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JimDodd

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A member registered Jun 01, 2025 · View creator page →

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Really nice gameplay, extremely limited control scheme which fits the theme well. A nice challenge too! I only wish the sound design was a little more considered, didn't like the piano - like sound on the jumps. 

This was super fun! A clear and solid gameloop, the visuals and feedback were on point! I laughed at how bad I was and kept bonking into walls. Overall very polished and well considered experience. Thanks for sharing :) 

Hi, I thought I did yours before but I must have forgotten to click post! Done it now :) 

First of all congrats on releasing your first game. It's a great feeling and you should be proud. This has really solid bones for an incremental idle game. I like that you can see the action happening on the left, and the structure becomes clear once you get past the initial hurdles. For some reason the vibe reminds me of One Punch Man and I can't quite put my finger on why haha.

I also enjoy the amount of things you can progress in or unlock. It's impressive how much functionality there is here for a first release. The music is also a very chill track and fits the laid back gameplay well. I found myself leaving the game on in the background for a while to see how powerful I could become, which is probably exactly what your intention was. 

On the presentation side the game currently lacks a bit of clarity for me. When I first open it, it feels closer to a spreadsheet than a game UI and can be a little harsh on the eyes. I would recommend using a more consistent colour palette. If you are making a 2D or pixel art game, palettes from Lospec (Palette List) usually work really well. I get what you were going for with the background, but the lack of colour cohesion makes it feel more like a prototype than a finished minimalist style.

I would also do a quick spelling pass, as frequent misspellings can take away from the experience. Some simple sound effects for level ups, enemies slain, and money gained would also add a lot.

Overall this is a solid entry and a very good first upload. Well done :)

Wow! thank you so much for this thoughtful comment. Its really cool to hear that something I made has had a lasting impression and that you felt motivated to reach out again. 

This magazine / community looks really fresh and I'm genuinely interested in it, I'm going to join the discord and stuff now, thank you for sending it my way and thanks again for reaching out :)))

Would be massively appreciated :) 

I FEEL GREEN by JimDodd

Would be much appreciated, I'll rate yours now :) 

I FEEL GREEN by JimDodd

Rating yours now :) 

I FEEL GREEN by JimDodd

Thanks for asking this question I had the same confusion lol. 

Love the animations, love the humour, love the mechanics and design, it was all so cohesive and fun, one of the best I've played in this jam so far!  (your writing it great)

Super fun ands has a nice vibe to it. The artwork is incredibly cohesive and well made and the mixing mechanic is well done. I'd like to see a fuller version of this with more of the same but more content and greater polish!

Also if you update the game post jam, please try to fix that bug that seems to lock my movement, someone else said they pressed Q, all I know is in the house section quite late into the game my inputs stopped working, don't know if I pressed Q but yeah. 

Thanks hahaha, that's funny tbh, I wont confirm nor deny your suspicion ;)

Really cool once I realised what was going on. I've got to say, the primary confusion early on was the description for the game. when I read "perspective-shifting puzzle-platformer" I expected a visible shift in perspective, but that might just be my own loaded expectations from other games. Once I understood it I actually had a lot of fun!

I had fun with / really like the idea of this, and I think you should continue working on the concept!

Right now the ground characteristics thing is quite confusing to me, I'm sure this would be cleaned up by a more comprehensive tutorial. 

Getting the results could have some kind of mechanical delay in my view, right now it feels pretty anticlimactic. One suggestion I'd make is adding some kind of dice roll or something between the expedition and results section that can add bonuses or influence the result. I don't exactly know the specifics, but just adding something between those parts would really help with pacing and the weight of each expedition. 

Thanks for sharing this, had fun with it :) 

The vibe of this game is great, though I have to admit it took me until 2/3 through the game to realise the shapes determined jumps, I kept wondering why I was a different shape and when different shapes were going to factor into gameplay. Overall this game has brilliant sound design and is certainly unique, thanks for sharing :)

Game was fun, I really like the sound design and how your health / lives progress with world visuals and music. The enemy animations were crisp too. 

I wish the gun had a shorter ranged spread (shotgun style) on click like in devil daggers, that would be super satisfying and would work well with the style you've got here. I totally felt that inspiration shine through btw. nice one. 

Just completed this game, you picked some nice art and music for this, but the real star is the game design, there was something really pulling on me to finish the game, that's a great sign.  I found the actual loop quite innovative. I would have really enjoyed a few more sound effects but other than that I really loved everything else. 

Giving yours a rate now :) 
I FEEL GREEN by JimDodd

Really great gameplay, simple and addictive loop. Good job guys, not much else to add but do more of this, and if you do take it further, dont explode the scope too much, you have a solid core here, just build around it. Looking forward to seeing where this goes! 

The game looks beautiful, the colour palette is calming, the rolling clouds and alien fauna looks great, good job on that front - it paid off. Sound wise theres alot to be desired, even just having the song play between scenes rather than restarting with the layout would be nice, that said I'd have preferred silence with footsteps / ambience over a song, but that might just be my taste. 

Ultimatley this wasnt my type of game, but I still appreciate the work and effort you put into it, bravo. 

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Very short but polished experience. I have to admit it took me an embarassing amount of time to figure out there were two doors and then which door I was supposed to go through, but once I figured it out it was all good. 

It was a good instinct to make the anomalies quite obvious, afterall this is a game jam and you are fighting against a limited attention span per player, however I found myself wondering if the anomalies could be slightly subtler while still remaining readable.

Technically speaking the sounds were well balanced, the presentation stellar and I had no frame drops even in the browser - impressive. 

It's nice to play something ambitious and going for high fidelity, it was at the cost of a high download size and no browser functionality, but it was worth it. Genuinely fun and got pretty intense by wave 5, though I will admit I kind of cheesed the game by B hopping around and throwing daggers (Those things are OP lol) The creature designs were really good and of course the lighting was great.

Could maybe use a bit more polish on the animation front, and keeping texel density consistent might help unify the assets. I found some colours and materials didnt gel together with others. If you havent already (unsure) try implementing LUTs for final pass colour grading.

Good job to whole team though, super impressive and fun for one week. 

I really love the concept of being given a time limit and then being tasked on building the best factory you can within that window -- However I think I had some weird bugs going on, I didnt actually grasp what I was doing or what the buildings were ( text popping inside objects, button to remove piece not working, and a few other things) 

Keep developing your skills because your conceptual mind is strong, you just need to get those ideas into peoples hands in the best state possible. 

Thank you :) very high praise. I may have played your game again earlier unprovoked (v fun)

Hey! thank you so much, this was very experimental, glad it paid off. 

Wow, didnt expect that level of enthusiasm, thank you so much! 

Very interesting, your parrallax artwork / pixel work is stunning and the sounds are great. So audio and visual is brilliant --design wise it needs some time in the oven. 

Specific gripe - The timers between sections  felt a tad too short. my suggestion would be to try limiting the timer mechanic to when you're actually talking to one of the diplomats, a "find" portion seems like filler content to me and doesnt really add anything to the experience (in my view). 

Even understanding briefly what I was meant to be doing I struggled to figure out what was going on for a while, Im still not quite sure I know the full scope of it -- That said, you were trying an assortment of mechanics I hadnt seen together before, and there is inherent friction to that process. I'd say the game is pretty innovative, and for the most part the dialogue I did see had alot of charm and personality to it. 

Overall there was some seriously inspiring stuff here. (Very good for a 1 week jam btw)

Thanks so much! I totally agree about the final jumpscare, (its my least favourite part too.) I just felt like some people would want some kind of payoff like that, thanks for commenting :) 

This game immediatley charmed me from the get go. I LOVE the character and the animations, the implementation is buttery smooth, Alcors glow is warm and comforting and the abilities are solid. The movement is frictionless and I really like your drawn out tutorial section. 

I have a few suggestions for things that would help the user experience. You are probably aware of some of this but I'll say it anyway because I really love the style and the setting of this and I hope you continue working your magic on it. 

1. You should freeze the enemies on the spot or bounce them back for a fraction of a second while your BEAM is frying them, I kept dying because (for instance) I wanted to jump over them and beam down, but they would just swim and hit me from below while I mid -beam (This happened in other directions too). This could be intentional and a "Get good" moment, but regardless it didnt feel right, I felt like I wasnt being rewarded with positive feedback for lining up a clean shot. 

2. Over checkpoint the primary tutorial section, I really dont want to move through that opening section over and over again if I die to the first spike gap or to the part that teaches me about the dashes to recover BEAM. This section should be risk free imo. 

I hope you take this in good faith, the game is really charming and feels fantastic to play, but those two tiny things really put a damper on the onboarding. 

Very impressive for a week of learning dude, you've got a full game here pretty much, more than most end up doing! You'll go far if you keep it up. 

This is a fantastic game. I really took my time with it to soak in all the details. At first I didnt think it would be my type of game, but the depth of each section really pulled me in. The characters and the writing were absolutley on point. Thanks for sharing :) 

Really loved the atmosphere in this game, not much I can say that hasnt been said already, just good job on everything here! 

Big fan of this, I absolutley love how self aware the humour is. I genuinely laughed hard, good work guys. 

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Hey, thanks so much for playing and posting here. 

If you have time do you mind elaborating on the specific issue? It would really help me out. So far none of the people I've sent the game to have had any issues as far as the controls are concerned and I'd like to improve the game post jam. 

As the title says, I've rated 60 so far, want to get to 100 but there's frankly too many to choose from. 

If you have some spare time on your hands, here my submission.  - I FEEL GREEN by JimDodd

Ill rate every game posted here, but I might not leave detailed feedback past 20 replies.  I'll upvote your comment here when It's been rated.

By the way -- I've been astounded by the level of creativity and artistry on display here, this has easily been the best jam I've attended so far. 
If you're just passing by, have a wonderful day :) 

Feedback / rating would be appreciated, I hope you have a wonderful day. 

I FEEL GREEN by JimDodd

Hello there, heres one more if you have time :) 
I FEEL GREEN by JimDodd

This game is super challenging and has a lot of potential. You really have something special here, and I think if you lean into the ragebait qualities a bit more and polish it further, it could go far. I also really like the sounds and the egg splat animation.  There's a lot to enjoy here, nice work.

My only other suggestion would be to maybe make the automatic straightening of the pogo slower and add a button input to straighten it quickly. That way you wouldn’t have to spam A + D as much to hold the angle, which can get a little frustrating.

The mechanic is really neat once you get the hang of it. Player movement and feedback feel especially good, and I appreciate how well balanced the audio is overall. There’s a strong sense of polish here and it comes through clearly in how everything responds.

I only really had two small sticking points. I found myself wanting a clearer goal, even something simple like a distance marker to anchor progress. And while the mechanic is very cool, it took me a little while to understand how the forces were being applied, and once it clicked it felt quite easy. That might just be personal preference, but I tend to expect easy to learn and hard to master in games like this rather than the reverse.

Good to see another Brit (I assume) haha. David Was Alone was incredibly immersive, great dialogue and voiceover dude. The gameplay was super simple but engaging, exactly as briefed. Only complaint is the line being attached to the player as you spin, didn't look intentional. Fun little experience, thanks :)