I would have like some dynamic text that showed when you were near something that could be interacted with that showed its name and the possible actions to take, something like:
O2 Generator
[< Q and E >]
The tutorial was nice, but it was hard to remember everything on a first playthrough, maybe some way to check the tutorial mid-gameplay would be a good band-aid?
Dalphus
Creator of
Recent community posts
My Review of Tree Dodge
When I first saw Tree Dodge, I thought it was just a game about swerving through forests at increasing speeds. But oh, how wrong I was. The rate at which the trees decay is not just a gameplay mechanic—it’s a sobering allegory for the accelerated destruction of our natural world. The game speaks to the mass deforestation crisis with a subtlety that would make even the most aloof post-modern theorists stop and say, “Wait… is this about ExxonMobil?” And yes, it is. Every pixelated trunk is a cry for help, and every successful dodge a tiny act of environmental defiance. The irony is poetic—dodging the very things we’re destroying. The message is clear: if you’re not dodging, you’re complicit.
But what struck me most wasn’t just the biting commentary on late-stage capitalism or the existential weight of arboreal evasion—it was how Tree Dodge became a metaphor for life itself. Aren’t we all, in our own way, dodging? Dodging expectations, failure, bad dates, potholes, society at large? The game is a mirror. A reflection. And through that reflection, I see the brilliant mind of its creator.
Bravo, Jarwo, Bravo.
I am in tears
I am in tears
The sound design was a strong point—landing had a satisfying, meaty slap
The creature felt too easy to avoid. The tension would have been heightened if being spotted had more serious consequences or affected gameplay in a meaningful way
The level design felt overly open, which made exploration feel tedious. Some form of guidance for locating collectibles—even a subtle hot/cold mechanic—would have improved the experience
The theme "You don't have time" was well-integrated into the narrative, but it didn’t feel like a driving force in the gameplay itself. Incorporating time pressure into the mechanics would have better reinforced the theme moment-to-moment.
Loved the game idea, think you nailed the jam theme
Short and sweet, picked up the mechanics immediately, although an arrow or something telling me where to go at the start would have been appreciated
Would have loved to see where the concept went with additional objects and level design, there was potential yet to be explored.
Assets were very well done, I especially liked the thruster exhaust animation
The smash cut to game over is a little jarring.
Never touched O2, but the rest of the systems tied really well together, it was an interesting challenge trying to balance everything.
+1 for adaptive music
Need some sort of onscreen prompt for controls when getting close to interactables, and to go through a couple times before everything clicked

