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DougDevs
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This is a very satisfying game and I had some fun! I like that I can spam either the spacebar or the mouse button. Here are my main points of feedback:
- Screen size is weird playing on PC. I don't like having to scroll up or down to see the whole game window. And I have to move my mouse outside the game window to scroll.
- I think your itch page could also benefit from removing the header image of the crate as well
- Upgrade menu tweaks and clarity:
- better labelling for the auto-clicker upgrade (same label as manual click)
- What do the Crate Factory and Lumberjack upgrades do? I wasn't sure the difference between those and the auto-clicker. Also, I maxed these very fast compared to the other upgrades- I noticed @Kirbybiter said the same thing after typing this up so you can disregard
Overall, this was pretty rewarding to spamclick and watch number go up! I would definitely kill some time on this again once improved and updated.
Hello, I am seeking Android users to assist me port some of my games to Google Play. No development or testing experience required- just an Android phone! Basically, Google Play requires 12 registered testers to participate in a closed beta over a 14 day period in order to publish an app. My games are short and sweet, and I'm just shy of the 12 users to begin the closed testing period.
In return I would be happy to play and rate your games on itch.io, test and report findings on any of your games in progress, or we can discuss a small-value return on your time ie. Steam game gift or venmo payment. Thanks for your consideration!
This game looks and feels great to play, and the core mechanics are solid!! I think there should be a more gradual learning curve, for example you could begin with a section where the player can get used to the grinding mechanics before beginning combat.
Overall, I think this game has a lot of potential but is too hard (for me anyway).
I liked the art style and music quite a lot! The world was quite big, so this game could have benefited from a map. At times, I wasn't sure where I should be going. This game could use checkpoints and more unlocks. I appreciate that it runs in browser. I liked the core mechanics and platforming challenges.
This hotline miami style horror game has a very impressive comic book style opening cutscene which made me excited to play. The environment is actually pretty scary, and you make great use of lighting with the flashlight. That being said, I found the game to be pretty frustrating, especially at the beginning, because it took 4 or 5 cycles of dodging the crab until I found the drill gun. After I had the drill gun, I found that the crabs were difficult to kill sometimes, but not others. I think the crabs should have a fixed delay before they can dash again, rather than just if they are facing the player. I wish this game ran in browser.
Overall, I think this game definitely has potential to make a great top-down horror game, but it was missing metroidvania elements.
This has the potential to become a really fun metroidvania. It already has an impressive map, and I like that it runs in browser. For some reason, the StateChart is visible on almost every screen. I killed the boss that looks like Heatran but he killed me during his death anim, and then I got stuck in the boss room. Overall, I like the movement and combat with the 3 hit combo, aerial attack, and a plethora of enemies to compliment.
This game definitely has the bones to become a good metroidvania, but I got lost so I wasn’t able to finish the game. I could not figure out what the glowing shrine is for, or the big empty boss room. I like that it runs in the browser. I thought the dialogue was pretty funny, but I feel that a lot of the assets have a conflicting art style.
The cover art is AI generated, and just doesn't match anything within the game. This should be noted in the external assets section of the jam submission.
This game is very polished for a game jam. I like the vectorized aesthetics a lot! I enjoyed the feeling of progression and the map design. At the end, I felt like it needed another level to explore the game design possibilities of the movement; which just means it was a great jam game that could and should be expanded upon.
This game is delightful! I love the art and music. I wish the mechanics were a little bit more involved than WASD +interact; but even with the simple controls, I enjoyed exploring the map and finding the whale and big jellyfish.
One tip to the dev, if you make the player hitbox circular to match the sprite, or just smaller than the actual sprite, it would feel more fair to navigate dangerous obstacles.
Overall, this is the kind of game I like to see in game jams.
This game has a cohesive pixel artstyle, with music that matches the theme well. The map design definitely has a metroidvania feel to it. I appreciate that it runs in the browser.
Here is what I would improve:
- Prevent player from being softlocked in front of boss door
- Improve spawnpoint system, so that the player only has to defeat the boss once
- Damaging squiggles in the climbing section should be red, to contrast with the wall/floor tiles.
- Add a hacking/attacking animation
Overall, this is a pretty fun concept that shows promise!
I think this game has a really great tileset and pixel style, menu, font, and music. I appreciate that it runs in-browser. Not sure what would cause the black squares everywhere..? Maybe a sprite is missing?
Great game concept with the world-switching mechanic. I think that this blends well with the map design and platforming challenges. The double jump + wall climb movement is satisfying.
Unfortunately, I got pushed and softlocked into a corner by the red eyeball enemy. Not sure where my pink ball friend went, or why I am collecting crystals. I wanted to get to the end, but I stopped after this.
Overall, a cute adventure that I enjoyed. I would love to see it improved and expanded upon.
This game had a lot more to it than you would expect! I made it all the way to the area with switches before I got tuckered out. The movement and map design are satisfying and metroidvania-like. The world is large, but I didn’t feel like I needed a map. I enjoyed the platforming and 3 boss fights up to that point. I wish I could pause and adjust volume.
Note to the dev: a lot more people would be down to play this game if it ran in browser. This is an enjoyable game!
I found this game to be more similar to a souls-like rather than a metroidvania. I think that the environment design was pleasant, but there were aspects of the game that were frustrating to me as a player: The lack of wind-up animation on the bad guys made them difficult to fight, so I opted to run past them. The camera was shaky, which made it difficult to roll in a straight line while climbing the spiral incline. I unlocked the green character with the gun, but he would not shoot the big purple balloon, nor the bad guys.
A game like this is very difficult to make within a short window, so I think given the time restraints this is actually a very impressive project. I hope that you iterate on the combat and lean into the souls-like elements in future versions of this game.
I had to turn the volume off to enjoy this game due to the alarm at the beginning, but I was really impressed with the mechanics and overall game design. Honestly the best boss design I have seen so far in the jam (halfway thru rating). I had to lock in for the forest fiend but it felt worth it for the wall jump. Good movement right off the bat, with the dash and jump and melee, with metroid-like map to compliment. Great menu/UI
The only note I would make is that 1234 feel a bit too far away from the dash/attack/jump buttons, so the controls feel a bit awkward at first.
Fun, short game that leaves you wanting more!
This game is pretty good, and nails what a metroidvania is about. The pixel art is crisp and well implemented. I like the background and subtle parallax. I appreciate that it runs in browser. Unfortunately, it was just a bit too hard for me, so I wasn’t able to make it very far.
I think the controls could be improved. For example, you could make it so that the space bar closes the tutorial windows, instead of forcing the user to reach for the mouse with 2 hands on the keyboard.
Overall, I am most impressed by the pixel art.
I can see this one has a lot of assets made for it, which is really impressive. I appreciate that it runs in browser. I found it to be a pretty difficult game, so I wish there was a way to quickly restart without refreshing the browser. My one piece of direct feedback is that there is a jarring noise when clicking “Start”- I think this should be removed or made very quiet. Overall, the movement feels satisfying but with the high character speed I felt that the camera should zoom out a little bit. This could be improved into a great game.
This update before the jam deadline addresses the following issues:
- player could trigger the same heart pickup multiple times
- player could get soft locked getting the last intended heart pickup
- final platform has been moved closer
If you played before this patch, I appreciate your enthusiasm- please give it another go!