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CrateHouse

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

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Fun turn-based game. Got to 21300. It feels like it can go on forever, if you have enough patience after each move to check if you are in a red square. It does have that quality of starting simple, learning you the mechanics, and then ramping up in difficulty, which is very good. A suggestion from my side would be to have the enemies shoot or knife squares next to you as well. So there is a chance that you walk into an enemy attack, or get surrounded by attacks. Or maybe even an area attack that takes more turns to activate? Maybe more health, or armor? There is definitely potential for more content.

It took me longer to figure out what I needed to do, than I want to admit. Although I see in the comments that more people are having this issue. Maybe you can make the very first countdown completely visible to 0 and then ask the player to give an input (pause game) as a tutorial.

A very creative idea, well executed, and great with the theme. Nice work!
Only some minor nitpicking: If you stack shots or twin shots, they seem to spawn at exactly the same time. It would be cool if the sprites do not overlap, so you clearly see all the separate projectiles that spawn. (and watch out with multiple projectile-sounds playing at the same time)

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Nice little gameplay loop of dodging things and platforming. The theme is very well represented: The count goes down while the time runs out.  My main suggestion would be to improve the contrast between some of the foreground and background pieces. That helps navigating through the space.

Nice short platformer. Because the theme is count down, I understand that there is a timer. However, I think the timer might not be required. Finishing each of the platform-sections once is satisfying enough, especially for a game jam game. I did not like spending my time walking back towards each challenge when the time is up. Another thing could be to change the "lives going from 10 to 0" to "attempts going from 0 to infinity". Good players will have a low number of attempts, other players can finish it without having to worry about their progress being reset.

Thanks for playing! The live stream really helps capturing the experience from the player. I wrote down most of the points you said. My summary of it is, also based on the gameplay:
 - The animations/indications can be communicated more clearly or be more exaggerated. It gives improved feedback to the player and makes the game more satisfying. I also noticed that the enemy blocking versus not blocking is difficult to spot. Note that the dodge is instant when you press the button, but the animation could reflect this more.
 - We are thinking about a hint system, where your coach will give you some hints if certain buttons or mechanics are not used for a while. So the player has time to figure out everything, which is satisfying, but if something is missed, a hint can give a direction towards what to do.

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Thanks for the comment! Would you be willing to give me some more details about the controls freezing? There is a mechanic to dodge to the correct side during an incoming punch to get energy back. We have an update in mind where the coach will give you hints each time you go down or maybe even during the match, in case this is not picked up by the player.

Well done on making your first game! I recognize the assets from a Brackeys tutorial :)

Fun small game. The gameplay where you constantly decide where to go next, while this decision has to be reconsidered each time one of the windows is about to open, is very well designed. I would suggest looking into the movement, such that it is more smooth against walls, and maybe also diagonal movement.

Fun game to test your movement prediction skills. Some suggestions: I don't think the "perfect landing mechanic" is required, especially at the beginning. It is already difficult enough to jump to the right place. Maybe make the "perfect landing" something that is required for a later level (certain biome or type of platform). I would suggest starting with some more levels with easier jumps so the player learns to match the color of the character with the distance that will be jumped (and gets more invested in your game). Also, it took me a while to find out that the "shop screen" was a "shop screen" and a restart when you are out of coins would be good to have.

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Nice short game. I see room for growth with more levels and more abilities. I can imagine an ability where you move the grunt's trajectory to dodge some of the traps. Other possible suggestions: Maybe have the camera zoom out a bit, so you have an improved overview over all of the grunts. Also try to make the music loop a bit longer, so it does not repeat too much.

Short but satisfying. Small suggestion: Maybe have the "layer change" after each time you do a move, and make the amount of moves count up or down. How it is now, you can check all the block positions, and wait forever for the right ones to spawn in, before you move. Or alternatively, maybe make the final score based on the amount of time that has passed.

Thanks for your comment! Would you be willing to give some more details about when the game freezes for you? Does it seem at random? Or maybe when one of the health bars becomes zero? Or anything else happening? And was it against any fighter (if you played more than one)? That helps us investigate in more detail where the issue might be. Thanks in advance!

Very good visuals and polish. I like the physics puzzle idea. Great that finishing a level is not the most difficult thing, but then there is the extra challenge of earning coins and points.

Some minor suggestions: Would have been great if there was an incentive to build something that resembles a tower or some other recognizable building. Also consider making the music sound loop a bit longer, since it is a bit too repetitive.

Creative idea, nice artwork. I like the procedural generated levels. I got second place after thinking about a strategy for a while. Food for thought :)

Nice and short puzzle platformer. So many socks! Fits the theme well. Some suggestions: Could have had some levels based more on agility and aiming, or maybe a level where there is a lot of stuff (and a lot more time) and you just have to shoot everything with a strong weapon.

I like the art and the polish. Only negative thing I can say is that there is no challenge at the moment. I just upgrade everything I can each day, fly to enemies, click them, and they die. But there is definitely potential here. Good work!

Very well designed roguelike. Nitpicking/minimal suggestions: Maybe start the first level without a weapon, so the player learns there is melee. Then put the exit very far away, so the player notices that after the enemies have been defeated, you don't lose any more turns.

Nice fun short incremental game that becomes more of a puzzle due to the time limit. Well done!
Few suggestions:
- A "greyed-out button" typically signals that it cannot be clicked. So I would suggest changing the used colors.
- I think the tutorial text was not needed. A level with only a town hall, one place to fit it, and upgrading it, before the time runs out, should be sufficient to learn the game.
- Maybe keep the game going until the timer runs to 0.00. Then give the player x amount of stars out of 3 depending on how much points he or she managed to get before the time ran out.

Ambitious project for a game jam! Would have liked some music and more audio. But the art and the amount of content is amazing.
My advice for this type of game: Start with a simple deck with easy to understand cards and easy enemies to find out the mechanics of the game. Then let the player slowly add cards to move the deck towards a direction and find combo's. I think the amount of mechanics you start with is a bit too much at the moment.

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.