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getboros

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A member registered Oct 31, 2023

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Thank you so much! Glad you enjoyed the core loop of feeding and protecting the little guy. I wanted to keep the scope tight to make sure everything felt polished for the jam, so I'm happy to hear it resonates! Appreciate the support! 🔥

Really polished submission! The aesthetic and audio direction create a very cohesive and pleasant experience, and the core concept fits the jam theme perfectly. It's refreshing to see a 'god-sim' style where the focus is on interaction rather than just destruction.

Big kudos for the multi-platform support (Windows/Mac/Linux) — that’s a significant amount of extra work for a game jam environment, and it really shows your dedication to accessibility. I didn't reach the end yet, but I'm intrigued to see where the story goes with that fly — definitely feels like a unique twist on the genre. Great job!

This was such a high-octane experience! Seriously, the concept of a runaway truck without brakes is brilliant—it keeps the pressure up from start to finish, and you definitely nailed the 'drive or die' feeling. It's really impressive what you managed to pull off in just 14 days. The polish is great! One tiny tip: the extraction took quite a while on my end (about 5 minutes), maybe check the compression or file structure for future builds? Regardless, loved the chaos! Great work!

Really creative concept! I can tell this must have been quite complex to implement. I really enjoyed the audio, it sets a nice mood.

Personally, I had a bit of a hard time figuring out the mechanics from the tutorial (might be my fault for not reading it thoroughly, but I had to watch a video to understand what to do). I managed to complete 3 pages, but then I felt a bit lost regarding what to draw or how to set a goal for myself. Also, I wasn't entirely sure about the scoring mechanic and the hints on the pages.

Overall, this is a very ambitious project, and it's impressive to see this kind of puzzle/sandbox mechanic in a jam game. Well done!

This really reminded me of the 'Crank' (Adrenaline) movie – the constant pressure to keep moving and hitting just to stay alive is such a cool mechanic! The pacing is intense, and I actually enjoyed learning the level layout and optimizing my route. Great job on capturing that high-octane feeling. Well done!

Thanks a lot for the kind words! I'm really glad you liked the cats and the overall vibe.

That's a great point about map exploration. You're right, as a clicker game, it tends to focus on one spot, but looking back, I definitely could have added more events or reasons to click further away to make the world feel more 'alive'. I'll definitely keep that in mind for my next projects! Thanks for playing and for the honest feedback.

Solid core loop here! The game is definitely addictive—I spent quite a bit of time trying to optimize my strategy.

What stands out:

    The flow is great; the difficulty curve keeps you engaged

    Despite the minimalistic aesthetic, the visual feedback is punchy and consistent.

Suggestions for the next iteration:

    Narrative hook: Even a small bit of lore in the menus or between rounds would add a lot of personality.

This has actually inspired me to start working on a 3D take on a similar concept in UE5—so thanks for the motivation! Keep up the good work, it's a great jam entry

This is a really well-crafted submission! The purple aesthetic and pixel art style are fantastic—it gives the game a very unique and cohesive atmosphere. The core loop of protecting the fragile 'Tiptoes' by interacting with the environment feels satisfying and makes for a great logic puzzle. I also appreciate the difficulty curve; aiming for 3 stars adds a nice layer of replayability for hardcore fans. Great job balancing the 'Invincible' theme with such a vulnerable protagonist mechanic!

Really cool entry! The movement and overall combat vibe reminded me a lot of classic Quake, which is a big plus. The music fits the atmosphere perfectly, and the stylized graphics look great.

If I had to give one piece of feedback for polish: it lacks a bit of "juice" or impact when you hit enemies. Some screen shake, a slight Hit Stop (freezing the game for a few milliseconds on impact), or more pronounced particle effects would make the combat feel much more visceral and satisfying. Regardless, it’s a solid project for a 2-week jam! Keep up the good work!

Thank you so much for such a detailed and honest review.

You made some really great points regarding the theme interpretation. You're right, I focused more on creating a 'chill' experience, and I definitely see now how I could have tied the 'Invincible' theme into the core mechanics more creatively (like the temporary power-up idea you mentioned). That’s a fantastic suggestion for my next project!

I’m glad you enjoyed the wholesome vibe and the art—that was definitely my goal. Regarding the cat’s look, that’s a fair critique too; I'll definitely consider more iconic character designs next time.

Thanks for taking the time to play and share your thoughts, it’s really helpful for my growth as a solo dev!

Hey team! Just played Bitter Content and honestly, the concept  is brilliant. The art style and music fit perfectly!Left a rating and a detailed comment on your page — would appreciate it if you could check out my https://itch.io/jam/game-name-game-jam-1/rate/4463847  as well!

Loved the experience! The theme of taking down a 'seemingly invincible' celebrity feels very fresh and relevant. The UI design is top-notch, and the soundscape really kept me immersed.

I’ll be honest, I struggled a bit with the donut mechanic — it took me a while to realize it's a strategic layer rather than just a distraction. Getting the 'bad' ending was a wake-up call, but it actually made me want to jump back in to see the others. It's impressive that you managed to pack so much narrative and atmosphere into a jam entry.

One small piece of advice: maybe adding a slight visual hint about the donut mechanic early on would help players Aside from that, excellent work from the whole team!

Just finished playing 'Invincible Tower', and wow — the amount of content you managed to pack into 14 days is mind-blowing! It feels like a complete 2+ hour experience rather than a typical jam demo.

The difficulty is definitely on the hardcore side, but the random monster spawns and the well-placed checkpoints keep it fair and engaging. The intense soundtrack really fits the gameplay loop perfectly — it keeps the pressure on! And the intro really helps to set the goal right from the start. Fantastic pacing and really impressive productivity. Great job!

Thanks for the honest feedback, Jestabbit! I’m glad you enjoyed the 'chill' vibe of the game. You're spot on about the lack of exploration incentives — that’s something I definitely want to refine. I actually tried implementing some tips to guide players toward the secrets and interactable objects, but looking back, I agree they didn't quite hit the mark. Definitely a lesson learned for my next project!

Thanks for taking the time to share your thoughts. I'm heading over to check out 'Invincible Tower' right now — excited to see what you've built!

Huge thanks for the kind words, yoavhevlin! I'm thrilled that you found it interactive and fun — making things 'feel' right when you click them was my main focus throughout the jam. I really appreciate you taking the time to play it. Your positive feedback made my day! Best of luck with your entry!

Thanks! Glad you enjoyed the divine experience. Being a god sounds like a lot of power, but in practice, it’s mostly just trying to stop a cat from eating sushi in the wrong place and frantically clicking away! Really appreciate the kind words, thanks for playing!

Thanks for the feedback, Vic! I’m glad you liked the art and overall polish.

Regarding the control scheme: that mechanic was actually an intentional design choice to make the clicking more deliberate and increase the 'skill' required in the heat of the moment, forcing players to choose between feeding and defending under pressure.

However, I totally understand why it feels tricky, and your suggestion about switching modes is a great idea for balancing accessibility without losing the intensity. I’ll definitely keep this in mind for any future updates! Thanks for playing!

Hey Hiro! Huge thanks for the support, I really appreciate you taking the time to rate it even without being able to run the build!

The error you're seeing (Microsoft Visual C++ redistributable) is a common one with Unreal Engine projects.

Thanks again for the kind words about the art!

Just finished playing and rating 'Totally Ethical Labs'

https://itch.io/jam/game-name-game-jam-1/rate/4463847

Hey Vic Ment, had a blast with this! Found a ton of bugs, but the 'invisible AK-47' and accidentally triggering the nuke ending were my absolute highlights — honestly, those kind of moments make jam games special. As a fellow UE5 dev, I totally approve of the project, the concept is creative and really fun to play!

The start felt a bit tight on resources (coins were scarce), and the shooting feedback could use some love, but the core chaos is definitely there. One tip: the alien AI seems to get stuck in corners and occasionally has 'seizures' — adding a simple State Tree or randomized movement would make it feel much more natural. Great work on the music and the vibe!

I’ve just submitted my game (also 3D). I’d really appreciate it if you could give it a look and share your thoughts. Keep up the good work!

Really cool concept and unique control mechanics! The visuals are very pleasant, and it’s always a plus to see another UE5 project in the jam. The music and VFX really add a lot of life to the game — everything feels quite polished. It was definitely challenging, but in a rewarding way!

Thanks for the extra notes in the comments, they really helped me get into the game. I've left a rating for you! If you have a moment, I'd appreciate it if you could check out my project, 'Lucky Cat: God's Touch' — would love to hear your thoughts on it since we're both working in UE5!

Really impressive work for a 14-day jam! I had a blast playing it, the visuals are genuinely pleasing and it's rare to see a solid sailing game like this. I did run into a few physics hiccups, like ships clipping under the water and enemies spawning directly under me, launching the ship into the air. Also, adding a firing trajectory/indicator would be a cool feature for future updates!

Still, for two weeks of work, this is a massive achievement and it's very polished. I’d love to hear your thoughts on my project if you have 5-7 minutes to spare — it’s a quick experience (especially if you follow the hints). Great job again!

Just played 'Heart Beats' — definitely a unique entry for this jam!

Nice work, Matheus! If anyone else is looking for a relaxing rhythm game to try, check this one out.

https://itch.io/jam/game-name-game-jam-1/rate/4463847

Loved the chill vibe of this game! It’s a great change of pace for a rhythm-based project — not too stressful, just pure aesthetic enjoyment. The way the visuals sync with the beat is very satisfying. I encountered a small bug with the slider at the start (on Firefox), but after that, everything felt solid. The music is top-tier. Keep up the good work, really looking forward to your future projects! Rated 5 stars for the atmosphere.

Haha, that’s exactly the kind of multitasking chaos I was aiming for! Glad you got so invested in saving the cat that you forgot about the sushis — that's the best compliment to the 'God-Sim' feel. Thanks for the feedback on the text/hints too! I’ll definitely make them more readable in a future update so players have a better chance to catch all the tipsThanks for playing!

Thank you so much for such detailed feedback, nenayz! I love the 'super food' idea for encouraging map exploration — that's a brilliant way to fix the static gameplay issue. I'm also taking notes on your suggestions regarding auto-turrets and enemy health scaling for the post-jam version. Really glad you enjoyed the art and atmosphere!

I'm heading over to check out your game 'Deeper Down' right now. Can't wait to see what you've built!

I just played 'Soulbound' and really enjoyed the experience. Managing two characters in local co-op was definitely a unique challenge! Managed to finish it in 7 minutes and even felt like speedrunning it near the end. Great pixel art and solid game design. Rated! Keep up the great work!

Thanks for playing and for the honest feedback, Thund3rAce! I'm glad you enjoyed the art style and atmosphere — that was one of my main focus areas. And you're absolutely right about the WASD camera, I’ve already noted that as a top priority for my next update/project!

Haha, now you've got me curious! Did I miss some secret ending or a hidden interaction? I'd love to know what that was supposed to be. I actually have a secret in my own game too, but some players already figured it out and started talking about it, so the magic is half-gone now! 😄 Anyway, thanks again for the fun game, it was a blast!

Wow, Angry Fry, thank you for such a deep analysis! This is exactly the kind of feedback I was hoping for. You've hit on a very interesting point about the tone dissonance between the music/visuals and the stress of the gameplay. I intentionally went for that contrast, but I totally see your point about it making the objective feel a bit 'muddy'.

Comparing it to Bloons TD is actually really helpful—it gives me a clear direction on how to better communicate the player's priorities in future updates. I really appreciate you taking the time to write this out; it’s incredibly valuable for my growth as a dev. Thanks for playing and sharing your honest perspective!

Haha, that's awesome timing! No pressure at all, take your time to play it through. I'm really looking forward to hearing what you think, especially about the feel of the controls and the god-sim mechanics. Good luck with the level!

Hey Angry Fry! I really appreciate this approach — actual feedback is worth way more than just stars. I just played and rated 'Flowers Don't Die'. Left a detailed comment on your page about what I liked (the intuitiveness) and a few suggestions for potential growth.

I’d love to hear your thoughts on my project too:
https://itch.io/jam/game-name-game-jam-1/rate/4463847 


Just played it! Very cozy and relaxing experience. I love how intuitive the objective is right from the start — no hand-holding needed, just pure gameplay. It's a nice, short session that doesn't overstay its welcome.

If you decide to expand this in the future, adding a progress bar or a specific goal (like "water X flowers within Y time") could really boost the sense of accomplishment. Also, a quick note: the 'Exit' button didn't seem to work for me (Alt+F4 saved the day). Solid entry, keep up the good work!

Hey Metehan! I totally understand the struggle with multiplayer jam games — it's always hard to get people together. I just hopped into your game, left a comment on your page, and gave you a rating!

https://itch.io/jam/game-name-game-jam-1/rate/4463847

Hi Metehan! I really appreciate the effort you put into this. The tutorial is very well-structured, and the UI is slick. Also, the horror music you chose for the menu is absolutely top-tier — probably the best track I’ve heard in this entire game jam so far!

Unfortunately, I couldn't get into a match because the lobby was empty after waiting for a few minutes. Multiplayer games on jams are always a huge challenge to test! The concept of the 'Villager' vision sounds really intriguing, though. I'll definitely try to hop into a lobby again when I have more time to wait. You should be proud of the atmosphere you created!

I'd love to hear your thoughts on my project. If you have a spare moment. Best of luck with the jam!

Hey nenayz, I just left a detailed review on your page! Had a fun time with the game. Looking forward to hearing your thoughts on my project if you have time: https://itch.io/jam/game-name-game-jam-1/rate/4463847

Hey nenayz! I just played Deeper Down and had a blast. The visual style is charming, and the sound design feels really punchy and satisfying.

I have two main points of feedback for you:

  1. Camera Shake: When there are many enemies on screen and I use the 'carriage' ability, the screen shakes a bit too intensely. It makes it hard to see what's happening during chaotic moments.
  2. Progression: Currently, the rooms with upgrades feel a bit underwhelming. I think switching to an XP-based system might feel more rewarding — by the time I reached 500 points, I barely felt any significant change in my character's strength.

Overall, it's a solid jam entry with great potential! Don't let the 'oversaturated genre' comments discourage you — you've got a great foundation here. Would love it if you could check out my project, Lucky Cat: God's Touch, when you get a chance. Good luck!

Hey HappySealGames! Glad you enjoyed the chill vibe and the cat defense concept! I really appreciate the feedback on the camera controls — that's a great suggestion about the static, wider-angle view. I'm definitely keeping that in mind for future updates/projects. Thanks for checking out my game and for the kind words about the solo dev journey — it means a lot coming from you!

Thanks for the feedback, mizu! I completely agree with you regarding the camera controls. It's actually the #1 thing I've been working on based on the community's response!

I’ve already implemented a much smoother camera system, but I’m holding off on pushing the update to keep the jam entry stable for now. I’ll be releasing an updated version shortly after the voting period ends. Glad you enjoyed the relaxing vibe otherwise! Good luck with your project!

Thank you so much, Mandoli! I really appreciate it