Rated and commented! Fun little minigame entry, the log section definitely got me a few times.
Corb
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This was a fun little game! I liked the different minigames, and the simple idea worked well for the jam theme. The log minigame was definitely challenging, but it gave the game some funny chaotic energy.
My main feedback is that the minigames could use a bit more variety/randomness, since getting the same one too often can make it feel repetitive. Some extra polish and clearer feedback would also help, but for what it is, it was a fun entry. Nice work!
This was a really lovely game. I liked the simple pixel art style, the sprites were charming, and the music/SFX fit the spooky roguelike vibe really well. The theme was used in a creative way, and the modifiers added a lot more variety than I expected.
The difficulty did feel like it jumped pretty hard in some spots, especially when the ghost count ramped up and during the final boss. I also think the lighting could maybe use a little tuning, since the pitch-black areas can feel a bit harsh. Overall though, this was a fun, polished, and charming entry with a really cohesive style.
This was a really polished and fun movement game. The swinging mechanic felt great once I got used to it, and the visuals were really nice. It has a high skill ceiling, but in a good way, and the movement feels satisfying when you start chaining swings together.
My main feedback is that needing to hover the cursor over the anchor points and click can feel a bit tricky, especially on a trackpad or when moving quickly. A keyboard option for swinging, like Shift, or a slightly more forgiving anchor detection area could make it feel smoother. Overall though, this was a clean and well-made entry with really fun movement.
This was a really cool and unique movement game. The chain/ball mechanic is creative, and once I started getting used to it, catching the ball midair and chaining throws together felt really satisfying. I also liked the cute visual style, especially the ghost character, and I could definitely see this turning into something bigger with more levels.
My main feedback is that the controls are pretty difficult at first, and the ball can feel a bit too small or unforgiving to grab consistently. A bigger hitbox, clearer feedback when you catch it, a velocity indicator, and more sound effects or music would help a lot. Still, the core idea is really strong and has a ton of potential. Great work!
This was surprisingly fun once the movement clicked. I liked how the game starts off feeling a little slow and then turns into a chaotic race where you’re constantly deciding whether to keep building speed or play it safe. The “spin to win” theme came through really clearly, and chasing faster times made the levels pretty addictive.
My main feedback is that the speed gain could use clearer feedback, maybe with particles, stronger sound, or a visual effect when accelerating. It also took a bit to understand exactly how to build speed, and losing momentum from grass/walls felt a little punishing at times. Some more visual variety between levels would help too. Overall though, really cool movement concept and a fun racing game!
This was a really unique puzzle game with a strong liminal/Portal-like vibe. I liked the idea of rotating the room to solve puzzles, and the environments, voice lines, and overall dreamlike atmosphere made it feel very memorable. The mechanics were introduced pretty naturally, and I could see the concept being expanded into something really cool.
My main feedback is that the controls and physics felt a bit finicky at times. Sometimes Q and E didn’t rotate the room right away, and some object/button interactions took a few tries to work properly. The red and green visuals were also a bit harsh on the eyes, and some background music or clearer rotation feedback would help a lot. Still, this was a creative and interesting entry with a really cool atmosphere.
This was a fun and charming action game. I really liked the 2D sprites in a 3D space, it gave the game a cool 2.5D look that stood out a lot. The movement and shooting felt good, the music was solid, and I liked the idea of using the spin as part of combat and dodging.
My main feedback is that the game could use clearer feedback and more juice. Sometimes it was hard to tell when bullets or spins were actually damaging enemies, and kills could feel more satisfying with stronger sound effects, animations, or VFX. The difficulty also felt a little uneven, with the waves being pretty manageable and then the boss suddenly becoming much harder. Still, this is a really good start and I could see it becoming super fun with more polish.
This was a really charming and creative game. The cute art style, animations, story, and overall groovy vibe made it stand out a lot. I also liked the variety in the attacks/projectiles, it gave the combat some fun chaos and personality.
My main feedback is that the boss health/damage feedback could be clearer. At times it felt like I wasn’t doing much damage, so it was hard to tell if my attacks were working. Some coins also seemed like they could end up in awkward spots, and the boss i-frames made some of the stronger attacks feel less satisfying than they could have been. Still, this was a fun and unique entry with a lot of charm. Great work!
This was a really fun and creative puzzle game. The gravity/space mechanic is a cool take on the theme, and it was satisfying trying to fling myself around planets, dodge meteors, and find different ways to solve each level. I also liked the humour in the writing, it gave the game a lot of personality.
My main feedback is that the controls take a bit to get used to, and the difficulty ramps up pretty quickly. A clearer tutorial or a few more easy levels at the start would help a lot. The cannon/money shot mechanic could also feel a little more intuitive, maybe aiming toward the mouse. Overall though, this is a really unique idea with great level design and a lot of potential.
This was such a charming game. The art style is adorable, the music fits the vibe really well, and I love that the story is based on Félicette. The astronaut cat idea is super cute, and the little animations/background details made the whole game feel really polished and memorable.
The puzzles were fun once I understood what was going on, but a few parts were a little confusing at first, especially knowing which doors could be opened and how the power system worked. Some UI/font polish could help make things clearer too. Overall though, this had amazing vibes, great presentation, and a really sweet concept. Great work!
This was one of the strongest horror games I’ve played in the jam. The atmosphere, visuals, and audio are seriously well done, and the crank/spin flashlight mechanic is a really creative use of the theme. Having multiple monsters that react to different parts of the gameplay made everything feel way more tense and gave the game a lot more depth than I expected.
I didn’t manage to beat it, but I kept wanting to try again. My only real feedback is that the text can be a bit hard to read sometimes, and the difficulty/balance could maybe be tuned a little, especially when trying to crank boxes while being chased. But overall this has huge potential and feels like something streamers would love. Amazing work!
This was way more addictive than I expected. Once I realized it was an incremental/clicker game, I got into the loop really fast. The job application theme is hilarious and painfully relatable, and the minigames/projects helped break things up nicely. The humour was great too, especially the near-job moments and rage bait.
My main feedback is that the early game feels a little slow, especially waiting for applications to build up, and the projects could maybe tie into upgrades a bit more. But overall this was super polished, funny, and weirdly hard to stop playing. Great work!
Really fun idea! Using the mouse wheel to rev the chainsaw is a super clever way to use the jam theme, and it made the game feel unique right away. I also liked the art style, it has a nice cardboard/cutout feel, and the minimap was a cool touch.
The main things I’d improve are polish and feedback. Some clearer hit animations, louder chainsaw sounds, enemy attack sounds, better UI, and fullscreen support would make a big difference. The scroll mechanic can also get a little tiring after a while, but the core idea is really strong. Great work overall!
Really cool and unsettling game. The creepy game show vibe was super strong, and the CRT/VHS style, character art, dialogue, and sound design all worked together really well. John Bucket was genuinely creepy but also funny in a weird sarcastic way, which made the whole thing really memorable.
I do think the wheel could have affected the gameplay more, since it felt more like part of the presentation than a real mechanic, and some light background music could have added even more tension. Still, this was one of the most unique and polished narrative horror games I’ve played in the jam. Great work!
This is seriously impressive for a jam game. The retro Quake/Doom style is awesome, and the fact that you got a co-op multiplayer extraction/wave defense game working in a week is wild. I really liked the old-school visuals, the rail gun felt great, and I could see this being really fun with a group.
The gameplay was a little confusing at first and could maybe use some clearer direction/UX, especially around the code mechanic, but once it clicks it has a really cool vibe. Great work - this is one of the more technically impressive entries I’ve seen.
Overall I love your game, check mine out if you have time!
Rate Reel Lucky by Corb for The Very Serious Juniper Dev Game Jam - itch.io
Awesome game! This was one of the best puzzle games I’ve played in the jam so far. The gear mechanics are super clever, and I really liked how the puzzles slowly got more complex with different gear sizes, rotation, and torque. The presentation is clean, the music fits really well, and the level editor is a great bonus.
Only small feedback would be that some UI/text could be a bit clearer, and a little extra visual feedback when completing a level would make it even more satisfying. Overall, really impressive work, this honestly feels like something that could become a full release!
Hey everyone! I’m free this afternoon and looking to play/rate some jam games. Drop your game link below and I’ll check it out, leave a rating, and comment if I have time.
I’d really appreciate it if you could rate my game too:
Reel Lucky - a cozy little fishing game where you fish, cook, and repair your boat.
Rate Reel Lucky by Corb for The Very Serious Juniper Dev Game Jam - itch.io

