this means a lot! thank you so much! i'll be making a lot more progress this month and hopefully getting started on making some social media accounts for trash bot. I have a main project im working on right now so i haven't been able to do a lot of work since the jam but I will definitely be making itch.io devlog posts every now and again to keep everyone updated!
Jahju
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Thank you so much for this ! so much good insight here. i really like your first point cause i think the focus at those times shouldn't be how hard is to not slip off platforms but rather the puzzles themselves. i think having a forgiving respawn system would be good too cause those platforming sections are supposed to be more fun than like these perfect input or restart gauntlets. i definitely agree that the game is mostly a puzzle platformer but i think boss fights / enemy sections could actually break up the pace in interesting ways if they come later / are more foreshadowed / are better designed as puzzles. like i think the current sawblade roomba wasnt executed on well enough (camera doesnt track it so it becomes a camera challenge, button isn't obvious / has a small trigger, Roomba is too fast with too big a hitbox)
thanks for this feedback! definitely good point about the coins they were kind of shoehorned in at the end, but would definitely have a purpose eventually. can i ask which stage you got stuck in out of curiousity? i definitely want to strike a balance where all the puzzles are challenging but not in an unfair way or in an unfinishable way.
Awesome game, this is a really tight platformer with charming visuals and a unique mechanic. i enjoyed this one a lot despite how hard it was. i enjoyed the snowman dialogue encouraging me and the retro sounds were on point.
here's my thoughts / critiques
- i wouldn't put the spikes next to the first breakable block section, allow me to learn that mechanic without danger first
- the first combat scenario maybe give a lot more space so you can properly use the mechanic of rolling to get big.
- a button to expend all snow at once would be nice so u don't have to wait as much (maybe this could used as a gameplay mechanic somehow) cause even though those moments of waiting are brief they still break up the pace in an otherwise very fast paced platformer.
- the roll up enemies mechanic is confusing because i got an enemy to scared state but still died when colliding with him, after that i just avoided them entirely.
- in general the respawn points are extremely punishing, and it feels weird that the snowman isn't considered a checkpoint
- there's a point where you learn that the spring can be rolled past if your small, but auto bounces you if you are big, i like this mechanic but it would be nice to introduce it without spikes first ( this would also be less frustrating if the snowman was a checkpoint)
- the blizzard audio loop gets pretty grating after a while
- the icicles dropping before you are right under them which seems unfair
- the enemy behavior seems random, it might work better if they shoot at a set interval and movement behaves consistently instead of waiting and not knowing when they are going to move.
hope any of this feedback is meaningful, Great work on this its very impressive and i think it could be a really good platformer if the difficulty is more fair and paced better
Would love to hear more feedback / advice. especially Harsh Super Constructive Critiques, and see if people actually would want a full (but still short and sweet) release version of trash bot on steam i could make in 2-3 months with huge improvements in camera / visuals / amount of challenges / abilities / enemy encounters / NPSs / hidden secrets / N64 CRT filters / settings etc. I would price the game between 1 - 3$
https://jahju.itch.io/trash-bot
bonus : Link your 3D platformers and i will play them, i already played wing it, tower of the deep, and millys big climb and really enjoyed them
yeah i played through again and took some notes.
- sounds for when you miss clicking on the ladybugs in the squish section
- sound for new minigame incoming woosh
- typing sound effects for those minigames
- sound for gaining a skull / losing minigame
- sound for the monitor error when you lose
- raise the volume of the generic highlight / click
- popup section some annoying sounds like "you've got mail!"
wario ware does a great job of creating sounds for rounds starting, rounds ticking and rounds ending and these
help the players get into a rhythm and more intuitively start to feel how long they have left in a mini game. because you often are too busy thinking about the minigame to look down at the UI if the timing is conveyed purely visually.
i really enjoyed this experience. the visual are nice and nostalgic and something about how forgiving the climbing is was just super satisfying to me. unlocking the extra mode had me playing for quite an extra bit just for the pure vibes i didnt want to leave lol.
thoughts / critiques:
i think the collectable could be more interesting visually its kinda this dead looking grey star haha
also the checkpoint could probably be better integrated into the roleplaying of a climber.
id love to climb some more mountains with milly if you keep working on this!
this game is absolutely awesome and has such an interesting vibe, i really love the main character design and the world gives me shadow of colossus x pseudoregalia vibes. figuring out how to get to higher areas makes for very engaging game loop. the UI is outstanding and makes getting a new ability all the more interesting. at the end hitting the bell was such an awesome reveal i actually think that would make for a dope level mechanic in of itself. also the itch page is really great work.
here's some thoughts / critiques
- it said i got a health upgrade but i was still getting one shot by the tentacle boys so this confused me
- the tentacle boys hitboxes seemed to be super massive and unpredictable so i mostly avoided combat
- i kept doing the horizontal ledge vault by accident and because of the quickness it would take me all the way down and id just prefer the game without it to be honest cause I'm sure there is but i didn't find one use for it in my playthrough besides killing me
- i like the height the ledge jump gives you and how it becomes an integral platforming tool but it sends up super fast so its visually jarring (now I'm watching the gameplay gif and it looks normal so idk if the physics were going a little wild on my end cause i would get sent up extremely high)
- id prefer a little bit more control of the character in the air after a jump
really awesome for a first game. the gameplay is satisfyingly simple.
i think you could of made the level unlock prices more reasonable and use the in game collectables to pay for them instead of the get 3k button in the settings.
also it would be cool if the different levels the ships had different feels to them, like if the space ship was a bit more slippery or the plane was faster etc..
fun little experience ! love the retro visuals ! the gameplay is satisfying and snappy
thoughts
- maybe make the bunnys come in less frequently at the start instead of starting the round with 6 bunny feens begging for coffee lol.
- the sprint seems unneccesary, i didnt notice a stamina system and generally there's never a reason to not be sprinting so i would just make the character movement faster if thats what you want.
cute game and fun when you understand what to do.
i think the reason the main concept of the puzzles is confusing is because visually each hermit crab has the same shell , but if each hermit looked like it belonged to a shell that a different hermit was wearing it would make more sense that they all need to be wearing the correct shell for the win condition.
also a reset button would be nice for those cases when you have to wait ten seconds even though you already messed up the puzzle.
also for the tutorial text try to keep it to the bare minimum you need players to know, because people typically ignore giant text blocks.
great work!
This game feels good. its really interesting how sometimes you want lower speeds to explore different branching paths and it feels cool finding a new path depending on how you jump or fall between sections. this game feels pretty good when your going really fast, i get speed runners vibes. the game loop of going back to get upgrades to go faster or help navigate is pretty solid also.
i would like too see more progression put into the shop instead of being able to access a full 7 e combo run from the start of the game. like maybe in shop you could buy the upper combo limits so you feel more progression over the course of a playthrough and don't have the ability to go close to top speed from the get go.
WOW this game was truly awesome, i absolutely love the mechanics and the charming little guy character. the boss fight at the end is sick and the ending ties everything together so nicely, i really enjoyed this game. the intro hits hard especially on a second playthrough and gives you this sense of excitement and urgency to start the game.
here are some notes, criticisms, thoughts i took while playing.
- the very first spike section should have a checkpoint, i ran into spikes on purpose to see what being hurt looks like and then had to backtrack, obv not a big deal since it was just one room but still wanted to mention
- when first entering rooms the darkness can hide spikes so 2 times i just auto walked into spikes before i could see them
- add interactable pushable boxes/objects in sections where you get push / time ability so you can instantly try them out before proceeding
- there was a room with 6 rotating things and you needed to use the time statis ability here. i didnt like the checkpoint placement in this room i felt cheated about not getting to have to cross the whole thing in one go. it took the joy of completing that challenge away.
- the mechanic where the purple/corrupted enemies get attracted to you faster after left click isn't properly conveyed enough with a sound or visual effect, and this led to some confusion later on with the 1st boss encounter because i didnt understand why the bullets were tracking me so agressively at first.
- i really enjoyed the combat section with pushing the enemies and i wish there was a room with more waves of enemies that was a bit more challenging.
- this is subjective but i personally would like a bit more challenge over all with the enemy types / puzzles / platforming
I hope you keep working on this game i would love to play more of it. really great work!
everything in this short sweet game works really well.
especially like how you pace the early levels with the simple 222 , 311 sequences which are easy and satisfying to get quickly.
i had to play without numpad so i had to rewire my brain for this one, it was fun improving my times.
depending on how important you think it is for players to know how much time is left in a level i would either put the clock down lower so u can see while typing the number or having an audio cue because i think most ppl including me would be too focused on typing the numbers to pay attention to any of the top UI.
also now I'm curious how the game would feel without the need for backspace, like if wrong inputs get immediately removed and play a sound queue (there's also a time loss element here so ur not being rewarded for spamming). Not sure if this would be an improvement but it would remove some complexity so you could just focus on the numbers.



