Just thought I'd let you know that I took your suggestion on board and have now updated Balloon Smacker so it works with just one button per player throughout the entire game. Thanks for the suggestion again, it was fun to add and makes a lot of sense for accessibility
Dabble Games
Creator of
Recent community posts
Hi Patricia, thanks again for taking the time to leave feedback!
It was not my intention to make a scary game. And don't worry at all about not playing it. I completely understand if balloons make you uncomfortable. Although the balloon "pops" when you lose, it's actually more of a deflating sound than a loud real balloon bursting, because I thought it sounded funnier. That said, I totally get why the theme alone would make you not want to play.
I'm really pleased you mentioned the multiplayer aspect. I only recently redesigned the game to work with just one button per player, and after looking around on itch.io I was surprised to find that, out of well over 1.5 million games, I couldn't find another local multiplayer audio one-button game by searching the tags. Multiplayer audio games seem to be incredibly rare too, so I'm glad I've been able to make one.
Thank you again for all your encouragement. Hopefully you'll enjoy whatever I make next.
Hi Patricia, thank you so much for taking the time to leave such detailed feedback! It was really helpful to read, and I'm glad you enjoyed the core idea. I'm especially happy to hear you liked being able to choose the sound, as that was a feature I wanted to include so people could pick something they found comfortable to listen to.
Rather than continuing to update Sound Catcher, I think I'm going to make Sound Catcher 2 instead then I can look back on it. I've already figured out how to add much more sounds by renaming audio files, which gives me many more events to play with.
I'm thinking of giving it a simple theme where you rescue animals by listening to where they're calling from. The score you need might be based on your last or best score to make it fair too. The player will probably be able to choose which animal they want to rescue as well. I haven't completely planned everything yet though—I tend to work out a lot of the details while I'm making the game!
I also think I'll reduce it to around three rounds instead of ten. I originally made it ten rounds to make the game feel longer, but I completely understand how frustrating it can be to get so far and then lose everything because of one mistake.
Your score was actually around what I'd consider my average! My personal best is 75. I think you might react differently to different sounds. It is technically possible to get 100... but I think you'd have to be a Jedi or have fingers that can vibrate like top Tetris players to do that! I wanted there to be room for players to improveme, but I also want the game to be playable for as many people as possible. So I really like the idea of a practice mode, and I think that's something I'll seriously consider for the sequel.
The idea for the game actually came from watching Star Wars. I imagined it as the sort of reflex training game that the little Jedi might play to improve their reactions.
I also agree that the scoring and timing could be much improved. My goal will be to make the points scale with how quickly you react, either using a simple linear system based on the time limit you choose, or maybe a curved scoring system. I haven't figured out exactly how I want to do it yet, but I enjoy working through those kinds of design problems.
Thanks again for such thoughtful feedback. It gives me a lot to think about, and I really appreciate you taking the time to play the game and write such a detailed comment.
Thanks for the suggestion!
The gameplay already only requires one button, but it's definitely possible to make the entire game fully one-button especially now I've recently managed to free up 10 events in the free version of Construct 3 by reworking things so you can potentially cycle through and select unlimited number of balloon colours and cue sounds without using up more events.
I've actually made a few one-button games before, such as ONE TAP CONNECT, which can perform a few actions with a single button. I think I'll make this improvement very soon.
My current idea is that after your score is announced, you could wait for the game to restart or hold a button until the countdown ends to quit, and make it so you can skip somehow eg if you know you did terrible.
Hi! Just wanted to say thank you for sharing these great road tiles. I used them in my game Turbo Button and have credited you in the game's description. They fit the style perfectly and saved me a lot of time.
If you'd like to check it out, here's the game: https://kirkclarke.itch.io/turbo-button
Thanks again, and keep up the great work!
Hey! Thanks for trying my game
Can you tell me exactly what you see when you try to start it? For example, do you get a setup screen or a message saying something like “left click the screen”?
If you do see hear this message, have you tried left-clicking on the game screen with your mouse to activate the keyboard so you can press up and down to set a setting?
Let me know what happens 👍
Nice idea. I liked that the audio instructions are clear and helpful once you access them.
One thing that might improve accessibility is adding some audio feedback when the game loads (like a sound or voice cue), so players know it has started. It could also help to make the menu easier to navigate without a mouse, for example using up/down arrows to select options and space or enter to confirm.
I also tried your game on mobile, and while it’s clear it’s not really designed for it, it does work. Aiming just feels a bit tricky—mapping aim directly to touch position could make it smoother if you ever decide to support mobile, and letting the shot trigger on release could also help.
I updated my own entry in the same jam today, so there should still be time to tweak things if needed.
Overall, very cool concept and nice use of sound!
I liked the sound when a pin spawns, and the timing for them appearing felt reasonable to me — I didn’t feel like I had to wait around for something to happen, which kept the game moving.
The constant clapping, however, didn’t really help me, and became more like background rather than a useful cue. Although I could use the claps to tell where I was throwing a ball, I just couldn't tell when to release a ball with my closed my eyes and in the end kept throwing lots of them which I believe caused the sound to stop due to the amount going on lol.
Overall it’s a fun concept, I like the fast pace and how the pins keep coming back and how tightly packed they can be to the point where they can push your balls back. I think it could be really fun for everyone with more polish.
Nice! Answering questions confidently wrong wasn't my idea it came from the jams prompt but I had fun with the questions. About the voice: in the latest update you can actually change it by pressing the number keys, and adjust speed/pitch with the arrow keys. You need to wait for the next line to play to hear the change, or press Space to trigger it. I’m glad it ended up speaking English for you 😄
I had a lot of fun making this game. Thank you for pointing that out. I’ve tweaked that one slightly now. The question is now “Can flowers smell nice?”
I’ve also made a few other small improvements, like adding options to change the voice, speed, and pitch so players can adjust the speech to something that’s more comfortable for them, though I think it might still be possible for some to hear Portuguese.
My best score so far is 41.
There is a lot I like about this game. I really like that you keep the coins after a game over. That’s a really good idea because if you add a shop later like you plan to do it will make the game feel like you are always progressing.
I especially like listening to the sounds, they are all pleasant and I could honestly listen to them all day. I think the way sounds are used is clever too e.g. by making sounds louder in one ear than the other, which is good for direction although I did find this difficult in practice, probably because I am not used to playing audio games yet. The sound when you walk on a car roof is also nice, and I like that you get four steps. I did manage to avoid getting stunned by jumping which made me feel good. I think you could add some music to the main menu screen, which would make it feel more alive. However, I actually think music during gameplay might be too distracting since the audio cues are so important. The sound effects are already very pleasant to listen to.
I also like that there is a “How to Play” button in the game itself. The instructions are clear and explain the mechanics well, especially the part about the four steps on the car roof and the stun if you fall off. It’s also helpful that the controls are simple and systems like coins, score, and leveling are explained.
One small UI suggestion: the “How to Play” button is very close to the “Play the Game!” button. A little bit of space between them would make the menu easier to navigate. It's not a major issue though.
I noticed when you move left or right it makes a sound to confirm the movement, but I’m not sure if I’m moving. It’s a bit hard to imagine exactly where I am on the street. If there are lanes, maybe the game should not play the movement sound if the player is already at the edge.
Overall, I really like the idea and it was nice to play, it’s actually the kind of style of game I think works really well for blind players. Great job, especially for a first game! I hope you continue to polish this.
The game can definitely get quite challenging, even on the easier settings. On Lite Mode (with bigger bullets) you can rely more on reaction time, but on the other modes it’s more about learning the rhythm. You can choose to rotate in the same direction as enemies ie go clockwise to give yourself more time to shoot them. If they are too slow you can go the other way.
I’m hoping that balance adds some fairness and replayability. I also updated the game today so it now tells you how many degrees off your shot was from the centre of the nearest enemy — so if you’re only five degrees off, you will actually be very close! The voice will be different now as I'm still trying to stop it talking in Porteguise for some.
Thanks for playing and for leaving such a detailed comment.
I still need to experiment more with sounds but I did recently experiment with having the game say whether a shot was too early or too late after it was suggested to me but because the turret can rotate in either direction and enemies move slower or faster it became a bit confusing. In the end I felt it was clearer to let players judge that from whether the beep happens before or after their shot, along with the new “degrees off” feedback in my update made today which definitely helps. I have changed the language url again too so I'm hoping this time it won't speak in Portuguese.
I really like hearing ideas from other developers even if it could be useful for another game. One of my goals with making games is to inspire others, so suggestions like yours are always appreciated!
Thank you so much — I’m really glad you enjoyed it (and found it challenging 😄).
Your suggestion about starting the timer after the question finishes speaking is actually a really good idea. That would definitely make it feel fairer. At the moment, I don’t know how to trigger the timer based on when the TTS finishes in Construct 3, or how to even insert a beep right after it’s done speaking — but it’s something I’m going to look into.
You’re also absolutely right about the extra space before the colon — I didn’t even notice that! I’ll fix that formatting bug.
Voice acting and ambient music would be amazing additions. I’d love to expand it further once I improve my skills a bit more.
Thanks again for the thoughtful feedback — and for sharing the VOD!
Thanks so much for the detailed feedback — I really appreciate you taking the time to test it. You’re absolutely right about accessibility. An audio game especially shouldn’t rely on mouse interaction. I’ll keep that in mind as I improve the project going forward.
The reason the game requires a left click first is because the game window needs to register keyboard focus before it can receive input. If it doesn’t have focus, the key presses won’t be detected. I’ll look into ways to handle focus more smoothly so this isn’t necessary in future versions.
Thanks, I really appreciate the feedback! I wanted to keep the bleep simple since clarity is so important, especially for blind players. I did experiment a bit with other sounds, like a sonar-style blip. One thing I didn't get round to doing was giving each of the four enemies their own distinct sound which could have added more variety.
I really like your idea about enemies making movement sounds. Id love to explore giving more sound options in a future update maybe rustles or buzzing and others
Hi! I had another idea I’d love to submit if multiple submissions are allowed.
It’s a simple concept, but my idea is to create a game entirely focused on timing. You control a constantly spinning turret while invisible enemies orbit around you. Each time an enemy passes your firing line, you’ll hear a distinct beep. The goal is to shoot at exactly the right moment to hit them.
I’m planning to experiment with different ways to scale difficulty — maybe changing orbit speed, adding multiple enemies, and varying the size of bullets you fire.
Let me know if submitting more than one game is okay. Thanks!
I’ve just updated my game again and added "en-US" to the language for the Speech Synthesis in Construct 3 — I had previously left it as default. There isn’t much documentation on this feature, so I hope this fixes the issue. I can’t really test it myself.
By the way, I played your game recently and really enjoyed it! It’s very well made, and the concept is brilliant. I noticed it played in English only, and worked perfectly. I especially liked how the choices reveal more about yourself, like your patience level, and the ending felt very satisfying.
One minor suggestion: when I picked an option, it would continue reading the other options. I understand you’re meant to listen to them all, but maybe there’s a way to make it so it continues.
I don't consider myself to be an expert at making games, especially not for blind players. But I have worked out why my game was not responding, it is a common problem apparently, you need to left click the screen to "focus" the game otherwise the keyboard input are ignored. I have uploaded the game again with this instruction and also made it simpler to start. I've tested it on Chrome and seems to work fine for me, I don't know why it would play in any other language but thanks for letting me know
Hey! The reason it won’t let you start yet is because the game waits for the voice instructions to finish before accepting input. I will change this in near future. My bad, I should have shown the text to press Y when the voices finishes or just let you skip it. I initially set it up this way so players wouldn’t skip the instructions, but I’m thinking about updating it so you can start immediately because i realised after publishing players might have already read the instructions in the game description.
For now, you just need to wait until the speech finishes, then pressing Y will work
Finally wrapped up Pig Chomp 1! 🎉 I thought it was done, but I kept noticing the clever enemies slipping off the screen or getting confused. My solution was to make players move one step at a time by pressing a key. It’s not ideal and a bit old-school, but it keeps the intelligent enemies chasing properly.
I also had to disable player teleportation, because it left the clever enemies totally confused. Limited events made these fixes tricky, but I achieved my main goal: adding clever, tracking enemies to the mix.
On the bright side, Pig Chomp 2 can have smoother, continuous movement since it doesn’t include the tracking enemies, so that one feels more fluid.
Feels good to finally call this one “done”!
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 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 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























































