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Gruftsocke

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A member registered Mar 31, 2023 · View creator page →

Creator of

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Thank you for taking the time to play my game.

No, you cannot turn off the music. However, I have already reduced it to 30% so it only plays in the background and doesn't feel too dominant. The vehicle sounds are currently set very low, as many people wanted the beeping to be quieter or turned off completely. Both are below 15% volume.

I admit there was no proper sound balancing at all. Normally I take my time for things like this, but this time I simply didn't have the time.

Thank you for your kind feedback.

Thank you for taking the time to play my game and for the detailed review.

The Z/Y key issue should now be fixed. In the end, it was just a typo in the description, and with the next patch the hint text has also been removed. If you still encounter any issues, please let me know.

The UI issue should also be fixed with the upcoming patch. It was caused by an incorrectly set tolerance for the yaw axis in the UI itself, which was previously set to ±2° deviation.

The duration of the dialogue displays is indeed quite short, I admit that. This could be improved in a future larger patch.

I can try to build a Linux version, but I currently don’t have a Linux machine available for testing, so I’m not sure whether it will work. I will upload it with the next update. Feel free to let me know whether it works for you.

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Thank you for taking the time to play my game. Also, thank you for the detailed review.

The issue with the player panel should be fixed and working again in the next patch. However, in the jam version it does not have any real gameplay function and is mainly there for visual purposes (a nice-to-have feature). Unfortunately, I ran out of time to properly connect it to gameplay mechanics.

Regarding your comment about the penalty fee: I checked again, and there is indeed a missing dialogue that explains the reason for it.

Most likely, you did not place the container exactly within the green zone, which is why you received deductions. The UI shows the container in yellow when it is not perfectly aligned, and in green when it is 100% within the target area.

Neverland, here we come!!!  Choo Choo

This is a cool game. It's a great achievement. It brings back childhood memories. I think there's still a lot more potential to unlock here. Keep up the good work.

This is a great game. It's an impressive achievement. Keep up the good work!

This was a very interesting game. The mechanics were great. However, in some places it was difficult to see the target clearly in order to align the mirrors correctly. A camera zoom feature would have been helpful here. In the end, though, it was also possible to rely on the sound cues.

In my opinion, the game is very well made and excellently executed. I enjoy playing games like this from time to time, and I hope you eventually turn it into a full version.

Keep up the great work – this was an excellent achievement!

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Thank you very much for taking the time to play my game. I'm very happy to hear that you enjoyed it.

I have updated the description, as it still said "Z" instead of "Y". I can completely understand the confusion.

I'm glad to hear that you would like to keep following the project. However, I won't be expanding this version much further. Instead, I'm planning a new standalone version, which I will also release here on Itch. I still have many ideas that I would like to implement, but they didn't make it into the jam version due to time, scope, and complexity constraints.

You probably know yourself what jam code can look like and that it's usually not a good idea to keep building on it long-term. :-)

Once again, thank you very much for your detailed feedback.

A very nice Snake and combat space shooter combo. The idea is well executed. Even for a team of two, this is a great achievement and excellent work. The game has a slightly retro look and is somewhat reminiscent of the 80s and 90s.

Great work, both of you.

A very nice endless runner. The idea is well executed. This is a very good achievement.

I played your game up to “Save Tim,” after that I wasn’t sure what to do anymore.  

A few issues I noticed:

- Stair colliders prevent going down. The character basically slides down the stairs and glitches through the collider.  

- Alpha shader issues, clearly visible on the grass. I’ve also experienced this issue with transparency in WebGL builds. It comes from how Unity creates WebGL builds. Web and desktop builds have different build priorities. Unity strips out some shaders in WebGL builds, which is why alpha objects are only partially visible, solid, or not visible at all. However, there are solutions to fix the transparency issue.

The flashlight bothered me a bit because it runs out so quickly. There are also some missing UI elements, such as:

- flashlight status  

- objective tracking  

- small hint texts or narrator tips when the player hasn’t found anything for a while, to guide them back on track  

For the lighting objects themselves, I wouldn’t rely on emission mode alone. Instead, I would use a small sphere set to emission in the shader and place a point light at the light source to simulate the glow.

The graphics are perfectly fine for a jam project. Overall, I think it’s a very interesting title and a great piece of work

That’s a great game idea. I didn’t know that tomatoes are the natural enemies of ducks  ;-). You learn something new every day.

I think it’s very well executed and a top-notch achievement.

Here is my game:

https://itch.io/jam/gamedevtv-jam-2026/rate/4612954

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The idea is really great, and the cat meowing is very cute. The controls take a bit of getting used to, in this kind of game I’m usually used to WASD, not WAD. Overall, it was a lot of fun, and I can easily imagine this game being a good pastime for casual players, maybe even as a mobile game for when you're on the go in the bus, train, or car (but only as a passenger, cough cough).
It’s a great achievement and has lovely graphics.

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Thank you very much for taking the time to play my game and write such a detailed review.
  1. The Z key works perfectly. I developed the game using a German QWERTZ keyboard layout, where the Z and Y keys are swapped compared to many other keyboard layouts. This is probably what caused the confusion.
  2. That is a valid criticism. I originally planned to include a tutorial that would explain everything, but unfortunately I ran out of time and was unable to finish it. I completely understand why this was confusing.
  3. The size of the spreader can be adjusted using the 1 key in the top number row of the keyboard. No workshop or unlocks are required for this. That being said, I really like your idea of implementing a workshop feature.
  4. The same thing happened to me all the time. During the early testing phase, there wasn't even an indicator showing whether the handbrake was engaged.
  5. You bring up a very important point, one that only became fully apparent to me during Dragonspirit Games' stream. I completely understand how frustrating it is to have to restart when you get stuck, because there is no way to teleport the vehicle to a safe location or reset it at the press of a button. That is absolutely valid criticism.

I would like to thank you once again for your review. You provided a lot of useful feedback and valuable information that will help me improve the game.

Maybe you should take a look at the RPG course on GameDev.tv. Some of the content might be interesting for you.

If you search for “James Doyle” or “Pete Jepson” on Udemy, you will also find good courses that teach valuable gameplay mechanics. It does not always have to be GameDev.tv.

The tip I can give you about music is this:

When I am not sure whether a certain piece of music fits my scene, I put on headphones, open YouTube, and search for music that I think might fit. Then I start the game in Unity Play Mode, preferably in fullscreen, walk around the scene a bit if necessary, and let the music affect the scene.

You usually notice very quickly whether the music fits or not. I do the same with sound effects: just try them out and let them work in the scene.

If you want to learn more about these kinds of things, I can only recommend joining the GameDev.tv Discord and asking there. After the rating period ends, there probably will not be much activity here anymore.

Thank you very much for taking the time to play my game.
I am very happy to hear that the UI was helpful.
Thank you very, very much.

Thank you very much for playing my game, and also thank you for the stream.

I watched the stream segment, and I noticed that the game tabbed out of fullscreen or lost focus when the F1 key was used. Normally, that should not happen. Until now, I was only aware of this behavior with the Escape key in the web version, but your video showed that it can apparently also happen with F1.

The number of controls for the grabber exists for a reason: you do not have to position the Straddle Carrier perfectly over the cargo. Smaller inaccuracies can be corrected directly with the grabber, instead of constantly having to drive the vehicle forward and backward.

You can rotate the camera by holding down the middle mouse button.

Thank you very much for taking the time to play my game, stream it, and review it. Your feedback gave me very valuable information.

Thank you very much.

Thank you so much for playing my game, and thank you for all the great feedback.

That is a really lovely review. I am very happy to hear that you and your wife had so much fun with the game and that you spent so much time playing it.

I use a lot of assets from Synty. I really like their style and the variety they offer.

About your question:

I am someone who always has to look behind the scenes, no matter where, to understand how something works. Especially in game development, most of the interesting things happen behind the scenes. So when I find a mechanic interesting, I try to question it: “How did they implement this? How does that work?” After that, I start rebuilding that mechanic myself, usually with several attempts until it finally works.

The grabber mechanic in my game, for example, is the result of my exploration of the game “Docked” on Steam.

One of my strongest skills is that I have a very good technical understanding and can mentally put myself into objects to understand their mechanics. I practice a lot, test things, experiment, and try to avoid using pre-made gameplay mechanics or systems from asset packages whenever possible.

I also focus very strongly on simulation games. That is why some of my skills in this genre are especially well developed, because I use and improve them again and again.

Thank you very much for taking so much time for my game. I really appreciate it.

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Here are a few tips I can give you along the way:

  • Do not try to build the next AAA title. Keep the scope small, especially if you are still a beginner. Your game already shows that you have good skills and that you are capable of implementing complex systems. Using pre-made assets is completely fine.
  • Do not hold on to gameplay mechanics that you do not enjoy yourself.
  • Try not to recreate real-world mechanics 1:1. Cheating is allowed. Focus on the core idea of the mechanic you want to implement. What always helps me is breaking mechanics down into their individual parts and then deciding: “How deeply do I actually want to simulate this mechanic?”

I do not know how you work or what tools you use. I recently started using ChatGPT to discuss my ideas in detail during the concept phase. When using GPT, it is important to assign it the right roles, move it away from being just a “yes-man” model, and never give GPT or AI the final decision-making authority.

About your project:

Fill the world with a bit more life. Most of the time, a few animated objects are already enough. They do not even have to be interactable; they can simply stand or move somewhere in the scene. Add more variety to your scene and include different types of buildings, streets, plants, trees.

Give your characters walking animations. This immediately makes the world feel much more dynamic. For example, let them walk up and down the street, and when you talk to them, have them stop and look at you. Try to improve the world you already have. Do not immediately add new features; instead, expand and improve the things that already exist. You will see for yourself what a big difference this makes.

About your point “no sound / no music”:

Here, I would also suggest looking for an atmospheric background sound from youtube or a sound website you prefer, something that plays in the background but does not become annoying. For ambient sounds, you can use different moods depending on the area the player is in, such as urban, nature, or something calmer. Choose something that you personally like. If you like it, most players will probably like it as well.

My game: https://itch.io/jam/gamedevtv-jam-2026/rate/4612954

I really like the game idea. I also like the dialogue system. This is an excellent achievement. 

Keep up the great work.

What a wonderful idea. Something completely different for a change, not just shooting and killing all the time. Very relaxing. You have delivered an excellent piece of work and a great achievement. 

This game could almost pass as a new sobriety test for drivers. I think it is very well made and nicely executed. It is fun to play, and the ambition to finally beat it keeps you playing longer. The music fits the game very well. All in all, an outstanding achievement. Keep up the good work.

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If you'd like, feel free to stream my game.
https://itch.io/jam/gamedevtv-jam-2026/rate/4612954

Thank you very much.

Thank you very much.

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Oh dear, what can I say? First of all, this isn't really my kind of genre at all, and I don't usually games like this, but I made an exception here.

I found the music and sound effects very loud. But you can tell you put a lot of effort into it, and that’s all that matters. You successfully brought your idea about “connection” to life, even if you might have needed to include a few visual cues to show the player that they can interact with the objects.

Still, I think that was a great achievement.

Great game, you did a fantastic job.

Keep it up.

A great game, great work. 

A nice game. I like the interplay between the surface and the underground. Great work.

I was about to close the game when I had to log in. No one’s going to take those 5 points for "Confusion / Deception" away from you. Just the idea of putting the game in the error dialog is so bizarre. It’s brilliantly executed and a lot of fun to play. Keep it up, great work.

A nice little game, it was fun to play.

A nice little game, it was fun to play.

It's a really great game and it's fun to play.

It was fun to play, but the overlapping UI elements were annoying, and the trains kept getting interrupted or individual cars would get stuck on the tracks, so I couldn't complete the tasks. Still, I think you did a great job overall, I really enjoyed it. Keep it up, this could turn into a great game. Personally, I like this kind of game just to unwind.

I'd really appreciate it if you could feature my game on your stream.

https://itch.io/jam/gamedevtv-jam-2026/rate/4612954

The game's concept reminds me a bit of my last GameJam game from 2025, “Crazy Taxi.” You should rework the vehicle controls it would be better if the car accelerated more slowly and handled curves better. A small navigation aid, like an arrow or a compass, could also help players find their destination more easily.

Graphically, I think it’s very nicely designed. All in all, a very successful little game. You should keep working on it, it’s very well done.

Thank you very much.

Thank you so much for playing and for enjoying it. Yes, the collection mechanic gave me quite a headache. I’m glad to hear that it steered you a little in the direction of ETS2 (by the way, ETS2 is from the Czech Republic, from Prague). As for the port, there’s so much that could be implemented in the game. A port has so many different areas.