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Dabble Games

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A member registered Jan 14, 2022 · View creator page →

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Thanks for playing. I've just this moment changed the game description so hopefully it will be a little clearer.

I totally get why players eager to start playing press the move button at the start but it is a memory game, you will need memorize the position of the spikes before the lights turn off then make it to the other side, or you can chicken out

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I played this both on mobile and on my laptop, and it was honestly more challenging than it looks. I like that you need to drink and eat food, as well as fighting. 

The snakes—especially the big snake boss—were the hardest enemies for me. I eventually beat the boss by going straight for it early and using the sword, which felt really satisfying. I really like how the snakes actively chase you, and with the slithering animation it adds tension and keeps you moving. In comparison, some enemies that stay still or move back and forth are easier to deal with using the gun, which creates a nice difficulty balance and good target practice. 

The controls take a bit of getting used to on mobile, but once you adjust, it’s totally playable—and I appreciate that mobile support is included at all. That’s a big plus.

All the animals look great against the beautiful background, I especially like that the bosses are larger, more intimidating versions of regular enemies—it makes them feel important, which they are as they stole your chicken eggs and you need get them back.

The game clearly fits the Chicken theme and shows a lot of effort, ambition and skill. Some really nice details like the clock and guiding arrow. The music is very fitting and pleasant to listen to as well, I did test the mute button and it works but there seems to be some delay at least on my mobile when turning sound back which you might want to look at. Overall, this is very good. Keep making games! 


Ah, thanks for clarifying!

Im still not sure if I can continue working on my game,  it must be possible because if you click on more information on game page it will tell you when an update had been made e.g here is one I just screenshoted this moment


I have noticed some games have been updated recently, just wondering what the rules are regarding this? 

Just when you think you've completed one mini-game, you're introduced to an entirely new one. I really love this aspect though it does mean the next game doesn't built upon the previous one. 

The first level/game has you click on a picture of a chicken (meat), which moves around the screen, and you need to keep clicking it. It’s an easy and relaxing task, but there’s very little challenge or sense of urgency. Adding a timer or some kind of escalating difficulty could make this more engaging.

The second level is by far my favourite! In this stage, you move blocks around to get a chicken-themed block to the exit. It requires light strategy and thinking, making it much more fun and engaging than the first level. I would have loved to see more levels like this, perhaps with increasingly more complex puzzles. It feels like there’s untapped potential here. 

The third level is a maze, which feels a bit too familiar. It's a classic, but without any unique twists or challenges, I think if there were blocks to move like in the second stage it would really start to get very interesting. The game seems unfinished as there is no sounds, but I believe it is worth continuing as it is a brilliant idea and easy to get into. Thanks for making this!

Poultry Rampage is an absurdly fun side-scroller. As an angry chicken on a mission of vengeance against evil cacti, the game nails the absurdity and humour from the very first moment. The chicken’s animations are fantastic—there’s a certain cartoonish charm to the way it moves and reacts, and the destruction animations, especially when blasting through obstacles, and using your beak are a highlight. 

The gameplay itself offers an interesting progression system with upgrades that keep you motivated. The feeling of jumping, shooting, stomping, and flying through waves of cacti is incredibly satisfying. It also has that addictive "just one more run" allure, which keeps you coming back for more.

The sound effects are on point, adding to the frantic and comical atmosphere, and the music sets the tone perfectly for the mayhem. The cutscene at the start deserves a special mention—it’s an absolute standout and really kicks off the game with a bang.

Overall, Poultry Rampage is definitely worth playing.

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It may look simple at first glance, but it has some fantastic touches that make it stand out such as the portals. The art is minimalist, but the animation is smooth and full of personality—especially the chicks heads which follow the player, which I thought was a cute detail. Then they follow you. The controls are solid, and I particularly love the rewarding sound when collecting a chick; it’s satisfying and makes you feel like you're progressing.

The bomb mechanic is brilliantly executed—it not only looks great but also adds to the gameplay by moving barriers and destroying enemies when it explodes. The zoom-in effect when dying is another smart touch, helping the player quickly understand where things went wrong. 

The ten levels are well-designed, and it's nice that they’re all selectable from the start. The audio is fitting. Overall, it's a fun, engaging game with nice visual feedback, tight controls, and clever mechanics. It might be simple art-wise, but it definitely delivers on gameplay.

The art and animation are fantastic—everything is expressive, readable, and full of personality. The colour choices work really well, the chickens feel lively and are fun to watch during fights. I also like the audio a lot especially the voice. I can imagine a lot of kids loving this game.

I was surprised by how well the gameplay works with just two buttons. Having one button to punch and one to block sounds simple, but the stamina meter adds real tension. Blocking depletes energy but is useful for dazing your opponent, and you need enough stamina to attack, which creates a nice back-and-forth and forces you to think about timing rather than button mashing. It’s simple, but it works really well.

Overall, this is a polished and enjoyable fighting game with strong visuals and smart mechanics. The minimal controls make it easy to pick up, while the meter system gives it enough depth to stay interesting. Well done

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The idea is immediately clear: your chicken runs from left to right, another charges toward you, and you have to press the space button at the last possible moment to score points or if you dont you lose completely. It’s easy to understand, but surprisingly tense, especially as each new round introduces a twist.

I really like the variety between rounds. Different chicken behaviors—faster charges, the ghost chicken that fades away, and the one that runs toward you only to retreat—keep the game feeling fresh without overcomplicating things. Those small changes do a great job of testing timing, nerve, and patience.

The presentation is clean and playful, and the sound design adds to it nicely. Overall, it’s a fun, silly, and well-executed game that uses the theme of “chicken” in a smart and memorable way.

Creative and funny are just two ways to describe this game. Using egg-laying as a movement mechanic to lift yourself upward is a really clever idea, and the way the eggs crack and fade looks great visually. The movement feels satisfying, and breaking through barriers with eggs while navigating tight tunnels is both fun and tense. Even though I couldn’t get very far, I liked how the obstacles are gradually introduced.

At first, it feels a little strange that you lose when the character reaches the top of the screen. Usually, games like this use a bottomless pit or rising danger, but here it actually makes sense—you’re meant to keep going deeper underground. Once that clicks, the challenge begins.

I also like how hazards clearly stand out in red. Overall, it’s a unique, stylish, and memorable jam game with a strong core mechanic and excellent visual feedback and good audio. 

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I know the controls are in the description, but I couldn’t wait to jump in. I lost the first round while figuring things out, but once I understood how jumping and attacking worked, I won on my next try and kept winning each round after that. One thing I quickly noticed is that when the AI chicken gets pushed into a corner, it seems to stop fighting back, making it possible to repeat the same attack to win. This feels like something that would completely disappear in a two-player match, which is where the game would really shine as a fighter.

The visuals are absolutely fantastic—I love the character designs, effects, and overall presentation. The creative names are a nice touch as well. The whole game clearly takes inspiration from Tekken, and I’m pretty sure that’s exactly why it’s called CHEKKEN, which I found really amusing.

Overall, it’s a very polished and stylish fighting game with great music and sound effects. One thing you could change is the colour of the second chicken slightly if players select the same chicken to play as. But with local multiplayer, it feels like the kind of game that would work really well in a casual, social setting. Well done!

I really like the chicken-themed images—chicken feet, feathers, and more. The visual effects when pieces vanish and the subtle shake are amazing! The background is calming and also chicken themed. It is an easy-to-pick-up puzzle game which would be enjoyable for any casual player or anyone who likes light, themed puzzles. 

The point system is confusing to me though I understand you want to add more to this game, it might be helpful to make this clear somewhere without having to experiment. When I played I just tried to group the images together which seemed to work well. It's good that there is a star rating so I can try again. Could be even better with sounds but is fun, visually impressive and well made. Good job!

Firstly, I really like how the menu works—you can select rules and credits, and the information slides down beautifully to show exactly what you’re looking for without having to press back and cycle through menus. It looks fantastic.

The gameplay is fun: you control a chicken, collect chicks, and load them into your bazooka to fire at foxes trying to steal your chicks. The foxes are clever—they can even grab one out of your gun. I also like the mechanic where you can feed chicks the long grass while you are waiting for a fox to come; it adds a nice little strategy element. The sounds and music are enjoyable and fit the playful pace of the game. Overall, it’s a fun, engaging minute-or-so experience every time you play. 

One suggestion: consider adding fully functional dual-joystick controls for mobile, as it looks like there is when the game starts, but they didn’t work when I tried it.

Do I want to be a chicken or an insanely fast spark? I have to admit, I really enjoyed being a spark, and I also liked swerving to avoid danger and turning into a chicken to stay alive. I would have thought the chicken state would be safe at all times, but it’s not—and neither is the spark. You have to decide correctly using fast reflexes, quick thinking, (or instinct). There’s no time to get used to the controls, as you’re thrown straight into a boss battle with not just one, but multiple bosses—and they live up to their “god” description; I couldn’t manage to take down a single one.

If you haven’t already, I’d recommend submitting this game to the Cognitive Overload Jam , because I think it would be well received there. For the average player though, the high difficulty may be overwhelming. You could consider adding an option before the game starts to let players choose the amount of hit points they start with so they can tailor the challenge—for example, aiming to beat the game with a single hit point once they’ve mastered it.

Visually, I appreciate that the artwork is entirely your own. The spark animation is smooth and easy on the eyes. Although the player character is abstract enough that it could resemble almost any small animal, this actually works in the game’s favour, much like Space Invaders, because there is room for imagination which can improve the experience.

I also enjoy the background music, though the game could benefit from more sound effects, especially to indicate when damage is dealt. Overall, well done especially on theme and innovation!

i got 1:07

Yeah, I definitely want to vary the memory challenges more if I keep developing it. I’ve been thinking about adding different levels like a maze where you have more and more steps and other players have follow your path. Stuff that keeps the core memory risk, but mixes up how you approach it.

Honestly, feel free to use or adapt any of these ideas yourself if you want — you clearly have a good eye for game design, and if something here inspires a paid project, that’s awesome. Thanks again for taking the time to play and give real feedback! 🐔✨

Thank you for playing and leaving feedback. The shape you choose affects the difficulty, the easiest shape is the diamond as it is smaller and more recognisable. 

There are 5 shapes and 7 faces in total so 5*7 =35 combinations. I know I could multiplied that figure by another 7 with a selection of something else like noses. But you can customise your shape in unlimited ways in game too 

Thanks for playing and noticing that mistake, I was experimenting with an objects colour, and forgot put it back over the player at the beginning of the game. Probably should have locked layers to select it or edited from the menu. WOW you think people might pay for this? I will definitely be updating this game now I've heard this. 

More spikes are generated each time you play so I was either going to make a safe path (so it's always possible) or a way to remove them. I thought it would look better to have a bomb. My plan in future is to make it so when your bomb misses and you fall in the crater you created you see your chickens head keep turning as if panicking. 

Thanks for the feedback!

A lot of players seem to jump straight into the game without reading the description, so I can see how a quick visual hint would help. The goal is simply to move toward the grass on the right — your score increases as you get closer — but remembering spike positions is where it gets tricky. I’m glad you still found it enjoyable once it clicked

Thanks for playing! 😄

Yeah, it can take a moment to click, especially if you jump straight in. Moving toward the grass on the right is always progress — your score goes up as you get closer — and the real challenge is remembering where the spikes are. I like that you experimented with zigzagging though, that’s exactly the kind of risk-taking the game is about. Glad you liked the idea

Thank you! And nice to meet another Construct 3 user. I grew up with simple but addictive games like Pac-Man, so that kind of visual clarity really stuck with me. That said, I would’ve liked to push the environment a bit more visually (especially the grass) if I’d had more time. I honestly hoped it would be more intuitive, so this feedback is really helpful. I did write instructions for it in the game description. It might look easy at first, but the difficulty ramps up over time as remembering spike positions becomes more challenging. The goal is to beat other players’ scores — or you can choose to work together as a team. If a player hits a spike or falls into a hole created by a missed bomb, they’re eliminated.

Haha 😄 that’s actually the core challenge, so I’m glad it came through. Remembering where the spikes are gets harder (and more rewarding) the longer you push forward. Thanks a lot for playing!

Thanks for playing and for the feedback! The idea is to avoid the spikes and move forward toward the grass on the other side — you can’t move backward. You will gain a point each time you move closer to your goal and nothing for chickening out.  Additional points can be earned by destroying spikes with the bomb and moving over to that location. But be careful if you bomb open ground you will create a crater which you can fall in to. 

Thanks for the feedback. The simple colours weren’t originally meant as an Atari throwback. I ran out of time near the end, I plan on replacing the grass and spikes in a future update with something basic but still a little more interesting

Seeing the changes I made from different angles is so satisfying, and I love the way the character interacts with different surfaces,  the detail is amazing, even the changes to the age affect the movement, and the art and sounds come together beautifully. 

The character customisation in this game is brilliant! I loved how you get different colours on the character and discovering how each colour changes your abilities like pushing and jumping onto blocks. The options feel meaningful, and it’s very easy and satisfying to customise. The animation is amazing. I can see this turning into a fantastic puzzle game if developed further, especially with having an undo button and block interactions. It's a unique and interesting customisation experience!

Absolutely loved this! There’s such a great variety of customisation options, and I genuinely enjoyed every choice. Being able to spin the 3D character makes the experience even better. The sounds the frog makes during customisation and the animations are incredibly polished, and being able to choose and save the images from the photo shoot is a fantastic touch.

I watched someone play this on YouTube and tried it myself, it’s amazing! The character customisation is super fun,  the game is really colourful and the animations add a lot of charm. I especially love how I felt like a designer and when i press that button the character dances to nice music and genuinely turns into something I'd want to buy. Well done!

Haha, I’m glad you liked the thumbs up and thanks for the feedback. The difficulty in spotting matching shapes ramps up as things speed up, and space gets limited but I’m happy the customisation worked fine

Thank you!

I’m really glad you enjoyed playing around with the faces. Giving simple shapes a bit of character was one of the main goals, so that means a lot 🙂

 Thanks for giving it try! I appreciate the feedback, it’s helpful for smoothing things out if I continue developing it.

Thanks for the feedback!

The limited customisation in the menu screen was mainly about keeping the choices impactful, and I’m really glad you enjoyed the challenge of weaving through the shapes. Rotating the player is a great suggestion, it could definitely add another layer of decision-making. I’d just need to think through how to implement it cleanly with touch and mouse controls as well.

Lol. Love that the choice of face helped set a bit of character even in a simple shape-matching game. Thanks for playing!

Thank you!

I aimed to make something simple but with enough challenge and personality to keep it engaging, so I’m glad you still found it enjoyable 🙂

Thanks for the detailed feedback, I really appreciate it!

I completely get that fewer shapes could make things clearer. The idea was to let players choose their difficulty through the shape they select, rather than relying on a separate difficulty menu, especially since some shapes are harder to distinguish once they’re moving like the square with curved corners. Letting players choose which shapes appear during play could work and something I’d definitely explore if I continue developing it. I’m also really glad you noticed the blue hand for mouse controls, that little detail was added to help show your position and where you are moving to more clearly.

Thanks a lot! I’m really happy you liked the shape and face choices. I deliberately focused more on the customisation side since that was the task which is why the gameplay is quite simple, but glad you like it so far

Thanks for playing, I really appreciate your feedback!

I’m glad the expressive faces came through. I tried to keep the number of options focused and make each choice meaningful, especially since your selection feeds directly into the gameplay challenge where you continue to customise the player by changing its shape.  Happy you enjoyed how the mechanic ties back to player choice.

Thanks for playing and giving feedback. I am planning on submitting this game to the gdko jam 2026 round 1 where the theme is player customisation so your idea could help me make it past the first round, I didn't make it through last time. 

I think it will have something to do with abilities or power ups