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Itay Ron
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Thank you guys! I wanted to find more interesting cycles with just this simple main mechanic and it was definitely a struggle as I didn't learn any graph theory stuff before, so I had to rely only on internet resources and most of the graphs I learned about were either wayyyy too crazy to solve or wayyy too easy to figure out, so it definitely took some research to find those perfect sweet-spot cycles that are just enough for the jam!
Really liked playing this one! I enjoyed the smart level design with the ghost mechanics, really nicely done. The art was very fitting, nice and simple, and the music was nice as well, although I found it getting repetitive around level 4.
I think the pacing was really great. The only main problem I encountered is that there's no visual indicator for the range of the bouncers, which makes it frustrating because, sometimes when I think I'm in range, I press space, but then I can't jump and fall to the floor (or into spikes in the case of level 10). Combined with their animation of shrinking and growing, it becomes even more confusing and frustrating. An easy way to fix this would be to add a simple circle around the bouncers, showing when I can and can't interact with them, and I think that would make them a lot more fun to use, especially in level 10, which is all about timing those jumps.
Also, I'm not really sure if this is a real issue or just a common problem in ghost player games, but I could basically wait around in the corner for like 20 seconds and then continue, which made my ghosts much easier to deal with. Again, not sure if there's a way to fix that or if it's just a design quirk. It didn’t really hurt the gameplay, it just made it a bit easier for me.
Great job with this game! I really enjoyed playing it.
I really liked the vibes—the sounds, animations, graphics, and models all felt spot-on and created a strong sense of claustrophobia. However, I didn’t quite understand the goal of the game. I wandered around for a bit and found a teddy bear, but then I died. Later, I found a baseball bat, made it to the campfire, gave it to the kid, and then died again.
Maybe I just didn’t fully understand the objective, but if the goal is to collect items from the cave and bring them back to the kid, the difficulty feels a bit unfair. There doesn't seem to be any way (at least that I know of) to improve or progress. As a player, all I can do is wander around with my lighter, barely seeing anything until I bump into a wall. There’s no clear pattern to follow to in order improve in the game, which feels like a significant design problem.
That said, I think the core gameplay idea is really cool. It reminds me a bit of Artio, where you "buy" your freedom of movement. I thought it could be interesting if when you find an item, a campfire lights up at that location and acts as a sort of save point. Maybe you could also refill the lighter at those campfires. That would give the player a chance to return to a checkpoint and restart their journey when they feel stuck.
Nice work overall, I enjoyed it quite a bit!
I liked the atmosphere of this game, the art was really cool and blended nicely with the sound design to give me old-school horror game vibes.
I did feel that the character was hard to control. The movement speed and camera rotation were both very fast, which didn’t work too well in a tight space like the one in the game. The idea of mixing tower defense with first-person combat was really interesting, but there’s nothing stopping me from camping near one of the towers and spamming the attack button until I win (which is probably the most effective strategy).
Overall, it was a nice game, and I really liked the horror aesthetic!
I really liked the interesting art direction. It gave me a very chill vibe. However, I'm not sure the sound design blends well with the world.
As for the gameplay, the idea of a relaxing riding journey while collecting (or spotting, in this case) items is really nice. But the dash mechanic, along with the fact that I don’t get to explore a world and discover its items, but instead ride around one, felt like it worked against the core design idea. There were also some collision issues and glitches, but I guess that’s just the nature of a game jam. :)
Overall, it was a nice experience, and the art direction, with all the bloom and fantasy dreamworld vibes, is really inspiring!
Nice little game! I liked the chill music and the simple art style. The character did feel a bit stiff and hard to control, especially with more powerups. I was also able to wall jump, which I’m not sure was an intended feature. It kind of makes the rock mechanic of the game feel pretty useless, so I tried not to use it too much.
I’m also not sure if I was supposed to be able to jump on those tall, human-like creatures. I tried several times but couldn’t kill them. If jumping over them isn’t possible, maybe you could make that a bit clearer, like giving them spikes on their heads or something like that.
Also, it could be cool if the character changes as I upgrade it, kind of like in the logo.
Overall, a nice little game, and I enjoyed it!
I liked the game! Its game juice is really solid, the country music was nice, and the graphics were simple and clean.
Controlling Greg felt quite intuitive, though sometimes my balls were destroyed before hitting anything (I think they might have hit the ball graphic circling the player, but I’m not sure), which felt a bit unfair. Also, spawning the same enemies in the same spots kind of made it feel like I was just doing the same thing over and over again.
Lastly, the chicken boss was really cool, but he was super easy to kill, much easier than the regular enemies. Since Greg is so fast and the boss is slow, he pretty much couldn’t hit me at all, and I just spammed balls at him until he died.
Overall, it’s a really nice game! Good job!
Wow, this one is really well written. I loved the story, it kind of started like the story of the movie Her, but took an interesting turn and felt like DUCKII is more similar to AIs like ChatGPT that just constantly try to please you, and people are never happy with them. It's kind of funny thinking about what will happen when AIs like this suddenly have their own opinions and stop trying to please us. DUCKII is a really cool character, and I can see this expanded into the story of a really cool horror game! Great job!
First of all, the presentation in this game is amazing—the sounds, the music, the art style, and the overall feel are just incredible. Super impressive that you managed to pull all this off in just 10 days!
As for the gameplay, I felt like there weren’t quite enough interesting choices to keep me fully engaged. Maybe it changes over time (I only got to the 10 card upgrade), but for a game jam, I found myself doing the same thing for a bit too long. That’s not necessarily a bad thing, cozy games are all about relaxing and doing simple tasks.
If I had to give you some suggestions I would say that the hand card could reload automatically if there’s no real reason to manually click it every time you run out of cards. And maybe card placement could be a bit more strategic, like placing certain types of cards next to each other for a +50% yield boost or something similar. That small bit of decision-making could really add to the fun and depth of the core gameplay!
Overall, I really enjoyed this game! Just watching the beautiful art, the satisfying animations, and listening to the cute sound effects and chill music kept me around for a good while. The gameplay is cozy and relaxing, and I had a great time playing it. Great job :)
I really liked the overall atmosphere and vibe of the story and art style in this game, and the music track, although a bit too short, was super nice. One thing that did bother me a bit was the text explaining the controls, and the fact that the UI was so large—it made it harder to enjoy the game world’s art.
The main issue I had with the gameplay was how tough it was to control the character. Maybe it's just because I’m not used to this kind of keybinding, but also the way the character stops to attack instead of letting me move while attacking made combat feel a little unfair at times.
Some parts of the level felt like I had to take damage to progress, especially the top part of the first corridor. The ghost kept following me and wouldn’t let me climb up without getting hit, Haha.
I really liked the idea of the ranged enemy, but I couldn’t jump over its bullets, which made it a bit too difficult to deal with.
Overall, I enjoyed finishing it and had a good time. It’s a shame you couldn’t finish the project. Sorry if it sounds like I had a lot of criticism, it’s mostly just the character controls that gave me a hard time. :) (Btw, I tried finishing the game without hitting anyone like the character suggested but couldn't pass the first enemy lol :) )
I think this game is very clever. The pacing of the mechanics and how they’re taught is really solid, which makes the game a lot of fun to play. The art is nice and simple, complementing the design very well. Overall, it’s a really polished experience. I did feel like some levels could be a bit too hard, but that’s probably just because I’m not very good at push-the-box puzzle games :)
Really well done, adding a fun twist with clever level design and wrapping it all in a beautiful package. Fantastic job!










