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Jerrylikesgreen
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Looking for a Team
Hello!
I am looking for a team of people to work on this Jam.
I am most comfortable using Godot at the moment, however willing to pick up any game engine or library.
I have been itching to work on a dialogue system and thought this Jam would be ideal.
I can do Vector Art and am able to do character design and concept art. Can make UI assets and am somewhat competent in UI design. Can create Logos, Banners, and any sort of Digital Assets for the Itch.io page.
Check out my Itch Page for reference to my work: https://jerrylikesgreen.itch.io/
Programmer here with a little over a year’s worth of experience working with Godot, looking to team up with some people.
Even though the majority of my game development experience comes from working with Godot/GdScript, I am familiar with Python and C#. I am also comfortable enough to pick up any higher-level abstraction language quickly. Sadly, not too cozy with Low-Level Memory Management, I love my Garbage Collectors tyvm.
Outside of Programming, I can do simple 2D Vector art and a bit of pixel art aswell. https://jerrylikesgreen.itch.io/
Let me know if you’re interested in seeing if we gel well together.
Update–– I was able to grab a beginner programmer, looking for more members to join. A team of 4 would be ideal. We will be using Godot.
Happy Game Jamming!
The art style fits well, and the controls work smoothly. The game makes sense in its design.
My only issue was the lack of player feedback when selecting items during the collection stage. I found myself clicking repeatedly without knowing if or when I successfully selected something. Adding some visual or audio cue to indicate that a selection was made would have been great.
Thank you for the comment!!!
Sadly, the BGM was a rushed attempt towards the end there >.<; and 100% agree with you on the fact that the BGM was waaaay too short.
As per the bug, probably LOL, I have noticed that the Web build was not as stable as I would have wished. Gonna be cleaning up the game after the Jam.
Really good job on this one!
The art looked great, and the controls were smooth and intuitive—I never once felt lost or unsure of what to do.
The only thing that stood out was the character/UI-to-screen ratio. With the player and UI taking up around half the screen, it felt a little cramped and made it harder to fully appreciate the visuals. If there were more breathing room on the screen, it would give the game a more adventurous feel when searching and clicking around.
Overall though—awesome work, well done!!! 👏
This was a really cute little game! Movement felt smooth and responsive, and I loved how quickly the level restarted after a fail—that was a great design choice. It really gave me the chance to get the feel of the supermarket and improve with each attempt.
Sadly, I couldn’t make it past level three (felt like time itself was cheating me, lol), but I still had a blast trying.
Great job!!! 👏👏
This game was surprisingly hella fun and addictive.
The visuals were solid, with the filter adding a nice touch, but what really stood out was the feel of the game. Everything was precise, fluid, and super responsive—the kind of polish that makes you forget about the graphics and just get lost in the gameplay. And those little meows? Absolute perfection. 🐾
The gameplay itself hooked me right away. I can’t quite place what it reminds me of, but it felt like a mix between an incremental game and a puzzle/card game. Whatever it was, it worked—I beat it and still wanted more.
I honestly believe this game is worth putting more polish into and publishing. It’s got that addictive loop people will keep coming back to.
Visuals: Looked great and totally fit the vibe—the glitchiness worked really well. I liked the retro-style filter too (and I swear I heard the classic “You’ve got mail!” sound in there 😂).
Gameplay: The tasks, unfortunately, weren’t all that fun after a while. Doing the same ones repeatedly got a bit tedious. I think adding more variety would help—not necessarily more minigames, but small variations within each one so they don’t feel identical every time. For example, with the popup blocker, sometimes maybe the window could move or change behavior before you can click it. Little twists like that would keep things fresh.
Theme: I definitely got the “Girl Game” angle, but the “Collection” theme felt weaker. I wasn’t quite sure if I was collecting tasks, flowers, or popups.
Lastly, Good job!!!!!!! I know it’s tough making a game in a short window of time, so don’t think I don’t see the effort or work.
The idea was super clever and so relatable—juggling all the “multitasking at work” moments hit perfectly.
Art: On point, 10/10. Absolutely nailed the look.
It honestly felt like I was playing a “GirlGame” version of WarioWare, with each task working like its own little minigame. Super fun spin on the concept.
With some polish and a few more features, I could totally see people buying and playing this. Great job!!! 👏
Art: Absolutely amazing! The corgis are super cute and adorable—I honestly want stickers of every single one.
Gameplay: The point-and-click “find the corgi” mechanic felt a little underwhelming. Since almost every click revealed a corgi, I ended up just clicking everything until the screen was clear. It might be more engaging if some hiding spots were “false” finds—maybe a sound effect, a small animation, or something playful that happens instead of always finding a corgi. That way it feels more like discovery rather than just clearing the board.
The maze section was also a bit confusing. When moving left and right, I couldn’t tell if my inputs were actually working or if the buttons weren’t responding. Some kind of feedback—like a visual shift, a sound cue, or more variety in the scene changes—would really help communicate movement and make navigation clearer.
Final Thoughts: Adorable art, fun concept, just needs a little more variety and player feedback to make the experience really shine.
Hello! Hello!!!!!
Visuals
The art is absolutely adorable—no complaints at all. The UI is clean, minimal, and does exactly what it needs to do. I never felt like I was missing anything important. Only small note: the signs with text close a little too quickly for the amount of reading required. Thankfully, I could just click again to re-read, so not a huge issue.
One thing: if the game was designed to be played fullscreen, you might want to force fullscreen instead of embedding it in the page. I think that was the intention given the screen dimensions. When I switched to fullscreen, the bottom part of the display got cut off.
Gameplay
Movement felt really good—responsive and precise. A little floaty at times, but overall I felt like I was in control the whole way through.
The only thing I really missed was some kind of visual indicator to show what’s safe to touch vs. what’s dangerous. I found myself avoiding harmless objects while accidentally bumping into actual hazards.
Also, I think I beat the game?? I reached the boss, jumped on him, he disappeared—but there wasn’t any clear indication that it was the end.
Final Thoughts
Super fun little game! Cute, tight, and enjoyable. Keep it up!!!!!
The game is impressively polished. The movement is smooth, and the art style is simple yet consistent and clear. The user interface is great. However, the controls felt awkward. I’m not sure if that was intentional, as if you were aiming for a rage-inducing type of game, but it seems like the key bindings were somewhat neglected, which is probably due to time constraints. GREAT JOB!!!









