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DTG πŸ‹

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A member registered Feb 14, 2019 Β· View creator page β†’

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Hey, just gave it a try before the jam ended, I think it was a solid entry! I didn't get to finish, but I liked the jumping mechanic and the premise was solid. I haven't seen it all so maybe I'm just suggesting things that are in the game, but I think it would be super fun to have obstacles that interact with your jumping somehow (like jump pads/springs) or maybe sections where you have to balance on platforms to make it even more unstable lol. But yeah, I think this was a solid platformer, the art was simple but good. Nice job!

Thank you so much! I'm glad you appreciated all of the content we managed to squeeze in, and I would have loved to have this game be more accessible with a web build, but I would not trust Godot web exporting with my life, I've always had bad experiences with it (lag, stuttering, etc.), but I'm glad you played it anyway. If you do revisit, I think you would like the ending :)

Thank you very much!

Hi! Just letting you know I rated/commented

This game is too peak I'm forcing the rest of my team to play this masterpiece

Hi! I am coming from the rate-for-rate so I am here to give feedback. Firstly, I had fun with the game (I did beat it) and it felt satisfying to kill enemies and use cards. I will say, I think the tutorial was honestly harder than the bossfight at the end (although I may have just been bad at platforming lol). One thing that frustrated me during the levels was when occasionally the enemies spawned on me and took away a heart, but it is a minor thing and wasn't a very big deal. Also sometimes an enemy would come out of nowhere without me knowing and damage me, and I think what could help with enemies creeping up on you is just to give them some SFX when they're close (or just ambient grunts and what not). But I did like the enemy balancing otherwise, it felt fair and they were very satisfying to shoot lol. For the tutorial, since I mentioned struggling with it a bit, I would just suggest adding checkpoints in it so that you don't lose your progress in it, and just a checkpoint for each mechanic shown would be awesome. The sensitivity felt a bit strange with its smoothness, so all I would suggest is just a toggle/slider to adjust smoothness. Otherwise, I liked the graphics, the pixel aesthetics looked nice, the music was great and very fitting, and the game ran perfectly on my PC, so great job with all of that! I especially liked the boss character, peak character design. Nice job!

Hi! I am back and I have finished the game after a few hours lol (I collected the poops for every level except 5), and I think it was a ton of fun and I have some more feedback now that I've seen everything. 

For one, I just want to say this is a very solid entry and it has a ton of content for only being made in 9 days, so awesome job on that. That being said, I will start with this: I think that the ability to go between checkpoints would be helpful for certain collectible poops that are only obtainable with certain checkpoints. I figured out that my issue with the grappling sometimes not working only seemed to happen on level 3 with all of the diagonals, so take that as you will. I think for level 4 and the exploding projectiles, the tiny ones should disappear after a few seconds since they were interfering with earlier points in the level that I would go through if I died, making the part before that section a little harder. Level 5 was quite large (not just length, but size too) and I think that zooming out wasn't sufficient enough to see what I needed to, since there were still some blind jumps. Maybe a way to preview the entire map could suffice? I think in general, all of the levels 3+ could have been split into 2 levels each, with each one introducing a new mechanic on their own (pipe, exploding projectiles, directional tiles, liquid, etc.) instead of having one level introduce several.

Currently, pressing the escape key brings you to the menu, which tripped me up a few times (thinking that it would pause and sending me back). My advice would be to either have [ESC] open a pause menu (since most gamers are accustomed to this standard), or, if you really want to keep [ESC] as the menu, either require it to be held for a second (similar to Deltarune) or have a confirmation dialogue pop up so that the player must confirm that they want to lose their progress. I think this would save a lot of future frustration from any players.

Since this is for a game jam, in the future I would recommend making the game quite a bit easier, simply because most people won't have the time and/or dedication to play the entire thing if it frustrates them. I did enjoy the game enough to complete it despite the frustrations lol, and I would totally play a steam release of this if it were available in the future. But as for balancing, since it seems you are solo, my best advice would be to try to get other people to playtest it before the jam ends, as it is incredibly valuable to see how others play your game before sending it out to the wilderness of Itch. If that isn't feasible, and you are the only playtester, then you should go by the rule of thumb where if you feel the game is just right (in terms of difficulty), it is likely too hard. Likewise, if you think it is too easy, it is probably just right. Trust me, I have had several games where I thought it was the perfect difficulty and it ended up being WAY too hard πŸ˜…, so just keep that in mind as you move forward. That is really all I have to say, this was a really solid entry and definitely my favorite so far, so great job and I hope to see this game expanded upon since I seriously enjoyed it and would love to watch it become something bigger. Please do let me know if you plan on expanding this game and where I could go to watch the development of it, because I am very interested. BTW, I am curious, what engine did you use to make this game?

Thank you!

Thank you so much for playing! I'm glad you had fun, and I never thought about reverse unpacking until now lol, that's a funny perspective!

Thank you so much for streaming the game and experiencing the first part! We hope you come back to try all of the levels and see the ending some time!

Thank you so much, I'm glad you had fun! I'll be sure to check out yours soon, I saw a bit of it on Manisha's stream and it looked interesting

Thank you so much! I'm happy you had a lot of fun with this game! Spencer would be happy.

Thank you so much, I'm very happy you made it to the end despite the game being so long! We are hoping to continue this game after the jam ends , so thank you for being supportive! Spencer approves of your feedback.Spencer approves.

Thank you for the feedback! I would have loved to expand upon the music more with more time (giving each client their own motif/variation, actually mixing/mastering it properly, etc.), but alas, the big evil game jam timer forced me to prioritize coding everything and ensuring the game was complete ran smoothly. I am glad you found the level design challenging and interesting, Graviton79 did a great job at that, especially considering this was their first jam lol.

I do agree that the UI was a bit small, especially on certain screens, so that would absolutely be something I would address in a later version of this game. And a level selector would also be a priority (and also possibly a level editor?). Again, thank you for your feedback and I'm super glad you had fun!

Thank you so much! I'm glad you enjoyed the music despite it looping for like an hour lmao. I am very glad you had fun with it, it was a blast to make and I am glad you got to experience the entire thing!

Thanks for the feedback, I do 100% know that having only exe/x86 builds will tank how many ratings we will get by a decent amount, but it is a risk I am willing to take since Godot web builds (especially ones with lighting/shaders/3d) tend to be quite... unstable... and I wanted players to experience the game in its best form. As for everything else, I'm super glad you enjoyed it as much as you did! Graviton79 has rated/given feedback for your game by now, wish you the best of luck!

Thank you for the feedback, I'm glad you got to experience Spencer in his True Form. This is definitely not my or Mightybjorn's first rodeo lol we have been making games for a few years now, but this was Graviton79's first game jam, so we had them just making levels the whole time. I will be sure to check out your game when I can and provide feedback!

Hi, I just rated and commented, I hope you appreciate my feedback :)

Hey, coming from the rate-for-rate and I want to start by saying this is probably my favorite entry I've played so far. It's insane that this game only has a few ratings, it 100% deserves more. I didn't end up completing level 3, although I got very close. Here is my feedback (keep in mind how far I got just in case I missed anything important later on):


The aesthetics of the game were great, they felt juicy, cohesive, and overall just looked really good. I don't think the screenshots do the game justice lol, it looks much better in-game. The music was fantastic and was part of the reason I even played as long as I did. It reminded me a lot of Deltarune's music with the chord progression and upbeat drums. I would have liked to be able to fully appreciate the game in my ultrawide monitor (with no black bars) but for a 2d game I can see why you might not want to reveal more of the map to players who pay for a wider screen lol. I think something as minor as a hue shift for the tiles or a slightly different instrumentation for the music would go a long way with appeal (especially in the screenshots), as that would essentially show people browsing the page that you have more content than if all of the levels looked the same.


As for the controls, at first it definitely took a bit getting used to, especially with me confusing WASD with up/down/left/right arrows. I would recommend that, since the mouse is not used, to simply hide it when the game opens, as it confused me for a moment before I realized to use WASD/E for the menu (I think having Enter be an interact key for the menu would have been nice too). After getting used to all the mechanics eventually like down grappling and slowing the fall, the controls felt satisfying to use and it felt good to maneuver around the map dexterously.

For level design, I think the levels were mostly good; they introduced mechanics at a good pace and felt like they were of adequate difficulty. I would personally have probably split the third level into two or even three, as it was much longer than the first two. There were some parts of levels (I think level 3?) where there was a blind jump that killed me which was a bit frustrating (although I might have just not known/forgotten about pressing E), and some spots felt like they could have used an earlier checkpoint, as losing all of that progress hurt sometimes. There were also some times where I walked off a ledge and grappling would not work when falling for some reason. Besides that, the levels felt very solid and fun to play around with.

Overall this was a super great entry and I think if you just joined some streams and posted in more rate-for-rate forms (or started some of your own) you could really give this game the recognition it deserves. Another commenter wrote how an HTML version would help, and I agree, but I also get that if this was made in Godot (where HTML doesn't support forward+, shaders lag, and is generally more unstable) it makes total sense why you'd do an executable build. For future reference though I would definitely recommend exporting a linux build too, as that should be just as easy as Windows and would open your game up to a plethora of new players. I just want to say you guys did an awesome job and this was the most fun entry I've played so far even though I didn't make it that far at all, so great job, I am very impressed!

In that case

Hey guys, I just want to say great job on the game! It was short but it felt very polished, the art was great, the music was fun, and the sfx were very satisfying. I seem to have been able to just drop everything in the middle for the most part and tower up pretty easily (and just destroy the L-shaped beams) but otherwise this is a fun concept. It was also neat to find a glue and trowel and use them, although I wasn't quite sure what the trowel is and I think that I could have probably stacked without them, but I like the idea of items nonetheless. Nice job!

You already know

Rated and commented

Hi, coming from the rate-for-rate. I first want to say that I enjoyed this game quite a bit and it felt appropriately tense. The whole having to remember what you swapped with what required a lot more thinking than I imagined, but I think that was the point. The controls being Z, X, P, etc. felt a bit strange (as opposed to more easy-to-reach keys), but it was nothing that affected the gameplay much, and that could very well have been on purpose too. One minor frustration I had was, when holding something down, if it went into the next emotion, it would automatically detect me holding instead of listening for a new key press and take a heart away, but it is just something small that I got used to anyway. I liked the art, it is very unique, and the music was good too (I like that it was dynamic and changed when you're picking items). Overall, it was a good game and you all did great!

Rated and commented!

Dang 100+ is crazy I need to get more cracked at this game lol

Hi, here from the rate-for-rate I posted earlier. I think that this was a good concept and I like how it fit the unstable theme. The art was good, and the music/sfx were good too, but I think the music (in comparison to the sfx) was a bit loud.

I managed to get a score of 26 which might not be great πŸ˜… but I think this game has potential, especially if you incorporated items that had certain effects on your burger or items that you tried to avoid. I do understand that you only had two days to make this, so I congratulate you for what you have in such a short time, that is not an easy feat lol. As for what there is now, all I would say is maybe have an indicator (some gui element) that shows you exactly how "unstable" your burger is (i.e., how close it is to falling), as that would make it a bit more clear than just having it topple over at an arbitrary angle.

Other than that, I think this was a good submission and I had fun playing, so you did a good job!


https://itch.io/jam/do-you-wanna-jam-2026/rate/4926585

Hello! We created Inferior Design, a narrative-driven, physics-based puzzle game about rearranging your clients' furniture (with a bit of horror involved πŸ‘€). We would love feedback on it and for people to experience it, and we will be more than happy to rate your games and give feedback if you rate ours. Hope you have fun playing, looking forward to everyone else's games!

Hi, I just played your game and rated/commented. I had a lot of fun with managing the stations and getting upgrades, I'd love for you to check ours out.

I had fun with this game, it was a bit difficult getting into but eventually I understood how to manage everything. The clicking felt satisfying and it felt good to make upgrades. I think something cool would be upgrades that, instead of just changing how much energy you generate/store, introduce new mechanics/stations that you have to manage, as that would create a satisfying difficulty curve. In the tutorial, "mysterious" was spelled wrong, but I am not going to hold a grudge lol, just letting you know. Overall though this was a very fun submission and felt quite polished, all I could ask for is just a settings menu in game that would allow you to change sensitivity. Other than that, nice job!

I had fun playing this, the controls felt a bit janky when moving up curves/walls but aside from that it was fun to boost at super speed across the map. Initially I did not know all of the controls since they only flashed on the screen momentarily but after two levels I got everything down. It did feel a bit repetitive eventually but it was still fun nevertheless. Nice job!

I think this game was pretty fun for what it had and I liked how each state of matter had its own purpose. I think that the solid state of matter felt the least useful just because it seemed to only be used to press buttons, but other than that they felt each pretty balanced and unique. The first level with the beast was pretty difficult and it took me a handful tries to beat, but after that the balancing felt good. It was neat that there were multiple languages supported and I think audio would take this game to the next level. Overall though this was pretty fun, nice job!

Quite a fun game! Initially it took me a bit to figure out the health/energy/fire mechanic and how each tool worked, but after that, I was able to get through runs pretty quickly by strategically placing bombs everywhere lol. The game felt very polished, the art and music were great. It was incredibly satisfying to break objects (it specifically reminded me of placing bombs/dynamite in Terraria). Overall I think this was a very good submission and you all did a great job!

I managed to beat it, it was fun and the level with only one ammo per gun was my favorite, I found it challenging (but in an addicting way). I think some general juice like gunshot sfx, particles, and screen shake could go a long way from making this good to great. The text in the screen HUD was a bit difficult to read even when zoomed in on browser, but other than that it was good. Nice job!

This was a fun game and it's cool that we had similar ideas. Tragically I only got a score of 7 as my best over several attempts. The circle felt useless because every time I placed it on my tower it would roll off into the lava and hurt me. I think with more shapes and special things like hovering platforms and such could add a lot to this game, as it is a simple but expandable concept. Nice job!

It's cool to see a game similar to the one I submitted, nice idea! I unfortunately was unable to reach the stratosphere on account of not being good enough at stacking but I think that the concept overall is interesting. Nice work!

Thanks for playing, I'm glad you had fun! Sadly I couldn't get deterministic physics working in time for the jam but that would definitely be a next step if I were to take this further. Otherwise I'm glad you enjoyed it and thanks for the feedback!

Thank you very much! I do agree the desert did have some pretty tricky levels towards the end πŸ˜… but I'm glad you had fun either way