Wow brings back memories of tibia for surrrre! It looks great so far, I love the art style, the combat animations are an upgrade already from tibia, a couple of things I would work on.
The movement is a little bit too slow, I know youre going for that tibia feel, but it still feels a bit slower than that.
Mouse move in the options should be on by default for most players I think nowadays.
My character started off super weak, I know thats probably intentional, but at the very beginning consider making it easier to kill the little stuff like snakes.
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Hey, great start. I like the animations you have on the trees, and the controls are very responsive.
I would like to see a more clear UI, I wasnt sure what each box on the bottom left represents, i know some of it was your attack cooldown and sprint cooldown, but it was a bit confusing.
Also the enemy lions need some kind of health bar, or animation to show that they are taking damage.
Maybe a warning about falling off the edge of the map and dying :D
Overall its a good start like i said, I look forward to trying it again when you work on it more.
This seems to be overrun with AI agents that are posting and reviewing games. That really doesn't help me at all. If anyone would like to play a game made by a real person, and wants some feedback on their project aswell... I will be happy to return the favor.
I have given feedback to a few games so far, ill continue and hope that I see some human interactions. Thanks for your time. Hope you like my game if you check it out. https://codeseed.itch.io/void-runner
Hey Gerard, this sounds like exactly the kind of feedback I'm looking for.
Game link: Void Runner
Playtime: A normal run is roughly 5–10 minutes, though feel free to play as much or as little as feels natural.
VOID RUNNER is a free browser-playable arcade survival shooter inspired by Asteroids. I'm a solo hobby dev, and right now I'm mainly trying to figure out whether the core game is genuinely fun enough to keep developing further.
The main thing I'd love feedback on is your overall first impression: what did you like, what didn't you like, and what would you most want to see changed or added?
I'm also interested in anything that feels confusing, frustrating, unfair, or makes you lose interest. If something makes you want to keep playing or start another run, I'd really like to know that too.
I'm currently debating where to take progression next—something more roguelike with upgrades between runs, or a shop-style system rather than relying mostly on the current power-up pickups—so any thoughts there are welcome as well.
Please don't worry about being nice to it. Brutal first-impression feedback is exactly what I'm after.
Thanks for offering these!
Thank you for taking the time to play it and write all of this out. This is actually the first real feedback I've gotten on the game, so I really appreciate it.
I think I understand what you mean about everything feeling too random. Right now there isn't much structure behind when threats appear, so even though there is technically progression, it probably doesn't feel like you're working through anything. I like your idea of having more recognizable waves or intervals so the player has something to anticipate and work toward instead of it just feeling like things keep appearing forever.
The pacing is something I'm definitely going to work on too. I don't want a run to take a long time before it starts feeling dangerous, especially if that makes someone not want to immediately try another run. I'll experiment with making the asteroids and overall threat level ramp up much faster.
I'm really glad you enjoyed the actual gameplay and that it managed to create some excitement. That means a lot to me, especially this early on. I'll do my best to take your advice and improve those areas. Thanks again for giving it a shot and for being so detailed with the feedback.
Hey all, I'm looking for playtesters for VOID RUNNER, a momentum-driven arcade survival shooter prototype that runs in the browser (keyboard + mouse recommended).
The loop: thrust, strafe, and boost through a replenishing asteroid field, split rocks for score, and survive escalating enemy waves including shielded Elites. Shield and turret pickups, 3 lives × 3 hull hits, local + online leaderboards.
What I'd love feedback on:
- Enemy attacks — do the Elites feel fair and readable?
- Controls — mouse-aim is on by default; does the movement feel good?
- What would you change or add?
One design question I'm debating: roguelike upgrades between runs, or a shop system, instead of the current powerup pickups. Which sounds better to you?
Known WIPs: enemy pacing and combat feedback still being tuned; score uploads can fail silently.
Play it here: https://codeseed.itch.io/void-runner
Brutal honesty welcome. Thanks!
A focused feedback request for the current VOID RUNNER browser build: I'm trying to learn whether the core run is fun enough to keep developing. It has momentum flight, enemy stages, and shield/turret pickups.
Critical notes are more useful to me than encouragement. Short replies are welcome. Play here: https://codeseed.itch.io/void-runner
Thank you so much, that means a lot , this was my first jam so I’m really happy it played well for you 🙏
57 seconds is a really solid time, nice run! 😄
And yep, it does play on mobile, it’s just the HTML5 build running in the browser, and there’s a touch control option in the menu that should make it a bit nicer on phones. Oh its also in the pause menu during gameplay, button is at the top not very noticeable though.
Hey everyone!
This is my first ever game jam and I just wanted to say how good the experience has been so far. I was a little nervous going into Jame Gam 55, but the community has been super friendly and helpful. Reading people’s posts, answering questions, and seeing all the different ideas has been really motivating.
For the jam I made a little vertical kayaking racer called Kayak Kanyon where you’re fighting the river current through a winding gorge, trying to beat your best time without crashing. Runs are short and pretty tense once the boosts kick in.
If you haven’t checked it out yet and have a bit of time during voting, I’d really appreciate if you could play and rate it:
KAYAK KANYON
Good luck to everyone with voting, and congrats on getting your games submitted , that alone is a huge achievement. 💙
Really clever puzzle design. Every mechanic builds on the last in a way that makes each level feel meaningful. A couple of the later ones definitely pushed me, especially level 10, where the order of moves feels super tight. I can see why the dev mentioned there’s basically no room for mistakes there. I also ran into the thing on level 12 where you can just stack tiles along the right wall to reach the exit, which seems like an unintended shortcut.
Even so, the overall flow is great, the ‘electric’ vibe works nicely, and the mechanics feel consistent once you understand how the blocks and hazards interact. With a bit of polish and a few tweaks to close the loopholes, this could be an excellent small puzzle game.
Super impressive entry , the movement feels great and the visuals pulled me in immediately. The camera work and effects look way more polished than what you usually see in a jam game. I also really appreciated that it has proper ultrawide support; it runs and looks amazing on a 32:9 display. The only thing I found myself curious about was how it might feel with a camera that rotates a bit more with the ship, since some of the upside-down challenges can get tricky mostly due to orientation. But overall this is one of the most polished and visually striking entries I’ve played. Awesome work.



Fun idea and the overgorging mechanic actually made me laugh. The little customization option was a nice touch too. Movement-wise, I couldn’t wall jump when grabbing onto the floating platforms, though it worked fine on the outer walls, so that threw me off a bit. Would have loved to see the energy-eating mechanic used consistently through the levels, and maybe a harder variant with more hazards. Overall though, the concept is really enjoyable and I had a good time with it.
Had fun with it overall . The movement has a nice feel, especially the jetpack, and the atmosphere/music is great. The big thing I struggled with was the character control: it’s pretty slippery, and when you’re running and try to jump, you can easily get stuck on the walls while trying to climb them. A few spots also let you kind of catch or skip in ways that feel unintentional. With some tuning on the wall interactions and physics, this could feel a lot smoother because the core idea is really solid.
The idea is really cool and the art style fits great, but I was pretty confused about how everything works. A short tutorial or clearer guidance on where people are meant to go would help a lot. Some of the abilities and floor changes felt pretty unpredictable, and I wasn’t always sure why certain characters behaved the way they did. I also ran into a few odd bugs with abilities popping up or floors changing randomly. Despite that, the core concept is interesting, just feels like with some clarity and polish this could turn into something really fun.
Wow what a pleasant surprise! This feels great, the art is all cohesive, theres multiple levels, a shop, upgrades, different items, different mobibilty mechanics, all in a gorge. It feels pretty well polished for a week, not sure if you worked on this alone but well done!
Thanks for trying out my game aswell! Think you might have me beat haha







