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Dabble Games

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

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Thanks! I’m really glad you liked the retro 2D style and the sound! I agree about the coin collection requirements to level up they definitely ramp up quickly, maybe should be gentler or fixed. I like hoe the AI get better in pacman but that would be tough to replicate. I chose to increase difficulty by changing the rate coins reappear and the amount of coins needed, looking back I could have stuck with a fixed amount to collect. 

I also think it’d be fun to play with friends, especially with some friendly competition. 

i just played your game again but this time on my mobile, and it works perfectly. I will have rate a few more games before I can rate yours. It's already solid but I look forward to the future changes you make 

I really like the concept — it fits the theme of “everything has a cost” perfectly. Shooting coins and then having to collect them before they disappear is a clever mechanic, and linking your damage to the number of coins you have adds an interesting risk‑reward element.

Once I realized that the bats can’t pass through the coins, I figured the best strategy is to stay in one corner instead of moving around to dodge them. Using this approach, I managed a score of 177 on my second attempt, though I’m sure I could have done even better.

I think the gameplay could be even more engaging if there were rooms with a limited number of various enemies, similar to Smash TV on the Master System. But what you have made so far in the jam time is brilliant! I enjoyed playing, thank you for making this!

It’s definitely a creative and fun to play auto-runner withexcellent music. I loved collecting the coins, and the movement feels great — being able to double jump and drop faster by farting adds an extra layer of control, even if I’m not totally sure how much farting actually helped me! I also liked that you can jump on pillars to get even higher, which makes the gameplay more dynamic. 

There's a good variety of things to dodge, and those enemies disguised as coins were a fun surprise. I probably should have known — after playing Mario, anything with a face is usually an enemy! Overall, a really enjoyable and humorous take on the auto-runner genre.

The art style is really nice, and I love the animations. Small details I've not seen before — like the visually shaking effect when you’re near the edge — is fantastic. I’m not entirely sure how I managed to jump so high even when double jumping onto the cloud! but it felt awesome and makes sense with the platform being something you can jump through while the other solid ones you can't.

The creative level design and the help you get while playing is very good. It’s challenging but fun, and it encourages exploration. One small suggestion would be to add a fullscreen option. Overall, a nice looking and enjoyable platformer.

Even though it was a short game I really liked the story. I especially enjoyed being able to talk to the frog (which is funny because I have frogs in my own game too!) The cutscenes clearly had a lot of time and care put into them, and they added a lot of charm to the experience. Overall, a short game with a lot of heart.

I don’t normally play these kinds of games, but I enjoyed this one. I’d love it if you added a run button to help explore more quickly, or even a point-and-click movement option so I could just watch the character move instead of holding a button down the whole time.

I really like how you can talk to different animals and receive different items, and generally help everyone. The artwork is beautiful, especially the little details like the animals’ bobbing heads and even the pig blinks. The attention to detail really stands out. The music is relaxing and fits the calm atmosphere of the game perfectly. Great job!

I really like the jump sound and the visuals — the animation is great. The moving background works really well and gives a strong sense that you’re actually running. The game is fun, especially with the escalating difficulty that keeps it challenging.

One thing I noticed is that you have to check your score while you’re playing to know how well you’ve done, since it isn’t shown on the restart screen. It would be great to see your final score there, and even have a high score feature.

I also like how you can duck and then immediately jump, and how the duck lasts about as long as a jump — it feels responsive and satisfying. I think it would be really cool if the game had more variation in the terrain, like a mud run with slopes and different obstacles. Right now, it feels like a typical auto-runner, but adding that extra depth could make it stand out more. Well done!

The battles are more fun than in Pokémon Blue, and I really like the idea of restoring colour to the world. It’s a cool and creative concept. However, I wish there was more to do — I was hoping to go inside some of those other places and complete challenges to restore their colour. Also, the music doesn’t always play smoothly. It sometimes stops unexpectedly. I like how it speeds up though. Good job on the design, hope you find time to finish this!

I’ve submitted Pig Chomp 1! This was an easier challenge since I had already made Pig Chomp 2, but I wanted to go back, finish it properly, and make it more challenging and fun in a different way. I managed to add two extra enemies that intelligently chase the player, which was a fun challenge—especially working within the limits of the free version of Construct 3

Thanks for the feedback!

Originally the movement was smoother — the players moved half a tile at a time and would always complete a full step after releasing input. I ended up changing this because it caused issues when teleporting and the blink-style movement actually opened up the possibility of moving over enemies if you time it right without the invincibility. 

I do like the Pac-Man–style tap-to-move, but i wanted it to be a bit different. 

As for the frogs, there isn’t any significance — they’re just the enemies. I chose them because I liked how they looked. 

Appreciate you taking the time to play and share your thoughts. I will check out your game when I get chance. 

Hey, thanks a lot for taking the time to play Pig Chomp 2 and for the detailed feedback — I really appreciate it!

You’re absolutely right about the audio getting repetitive over longer sessions, that’s something I’m keeping in mind for future improvements.

For the Out of Place theme, my approach was more subtle and tied into both the visuals and mechanics. Story-wise, the pigs fall down a mysterious hole and end up trapped somewhere they don’t belong. Visually, the starting level (and the level you restart on) uses multicoloured walls that are intentionally out of place compared to later levels, where the maze becomes a single colour.

The optional Timing theme is woven into a lot of the gameplay. Black holes require careful timing — you can be pulled through, also enemies can come out of the other side to surprise you if you are not watching them. Unlike Pac-Man, you can jump over enemies, but pulling this off consistently takes precise timing and skill. Coins also return after a set amount of time, so you need to remember the path you took and time your movement carefully to avoid the spark that recreates them as that destroys you. As your level increases, that timing changes, making survival more challenging.

Totally understand if some of this didn’t come across strongly, and that’s really helpful feedback for me going forward. Thanks again for playing. 

1. Pig chomp

2. This game is inspired by pacman. You have to avoid monsters (currently just 2) and collect coins which magically come back. Levels are gained not by clearing the screen but by collecting a growing amount of coins. There's also a black hole that teleports you as well as enemies to random parts of the screen. 

3. Pig Chomp 1 started during the Doodly Game Jam #1 not very long ago. My situation is probably unique, as I've already made a better version called Pig Chomp 2. I ran out of time when submitting Pig Chomp 1 hence why it is incomete but i cotinued to work on the project anyway hoping to update it. The voting period was quite long and I've since submitted the latest version to other jams calling the game Pig Chomp 2.

My aim now is to just make the origional Pig Chomp 1  fun (the gameplay is lacking), not necessarily better just different. 

I know I could delete my game and change the title of my latest version. But I feel I would be missing an opportunity to explore other ideas for gameplay. 

4. I hope to finish the origional version of the game by the end of this jam. 

Thanks for all the feedback during the jam. I really enjoyed it and loved seeing all the creative games!

I’ve continued working on my game “Don’t Chicken”,  if you want to see how it’s evolved—you can check out the updated version here:

https://kirkclarke.itch.io/dont-chicken

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.