Fun game, I liked the feedback on the player attacks, Klork seemed pretty chill too.
JH2025
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Cool, short horror game with an interesting core mechanic. It would be interesting if you added some sort of secondary threat or mechanic to prevent the player from going too slow and winning in almost complete safety.
I also really liked all of the environmental stuff and the way Chandler messed with the environment and the props in the room.
This was awesome, I really loved the visuals and the entire vibe. Plus, this felt really polished for a jam game.
One bit of feedback is that it would be nice if the ice cream scoops were outlined a little more clearly, even as an option, as I think this would help with scoop tracking before the order begins glowing when correct. I also think more visual feedback for higher combos could be cool if it doesn’t clutter the screen too much.
I really loved this, good work incorporating the jam theme. I think the Tetris section was my favorite.
The Pac-Man section was cool, but I found that the loss of visibility made it kind of difficult to tell if a jump/fall was safe or if there was a ghost nearby. Additionally, it would be good if the mushroom reset back to its initial position if you die with it during the second part when looking for the portal.
I also really liked the general artwork, music, and movement, and the platforming felt pretty good to control in general; good work.
Hi, cool beginner project, and congrats on completing the jam.
Some general feedback notes:
- More feedback would go a long way, for example, you have that visual feedback around the character when you cast a spell with those green swirls or electricity. That is really good. Some more stuff like that, for when you hit an enemy, would be great. Also, things like knock-back when you hit an enemy go a long way for this style of game.
- The UI was kind of hard to read with the way that the numbers were laid out, so maybe going for more traditional number layouts could be good; it was difficult to tell what the numbers meant, if anything.
- Also, making it very clear when the player is taking damage/can take damage is a really good thing to look at. Whether it’s some sort of indicator or feedback.
- For the vignette shader to scale cleanly to a viewport of any size, consider making it a full rect ColorRect object. Also, there are project settings to manage the behavior of a resizable window to make that behavior consistent regardless of size.
Overall, good start and congrats again on finishing the jam!
I really liked the core mechanic. The one bit of feedback I would give is that dodging feels a little inconsistent, and some visual feedback or a toggle for some additional visual feedback on invincibility would be good. This would be especially helpful for dodging the attacks without the predictive trails. Really great stuff overall though!








