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CrateHouse

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A member registered Feb 02, 2026 · View creator page →

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Nice game, easy to understand what to do. If I had to give some suggestions: the feedback when you hit something is not always clear. Also, eating the meat seems to not always work. Don't know if something was in the way, but it looked like I had the cursor on it, but the dino would not always consume it.

Nice short game. One suggestion from my side would be to show the category of the object when you throw it into the bin, or at least show it when you got it wrong. I might have misinterpreted some items and/or the category of some items, and that additional feedback would make it more easy to improve for the next run(s).

I saw the game on the stream, and I wanted to play it for myself. I think it is a great game, and finished it. My only suggestion would be to have the things you do at the start become automated more quickly. The snail is not doing that much and is very slow (although makes sense, since it is a snail). Eventually the player is juggling a lot of different things at the same time: Keeping their units alive, getting the black goo, using coins, spawning new units, looking at the battlefield. Of course, this is a matter of preference, but I felt like there were not enough moments to relax and just watch the warriors fight the monsters.

I think I was lucky to find out that I had to click on rocks to mine them. Maybe my history with games such as Factorio helped me to find that out. A little more explanation would have helped. I got the rocks, got the mech, the mech went outside, it killed the boss (and killed the happy thing that came out) and the world exploded. I saw an enemy, but it did not come close. Maybe I missed parts of the game? Anyway, short but powerfull stuff :)
Would have liked to use the mech and shoot with it.

I like the drawings and the sounds a lot.

I would suggest making the game less random. Level 1 is fine, but for level 2, enemies come from everywhere and can hardly be dodged.  Also, rats seems to be weirdly stuck in walls. (tried to screenshot it, but isn't visible on a screenshot) I watched CheeseOnCheese's video after I played the game, and I noticed the "wall of rats" in level 2 is passing him a lot later in the level. Maybe check if everything is not frame-rate/fps dependent?
I do like the idea and the random pixel and paint art.

I liked playing this game. I can see it growing with for example more recipes and more ingredients. I had to play around in the game a bit first, but then it got clear to me what to do.
Maybe it is intentional, but I have to buy ingredients when I do not know what recipes will show up the next round. This makes the choice for what ingredients to bring not interesting, since it is unknown what you need. So the optimal strategy is always to bring something from everything? Maybe more green onions (if that is the correct word), because some recipes require this twice. But the optimal choice is always the same.

I liked everything about this game, except for the intuitiveness of the more weird storylines. Maybe I am not the target audience, as I have not much experience with story-based games. I eventually finished the game by brute forcing button combinations I did not yet use (but maybe that is the intention?). In the start, it makes sense that someone wants money for apples, or an apple keeps you healthy. But that for example a demonic wurm from a book of hell is a correct answer makes no sense to me.

I would suggest adding some juice to the digging, or some friction with enemies, or that you have to make some choices. It feels a bit like an incremental game, but without reward. Of course, I understand it is a game jam game, so there was not much time to create it. This is just a suggestion if you would continue with the project.
I was confused in the beginning. Although the game is called "diggin it", I tried to walk towards the right by jumping. But the above-ground movement is weird, there is no jumping I think. Maybe show "space + down arrow" near the player at the start.
I also found it weird you could not access the tree house from the left.
I don't know what the bar is doing on top, when it is full? It also does not empty.
However, the idea of getting increasingly more gold for upgrades, mining deeper each time, is in itself a good concept though :)

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Very nice short game, at the end challenging, but very forgiving with all the checkpoints. I like the combination of movements/abilities you can do, for instance, you can jump on a creature, use jetpack, jump on a creature again, use jetpack, etc. Minor thing to maybe check: In a small number of occasions, I felt like I jumped on a creature, but that did not register as such, and I lost a life instead.

I eventually understood what was going on, I think. Every time I put the ball in the hole, I score a point (also a ball), that also counts for the bridge. However, you can pay with these points for extra balls and/or multiplier bonus, by pressing the cubes. So you build the bridge faster, but you pay parts of the bridge to increase the speed of building.

It took me a bit to figure out what was going on, but I just pressed all buttons and ran around. That could need some improvement I think. I also don't know the details and the numbers, which were unclear (why are there three boxes?).

However, as far as incrementals go, there might be something here. I would still just give one ball each time, since multiple balls just make it harder to gain points, as they bounce off each other. And then make different courses, items, power-ups, automatic-golf-paddles, etc.

Game is an intuitive first-person shooter. I can see you shoot more projectiles by picking up blue, and gain health by picking up red, and the boots give you more movement speed. Classic that there is a lock, and that you need to find the key.

Would have liked to see the enemies have a more clear attack and die animation. Now I just tried to stay away and blast them as soon as possible.

For me, the strafe buttons A and D where not doing the right thing. They move me diagonally forward while not holding W?

I died at the tower, where there are various enemies around you. Did not know what to do there. I think I went too close to the tower. But all in all it was a fun little experience :) 

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I think the start is good, where you make the player draw a path, so the player knows the main mechanic. However, the second level throws too much things at you at the same time. Took a while before I understood where the carriages were spawning. You have upgrades (I think? blue?), range (and damage? green) and you can also directly draw paths from spawn to the towers (is worse than getting the bow/green first?).  Giving everything green arrows seems as the optimal strategy, but got overwhelmed fairly quickly. Some enemies stay out of range. My advice would be to introduce each element one at the time, and make the player notice what changes each time.

Thanks for your comment! We think you ran into the same problem as MurderWho. It seems that the mouse is not captured correctly when not playing in full screen. Please put the game in full screen during the loading screen or during the intro cinematic, so the mouse gets captured when the game starts. This should work 9 out of 10 times. We will fix this after the game jam, together with all other good feedback we have received.

Thanks for your comment! It seems that the mouse is not captured correctly when not playing in full screen. Please put the game in full screen during the loading screen or during the intro cinematic, so the mouse gets captured when the game starts. This should work 9 out of 10 times. We will fix this after the game jam, together with all other good feedback we have received.