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Chappll

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A member registered Jul 20, 2025 · View creator page →

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Thanks :) hoping to start updating here again soon 

Great twist on pong and very well executed. Clean visuals and those hit sounds are super satisfying 

Thankyou, glad youve enjoyed :) 

Thanks, happy to hear you've enjoyed it 

Really cute art and music. Cool page design for the game as well.  

I managed to reach the end on the 2nd level at first so went back to play the 3rd level. With the big change in the music and tone I was worried it was going to end up with a sad ending instead if you beat it on the 3rd.

Has good foundations, it would be nice to see some more mechanics to go with the platforming - something involving Rais lantern as part of the gameplay could be great.  

Glad to hear you liked the art and thankyou for the feedback - tutorial text was a bit of a last minute addition and I dont think I did a great job on its readability. 

And yeah get those chefs out the kitchen, thats rubbish from them  

Im grateful for the safe spot in the middle. I dont think I would have manged to reach the end by playing properly :') 

I like how the cars just start flashing by as you get close to light speed.

The stacking inputs and the breaking audio after getting past the sound barrier are both good takes on the jam theme. 

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Every aspect of the game uses the jams theme, lots of little attentions to detail and also just a very fun take on a bullethell shooter.  

The upgrades are impactful and it really gives the feel that like you're doing more damage to the pc the further you get. 

My favourite part is all the UI parts being scattered around the level such as the stats screen, health and the music player. Love that it changes the music whenever you shoot it.

Very inspiring game and amazing work for such a short jam. 

Love this. Very clever idea and it has been my favourite interpretation I've seen of the theme so far. 

gameplay feels smooth and the art is cute.  

Really good idea for the theme, the glitching is a cool mechanic. I'm not sure if it was intended or not but it seemed like you could get a bit of a double jump by placing a glitch in the air then returning to it while jumping, this was really fun to do so I think it would be cool having this as a more obvious feature for the glitch with some of the puzzles built around it 

I think I would've preferred not having the life system and some checkpoints added since some of the levels took a bit of time to figure out. It felt like a pain if you ran out of lives to have to navigate back through the menus and having to redo earlier puzzles each time rather than getting another try straight away .

happy to hear you enjoyed. Level 24 on hard is really good going :o 

Buffs applying to both goblins was quite a late change since it was making one goblin type feel quite useless. Frost goblins are actually a little different from the other types as it heals rather than gains damage like the other 2 elements.  

You're not the first to say about the sounds getting a bit grating so I'll try improve on that, I was trying to get the bloons td or risk of rain type feel where its a hit sound that can be repetitive without driving you crazy but I can see how it can be a bit much on the current version. 

Since the jam ended I've continued some development on the game with some pretty major reworks to the gameplay to make it more interesting and how stats work to help make it easier to keep things more balanced in future. Goblin knights, lil guys and a reworked version of devils were all pretty late additions before the deadline that I accidently power crept above any of the other upgrades :') 

The plan next if I continue on this project is going to be adding a lot more variety to the gameplay beyond just the attacking the tower/roulette wheel and adding a lot more decisions to make when it comes to scaling in different ways. Theres already a few more stats added in the new build such as crit chance, crit damage and health regen. 

Hoping to have an update ready to share once the jam is over. Thanks again for playing and feel free to follow me on itch if you want to see where the games goes 

Thankyou :) I didn't do a great job of explaining it through the gameplay but the wizard upgrades can also sometimes be flipped around to benefit yourself with some of the elemental goblin upgrades 

the scaling after round 10 goes from linear to exponential so ramps up very quickly, itd probably be good to make the jump a bit less extreme :') 

thankyou for playing and the feedback 

Thankyou for the kind words and feedback, glad you've enjoyed it. I am considering continuing with this project after the jam so I'll make a note to try to improve clarity on those kind of changes 

Thanks :) we did have a hand ready for the roulette to land on but I ran out of time to get it in and working unfortunately. We spent the last day getting a couple more legendary upgrades added for a bit more variety  

Really love the creative variety of boss designs. More feedback on the hits would be an big improvement to the overall feel of the gameplay.  

very challenging, I love your take on the theme of taking damage to clear the levels. Its a good level of difficulty with a variety of ways shown off of how the mechanic can be used, the movement has a pretty smooth feel to it after getting used to it

The dash jump dash bit is the one part I thought was a little too precise,  and became a bit annoying after a while. I must of been stuck on it for 10-15 minutes :') 

 I think the glass section at the end is my favourite - I thought at first it was going to be an annoying random multichoice section but the way you have to navigate to the parts with the right number of hearts is very clever puzzle

Glad you enjoyed and thankyou for the feedback. Happy you liked the goblin animations, Ill pass that on to the artist :)  

- the idea of the bars was meant to be part of the risk reward theme with trying to summon as many as possible without maxing out the bars which 'burns out' both of your summons and puts them on a cooldown. I couldve done a better job of visually showing this. 

- sadly did not get around to having the hand working on the wheel so visually it does not match up with the result it just spins at random. We ended up prioritising getting a bit more upgrade variety in before the deadline 

- I agree in its current state its a little to one dimensional for long term replayability. If I am to continue this project after this jam one of my first plans would be to add some variety asides just attacking the tower and systems to help with different gameplay feel for different kinds of builds

playing this just puts me in a good mood, very therapeutic. The song paired with it is so good  

I was thinking the same, the AI is pretty good but it'd be a lot of fun against friends. I love the physics of it and all of the chaos 

Amazing visuals and has tons of personality

Hope you enjoy https://chappll.itch.io/goblin-swarm

Hope you enjoy :) 
https://chappll.itch.io/goblin-swarm

Thanks, glad you enjoyed

I like the rhythm for the spellcasting, has a pretty good flow after getting used to it. The more rewarding spell casts being harder is a really good take on the risk reward theme. 

The core game of this is pretty fun, I think more spells that you could swap between loadouts of along with things like random items or upgrades choices that incentivise you to use different spell builds  each time could be a really fun way to expand on this.  

At first I didn't read about the block button, I was fighting for my life against that bat tanking every hit and spamming heals. Makes a lot more sense after knowing about the block 

physics and visuals are really clean 

I like the music and the wand is really satisfying to use. I was a bit confused by mechanic of enemies giving more soul over time at first but the gameplay makes a lot of sense after realising that.  

It would be nice to have a cooldown on screen as well so you can see when the wand is available. 

Was a bit confused on the timings at first but makes sense after a full round. Love the art

Simple concept but well executed and game has a really good feel to it. I love the little screen shake on bounces, I think it would be nice if the enemy themselves had a bit more hit feedback with a more noticeable animation and maybe sound effect. 

Congrats on your first jam ! 

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Thanks for playing!

Spells are not something that you cast yourself. They occur on a cycle and deal damage to your goblins that are attacking the castle. There are also ways to benefit from being hit by certain spells if you get legendary goblin upgrades that matches the spell elements. 

First 10 rounds are intentionally very easy especially if you get an early legendary, scaling after that becomes exponential and is much harder after that point.

I cant unhear three days grace now lol 

I've made an update based on your feedback. Clicking on grass shows a bit of text saying cannot summon here 

Thanks for letting me know. The goblins cant spawn on the grass near the castle, I could try  to add something to make that more clear. 

I also gave cookie miner a try. Very relaxing and a the gameplay has a nice loop to it. I especially love the music + sound design. It took me a bit of time to realise the extra pickaxes meant I could click multiple blocks at once    

Goblin swarm is a reversed tower defence game which aims for satisfying progression and lots of potential for different combos and strategies. Hope you enjoy and any feedback is appreciated :) 

https://chappll.itch.io/goblin-swarm

Thankyou for the feedback, I have had a couple others say that the camera so I think its the first thing I would want to change 

The layout changing with seasons is a fun concept, I got a little lost on the 2nd level not realising the sign itself was the exit 

The loops get harder each time, there will always be a red zone to jump to at the end but each loop it will be further away 

thankyou Im happy to hear that :D

Thankyou for the feedback, I've updated the description to hopefully explain the control system a little better. 

Down arrow or S key causes you to fast fall and increases you speed, this can then be released for a jump to build up your momentum together with the ramps and well timed landings

Great art and music. Makes me want to get further to hear more of the song