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DThePro

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A member registered Apr 16, 2021 · View creator page →

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Thankss! Really appreciate the rating and the review <3

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Thanks for the review! Maybe I should've sprinkled in a few more tutorials throughout the level. But in the first level, as soon as you spawn, if you look around a bit you'll see a glowing green light on the ground in the distance. You need to reach that. It is possible to reach it without using any wind, although it'll take quite a bit longer. Using the first orange rectangle (updraft) you can reach very high up, right at the start of the first white cylinder (crosswind). Going inside will quickly move you towards another crosswind. Just keep going into the nearest crosswinds to be flown very near to the green marker. Then it's just a matter of landing inside it.

Whoaa I suggest you underclock it then if you're not able to use your pc for more than 4 hrs

you can be proud of yourself that you made something and published it. webgl and itch can be glitchy and maybe that's the reason it broke in the last moment, which is very unfortunate.

here's my game! it's a bittersweet story about a maple seed bridging a 250-year generational gap, about family and learning how to let go.

https://dthepro.itch.io/samara

this... might win.

my highest ratings yet.

DAMN! THE VISUALS AND AUDIO ARE ON POINT! I found the spinning mechanic very unique once I understood it's actually somn I should use to get the correct animal and that the level doesn't reset upon death. Enjoyed it thoroughly <3

Just did! Really well made :)) thanks for playing my game

Indeed, indeed! I had a smile on my face while reading your itch page :) Really good world-building and the cutscenes of the tree growing was such a nice touch. I also wanted to have such a cutscene at the very end, but ran out of time unfortunately. A few constructive criticisms though:

1. The camera was being weird. I couldn't look up and if I look down, it sometimes got inverted.

2. The golden trail doesn't appear at first. In the first level, I searched for a 'golden trail' and couldn't find one, and then I died, but once I respawned, there it was right in front of me! I think it takes time (too much time) to actually form?

whoaa i played this i think the longest out of all the other games this jam. enjoyed it thoroughly, seeing the points rack up is really satisfying. maybe the start could've used a bit more hand holding, there were a lot of buttons and options thrown into my face from the start haha, but turns out it's not that difficult at all. GREAT JOB!!

Very unique and fun idea, the art and the dialogues were well designed. Great job!!

Glad you liked it! Thanks for the review <3

Thanks for the kind words!! I did use some assets for the environments, but yes the art direction was mine :))

I do try to have a well defined lore to all of my games because I think it plays a big part in the immersion. Thanks for playing and reviewing :))

Thank you!! Glad you liked it <3

Yes, I did spend quite a bit of time on the polish and the feel. Glad it shined through!! I'll be sure to check out samsara too!

Whoa that's some high praise! Tysm

Thanks for playing, glad you enjoyed it :))

Thanks for playing and the review <3

Thanks for the review!! Yes, the game does have optimization issues, which I shall fix after the jam is over. I suspect it's the shader I used.

I'll be sure to check out your game and the game you recommended :)

Yes that's a balancing issue. During playtesting, I was told to increase the player speed, which I did, but maybe I could've increased it a bit more. And as for the lag, I didn't have time for optimizations unfortunately. I did what i could, but the city level especially is still quite laggy. I think it's due to the outline shader I used, there are so many objects in the city scene that the outline shader really tanked the performance, trying to draw an outline around every single object.

Oh i see, i vaguely remember trying to MMB move it out of habit, and it not moving... But I could be wrong.

The visuals are striking, the lighting and shadows are quite realistic as is expected from lumen. I don't really get the story, or how to go through the levels... The enemies (bats) are a nuisance and doesn't really add much to the game from a lore perspective I feel like. The sword slashes look cool, but im like 90% sure there's no actual sword being held by the player since his hand is empty. I feel like you bit off more than you could chew.

haha in all seriousness, really enjoyed the overall gameplay, the audio and the vfx (although they were a bit laggy at first). one minor gameplay gripe i had was that the enemies didn't fall off the arena no matter how hard i tried. i think that's a bit unfair :(

also the player beyblade sometimes got launched into the air. prolly a physics quirk... overall, really enjoyable!!

gud game 👍

Perfect incorporation of the theme, soo good!! My freshman physics knowledge came in clutch haha. I didn't complete the entire game, but I think I played enough to get a good understanding of it (i completed like 4 output cogs). I really enjoyed the concept.

A few minor gripes (and one major one):

1. There's no audio. Audio would add a LOT to the game feel and polish. (this was the big one)

2. A main menu and more tutorials would be much appreciated. I'm sure there are a bunch of people who stopped playing after trying to know how to play the game and failing at it.

3. Maybe have middle mouse button camera pan? Left button sometimes drops a gear.

Thanks for the Wikipedia screenshot! i liked the game, although I think the difficulty curve is a bit steep. the art was goofy, which has it's own charm and it was refreshing to play this game, even as someone who has arachnophobia haha! some gripes:

1. quite difficult

2. the lore/background and the objective of the game isn't too well defined.

3. the enemies stick to the player for a few seconds if you touch them, and does very heavy damage. is that intended?

Really well made. I loved the UI design and the game polish including the simplicity of the controls, the audio and the presentation were all really good. I do have a few gripes though:

1. Sometimes the spinning was too high and the multipliers we're readable.

2. Maybe after the round completes, you could stop the spinning for a sec to make the knives and where they landed, visible to the player.

3. Sometimes the knives were disappearing.

Really like the concept, and the theme is REALLY well incorporated. It took me a minute to understand how to move around and build speed, but once I did, it was intuitive. The audio and the visuals, especially the shimmer shader that you used really improves the game feel. One think, the swing-around points sometimes yeets the player super far if you click space right on top of it. I initially thought that's how you move around...

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A REALLY cool concept and control scheme. Took me a minute to figure out how to control the character, but once I got the hang of it, it felt quite nice to 'fling' the character at breakneck speeds. However, the fact that the walls bounce the character really throws off the trajectory since it's very difficult to actually aim with enough speed in the first place. And then the character just bounces off the wall and falls all the way down. Overall a very unique entry. Do check out my game too!!

I shall not rate this since I do not know how to play that minigame, and I feel a rating would be unfair :'(

I really like a lore though and voice acting is ALWAYS a plus.

i- i thought it always rained in the uk. wouldn't the ocean overflow?

In all seriousness, the idea and artwork of the game is nice, but there was just not enough content to justify a 7-day jam.

FAHHH took 2 tries but overall was pretty easy and had a good laugh! A little short tho, don't you think?

I was super impressed when the game started, the movement, the combat (though a little one dimensional) and the whole idea. But I couldn't find the theme incorporated anywhere. Plus I was also at a loss on where to go and there were pokemon combat popping up out of nowhere sometimes.

First game and jam?! That's mega impressive! Really enjoyed it, the puzzles were intuitive (except the last level which I kinda brute forced haha, ig i'm just a noob as the game told me) and the visuals were so good too! One small visual glitch i found, after all the ingredients are mixed in and I'm spinning quickly to brew the potion, one time one of the ingredients came back out (due to me spinning backwards i think), but it was only visual and the final potion considered that ingredient.

I really liked the premise, me being a hobbyist guitarist, I really appreciate all things sound and pitch related. The true to life sound wave representation, the beat generation with two closely matched frequencies and the audio were really cool (my first 5 star audio rating btw).

A few gripes:

1. The dials rapid sped up if moved even remotely quickly. If that's intentional, I feel like the dial values shouldn't have been so close to the value it should be set to. There should've been a lot of moments, where the player would've had to rapidly rotate the dial to come close to the value and then fine tune it.

2. The gameplay got a bit repetitive towards the end.

Wow a really good incremental game. The ships were well designed and the weapons too. It wasn't just vertical investment into one weapon, but there were new weapons being introduced too. One gripe, maybe make the upgrades persist between levels? Otherwise it gets much less rewarding if we have to keep upgrading from square one. Overall, really good submission!

Would love for you to check out my game as well <3

The visual polish was evident, the camera shake, the particles, etc, felt really nice. But the attack itself felt a bit awkward. Do you do above the enemies and smash them from the top or go on them and then attack, cause both worked. Also there seemed to be an AOE to the attack?

The game also lacked an objective, as pointed out by the other reviewers and also audio would add SO MUCH to already quite polished visuals. Maybe add a little scene explaining the lore? Also is the player moving through the doors in a remotely circular path supposed to be the 'spin to win' aspect? The potential is there, I would love to play once these things are implemented <3

Maybe you could give my game a play? I would really appreciate it.

CLASSIC!! The world itself spins around! Lvl 6 actually posed a challenge, that was the only level i died in (like 10 times). The rest were very easy.

Criticisms: Very few actually:

1. The bgm stopped after level 1.

2. The levels apart from lvl 6 could've been made a bit harder :)

Overall, really enjoyed!! Hope you check out my game too <3

Thanks!! Really appreciate the review <3