't restart!    The moisture, resistance, and volume stats for each food make sense in theory when I'm reading about it, but when playing the game I was never quite sure if the food was going to dry out or not.  It seems like the system totally works and maybe you intended for there to be even more, but I think the system needs a little more clarity in game.  Though I can also see how the player being unsure and the result being a little chaotic could be the intended feeling.

Awesome job!

This is a really fun puzzle game!  I love the minimalist art style, and you have great animations and visual effects for pretty much every action the player can take.  Your in game tutorial is awesome, and I had a blast trying to get the optional stars!

A few pieces of feedback:  I think the tutorial room teaching you the shockwave could be worded a little differently.  I thought the message about shockwaves being created when you fall 2x your jump height meant that when you land, you can then jump 2x as high.  I spent a while in that room trying to get the high jump to work before realizing that's not what it meant.  

You've got great juice when it comes to art and sound, but this game is BEGGING for a pinch of screen shake when you cause a shockwave to really sell the effect.  

I think this jump in particular is really tough, especially if you miss it you probably need to restart the level.  You do seem to have some coyote time and jump input buffering, but they act either inconsistently or don't behave how I would expect.  An adjustment to the coyote time should solve this jump issue.  

Excellent job!

This is a very well designed and executed game!  It feels like a feature complete mini game with the correct amount of polish, great art, and charming music, and great game feel.  The mechanics are simple and it really lets you get in the flow state.  You've got a really great difficulty curve with each level adding new mechanics, I was pleasantly surprised when you could start choosing the track you proceed on.

I think the only real feedback I have is that you should be able to restart the level with the space bar after you fail.  

Incredible job!

This is a really juicy game!  Great screenshake and sounds!  You've got a nice simple core loop and you made it fun.

One small thing I think would make this game a little better is sound effect variation!   When a common action is going to be repeated often, I try to have 2 or 3 different variations of the effect play at random.  However even if you only have one a nice trick to increase variety is to slightly modify the pitch by a random amount, most tools will let you do this!  I like to start at .95 - 1.05 of the pitch and see how that feels for the particular effect and adjust from there.  The slight variation helps the player not notice it's the same one or few sounds over and over again and makes the game feel a lot better even if they don't notice it consciously.


Great job!

It's clear a lot of love went into this game, especially since you made every part of it during the jam.     It's very immersive with excellent polish and great art and music.  Voice acting really stands out in a jam as well.  The mini games work great and feel immersive, with a particular shout of to the Morse Code game.  Having to type the message yourself slowly letter by letter is wonderfully suspenseful.  Transition between having the side view of the whole light house on and off is satisfying as well I toggled it a few times just for fun.  I really loved the small pieces of dialogue that would happen outside of a conversation like burning the food.

Since this is an extremely polished experience already, I'm going to give much pickier feedback than usual and more of it.  Ya'll got full marks from me, these are just some bolts I think could be tightened to push it over the top.

This game is incredibly immersive, but the loading screens actually broke that immersion for me eachtime.  They're excellent loading screens, but I would consider something like a fade to black, black loading screen, fade back in when going to and from a mini game.

The target phrase box in the Morse Code mini game is really hard to see.   The book on the left showing the alphabet is MUCH more eye catching and my attention was immediately drawn there.  I spent at least a minute wondering if I should be hearing the beeps or trying to spell out words before I even noticed the target phrase.  

The controls for the gear mini game:  Right now you click to pick up a gear and click to place it.  I would change it to holding the mouse button down to pick up the gear and releasing to drop it.  This is what I intuitively thought it would be and it matches the kitchen mini game.

The cooking mini game felt overwhelming.  I think it would be a great idea to have a small cooking section on the first day with a much simpler recipe and without time restrictions.  It can frustrate a player if they have to learn a mechanic while also being timed on it's execution.  You also have to click into the book spending some seconds to look at the recipe.  I also wasn't sure if after the food was burned if you were supposed to start all the way over?  This is a well made mini game it just needs a bit more clarity.  

Maybe an autosave system?  This one is maybe a bigger ask if you don't have save slots but you do have a save system.  I was playing the windows build and the third time I burnt the food my game crashed.  I remembered seeing a continue button on the home screen and was sad when it didn't let me resume prior to the crash.  I didn't realize that I had to manually save, even though that's a reasonable expectation.

And finally check the below screenshot.  Navigating the bedroom stairs has some awkwardness.  When you go up the stairs from below the player character is put in the corner above the stairs.  I pressed S and D together to try and walk diagonally down but since I hit S I was sent down the stairs.  This happened multiple times.  I would move where the player spawns to the red circle to make this a bit better.    

Exceptional work! I look forward to seeing what ya'll make next. 





The visual presentation for this game is really fantastic!  Everything being outlined by chromatic aberration is a really cool choice, and I love how everything shakes and colors only fill in when you're nearby.   I feel like there's a lot of depth already when it comes to how you use your abilities.  I really liked how the settings menu tilted back and forth as well.

If you continue working on this game, I think the biggest thing that will help it is adding sound effects.  Sound effects is the biggest bang for your buck you can get when it comes to game feel.  A really satisfying sound effect when parrying an attack will improve the feel so much.  I really love the art style for this game, but I think some tweaks need to be made to improve clarity.  I had a hard time seeing the enemies and especially their attacks so blocking was really tough. 

You've got a killer base here, just need to juice it up and you got something great.  Awesome job!

Rage games are really hard to give feedback for, since so much of what I would suggest probably goes against the spirit of a rage game.  What's for certain though is this game has a TON of personality.  I love all the pixel art and hand drawn text.  Two languages is a really great as well.  I'm unfamiliar with the game you were trying to remake, but I assume the classic level is supposed to be the original level design.  That seems like a fantastic way to prototype before making your own.

The one thing I would suggest is to look into including sounds!  Sound effects are the most bang for your buck you'll ever get when it comes to game feel.  Having a sound when you die, or a sound effect for traffic while the cars are moving would go a long way!

Awesome job!

This is a really fun entry with a lot of great quality of life polish!  You've got a great tutorial and fast mode helps the game so much.  I love the pixel art and the theming, an aquatic tower defense is charming.  I really appreciated how the music dynamically changes when you hit the start button that's a great piece of polish.  You seem to have a good difficulty curve as well.  At one point I started slacking just to see how much I could get away with and in one particular round I ended up losing most of my health. 

I think my only two pieces of feedback for you are I would consider incentivizing the player to alter the trash path into certain spots.  The mechanic of moving the path is really cool and I would love to see it used more.  I'd also potentially look into increasing the variety of the sound effects.

Amazing job!

This is a really excellent entry, one of my favorites.  After the ending I want more of it.  I played it with headphone on and the ambiance is really great, walking around the second part is very unsettling.  Having the audio settings be on the main menu is a great choice.  Puzzle games are really tough to do for jams, but the in game hint system plus the answer on your GitHub allows everyone to see the whole thing.   Making the radio system work just in Unity rather than use a 3rd party tool like FMOD or Wwise is one hell of a job too awesome work. 

I think the only thing this game really needs right now is a tutorial for the controls.  I didn't read the game page first before playing so it took me a while to get the controls down, but even longer to figure out how to enter the numbers.  I first tried the number pad on my keyboard, followed by trying to tune to those frequencies.  It didn't even occur to me to try the top numbers for a long time.  I also may have bugged out the whispers in the second part.  At the main menu I toyed around with the volume settings, and when I got to the forest section I couldn't hear whispers.  It was only after reading the hints that I went back into the settings, adjusted the volume and I could hear them again.  

Excellent job I look forward to seeing what else you make!

Pale Broadcast looks really cool!  I'll give it some feedback tomorrow.  We'd love more feedback on our game as well!

https://itch.io/jam/game-off-2025/rate/4082506

This is a really cool game, I love the idea of timing gameplay to what value a curve currently is!  You've got excellent pixel art, great music, and cool theming!

This game is very difficult in my experience.  Level 2 I was stuck on for quite a while and it only got harder from there.  Once I thought I was in the clear the spikes after the door lever got me and I struggled for a bit more.  I think it's tough to try and look at the corner of the screen for the wave state and control your character at the same time.  It would help if you could see the wave near the player, or maybe there was a noise where the pitch was dependent on the wave state so you could hear it and not have to look.  That may be difficult with having two separate functions though.   I also think radios should last longer, you kind of need perfect execution to get through obstacles before they time out.   This is all stuff that can get ironed out through playtesting, you've got a really solid core here!

Awesome job!

We'd love more feedback on ours!  I'll play your game tonight.

https://itch.io/jam/game-off-2025/rate/4082506

This game is a lot of fun!  I spent about two hours trying to optimize my laser.  This game has great visuals and awesome music, and a functional tutorial for a jam is impressive!

The biggest piece of feedback I have is the player needs to be placing the lenses more often, and I think destroying a placed lenses should refund at least part of its cost.  I placed down a lot of mirrors only to find out they weren't quite right, but destroying them would be a waste.  I only destroyed ones that were actively harming my setup.  I played the game for so long because I was enjoying myself, but if you juice and polish it just a bit more you have an absolutely banger game.

Full marks from me, great job!



I really like the sound choices for this game, they're all goofy and have great personality.  Shout out specifically to the dinosaur's roar and the bonk sound when you hit someone in the city level, as well as the string music. I really like the skybox in the mushroom level as well.

A couple suggestions if you keep working on this game:  I think the T-rex is very difficult.  It took me a ton of tries to get past the mushroom level.  If it sees you your only option seems to be running all the way back to the start and waiting for it to move, and even then it might still be in a spot where it can see you.  The mushroom level being first person and the city level being third person also through me for a loop.  I feel like it'd probably be best to commit to one style, but maybe shifting gameplay prospective was really what you were going for. 

Awesome job!

We'd love more feedback on ours! Very happy we can now rate any game we want. 


https://itch.io/jam/game-off-2025/rate/4082506

I like the vibes of this game, the music is fun and I love the texture of the hand drawn creatures!

Since you're going to continue working on this game, I would look into adding both jump input buffering and coyote time.  These are two invisible features that makes platformers feel a lot better.  Right now if you're just a tad late on the jump input off a ledge your double jump gets eaten.  Most of the jumps up high require the double jump, so that means you're falling a pretty far way afterwards.  

I'd also take a look at the clarity in the level design.  I assume a lot of it is temporary, but sometimes the black trees in the parallax scrolling can look like platforms and I tried to jump on it once.  I'd also take a look at the screenshot below.  I wouldn't assume that the red area is a space I could jump too.  You did put a heart pickup there which clued me into it, but later on to the left of this there's another brown wall that I believe is the same color.  I tried to jump into it and it didn't work.

Awesome job!

I really like the direction of making a puzzle game about waves!  Puzzle games are incredibly difficult to make during a jam since they require so much play testing to tune, but I think you're off to a great start with this one.  You've got good mechanics, great vibes with the music, and good quality of life features like the skip level button and fast one button level reset.  

I think the biggest thing that would improve this game is an adjustment to the controls.  I think that you should use A and D for both movement and aiming the wave since the character is locked in place while aiming anyway.  I would also include a key to cancel aiming a wave once you start.  I would often unconsciously tap space bar to jump and trigger the aiming.

Awesome job!  

We'd love more feedback on our game!  I'll play yours as well!

https://nanocomputer.itch.io/mecha-resonance

Thank you for the kind words and the feedback! 

You're correct getting the super wave requires blocking the blue and green attacks with the correct shield.  It gives you one use of the Boss's big red attack.   It definitely needed to be tutorialized!  

Ill download and give feedback to the games in this thread tomorrow when im on a flight!  We'd really love feedback on ours too!

https://nanocomputer.itch.io/mecha-resonance

Hey friends! Please give me some download only games to play and provide feedback!  I have a long flight tomorrow so I'd love to load up my laptop.  During these jams games that need to be downloaded get less attention, and its especially tough with the purely random rating for this jam.

My teams game is download only as well and any feedback is greatly appreciated!

https://nanocomputer.itch.io/mecha-resonance

I'm really impressed with this game, its got a ton of charm!  It's unfinished currently, but it seems like the core of the game is done and you'll be able to add the rest.  The fourth wall breaking message for the end seems to fit the story.  You have multiple working mini games, and you captured the vibe of Windows XP immaculately.  I really appreciate the little details like the time matching your computer.  You've got a ton of different expressive sprites for Mizuko, and the writing is really great.  I hope you finish this so I can read the rest!

Two pieces of feedback:  This game definitely needs the sound bug fixed.  A good soundtrack and some sound effects will really help sell the experience, especially when it gets glitchy.  When there are new messages received as well I would consider scrolling to the bottom of the text screen automatically as well rather than the player having to scroll for every message. 

Excellent showing, I hope you continue to work on this!

This is a really excellent submission.  I'm not sure I would have ever thought of this interpretation and I have no idea how I would program it.  This feels almost like rage bait snake where the effect messes up your timing and you just keep missing the point.  I feel like you're just one vibe song and a little juice away from having a unique bite sized game anyone can play. 

Awesome job!

This is a really fun interpretation of the theme, and it's really great seeing other Unreal games!  I love the sounds you chose, falling in the water sounds awesome and I didn't expect Steven to yell at me.  This game has a lot of charm.

My first couple quotas were really difficult, all combine items and I had a hard time remembering what objects I need to combine into what and where to get them.  There was a lot of running around and I timed out multiple times.  Once I got the hang of it though it was no big deal.  It's also intuitive to interact with the door afterwards, but it's not obvious.  I would suggest trying to guide the player to it after they successfully fill the quota.  

Awesome job!

This game has an excellent vibe with the music and the CRT filter!  I'm really into using the different wave forms to pass through objects and you have great in game text and tutorials.  This game is also tougher than I expected it to be!

A few pieces of feedback:  It took me longer than I'd like to figure out WASD only works while you're a wave, and I struggled a bit to tell what color was what for both the forms and obstacles.  I had a really tough time trying to make it past these obstacles because they're so close together!

Awesome job!

It looks like this may be your first game project, if so congrats on finishing!  This is a great functional top down shooter that I think you should continue to polish, and I really like how cool the space ships look.  I'd suggest first to look into some feedback on both the player and enemy taking damage.  Flashing a color, a sound, maybe some camera shake on the player taking damage.  Adding more feedback and juice is a great way to make a game more fun!  

Excellent job!

This is a really great first game project!  Most interactions have a sound paired with them which is so important, and you've got some jump input buffering already for a nice responsive jump.  

Two suggestions for you: You've already got jump buffering, you should look into adding some coyote time to go with it for a great feeling platformer.  For a small moment after walking off a ledge let the player still jump.  At least two of my deaths in the game I think would have been prevented by coyote time, right now if you're just a tad late on the jump you die.  In addition to this, I would look into adding some checkpoints in the game to respawn at after the player dies.  It's really rough having to start all the way back at the beginning. 

Awesome job!

The pixel art in this game is really cute, and I love how everything has different sound effects!  

I think dragging the pizza into the oven and chute is a bit difficult, as well as opening the open.  I would take a look and see if you can expand the area the player can click/drag the pizza into to activate them.

Awesome job, I'm glad you got a working build up!

This is an excellent first jam submission!  The art style is captivating and you found appropriate yet relaxing sound effects, that can't have been easy!  I'm obsessed with the sound of the building taking damage.  I really like the inclusion of the bonus buildings that you need to put in your loop.  I can see this as the core of a fun spin on the tower defense genre.  Awesome job!

Full marks on this one for me.  You've got absolutely gorgeous pixel art and animation paired with amazing sound.  A very relaxing, well made game with a relatable take on the theme.  Excellent job!