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Dabble Games

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

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Sorry about that it will be much easier when I update soon and allow the first 12 levels to be played, the compass will swing back and forth which makes it easier to go in the right direction. 

Thanks for playing, I left the starting level at 13 by mistake, i was testing the later levels but forgot to reset it back to one. It is a very easy fix, just a matter of changing a value for a variable but I'll update my game when voting ends to be fair, also there are plenty of things I'd like to do later

Thanks a lot for the kind words! I'm really glad you liked the idea. You're totally right about the mouse issue — I didn't anticipate how much that would impact gameplay until quite late. I’ll definitely look into fixing that for a post-jam version, maybe by locking the cursor or adding screen edge detection. Appreciate the feedback and your clever strategy with the compass! Thanks again for playing!

Thanks so much for playing and for the thoughtful feedback! I’m really glad you enjoyed Tipsy Cursor—especially the way the difficulty builds and how the controls mess with your coordination. It’s awesome to hear it made you laugh and focus harder, which is exactly what I was going for.

Just to clarify: it sounds like you played a version that was working as intended, starting from level 1. In my most recent update, I accidentally left the starting level at 13 while testing some extra stages—so if anyone plays now and it skips ahead, that’s why! I’ll be fixing that soon.

I absolutely love your ideas—adding a visual trail for the cursor’s path is brilliant, and I think it’ll help players get a better feel for the movement. I’ll also be working on adding stages, and different cursors. Really appreciate you sharing your thoughts—it means a lot and gives me a bunch to build on!

It is very easy to get into. I really enjoyed the way the game rewards precise timing. The combo and scoring system adds a nice sense of progression. The visuals are great such as when you jump or move to the side, and the background looks fantastic. The music is also really good—catchy without getting tiring, which works well for this type of endless game. One small suggestion: the text at the top about timing perfectly could disappear once you’ve clearly learned it. Overall, it’s a solid, enjoyable game that kept me coming back to try and beat my last score.

A fun and challenging experience is one way to sum up this game. You control an animated spaceship with simple, intuitive controls—turning left or right while only moving forward. The game fits the endless gameplay style perfectly and the music is catchy - something I could easily listen to on repeat.

Gameplay revolves around collecting items like stars and people to rack up points while dodging various and creative obstacles. It’s tough, but in a good way. The rocket and other objects take up a lot of space on the screen, adding to the challenge, but nothing felt unfair or too fast. I found myself trying to stay near the centre and managed to hit a high score of 27!

Overall, it’s a well-made, engaging game with a strong arcade feel. I really liked it and would happily play again to chase a higher score.

For a first release, this game is genuinely impressive. The core mechanic—letting the orbiting sword handle the damage while you focus on dodging incoming enemies—is both satisfying and well-executed. The controls feel smooth and responsive, which makes the moment-to-moment gameplay really enjoyable.

That said, the game does feel unfinished—but that's completely understandable given the time constraints of this game jam and the fact that it's your first project. When I played, nothing happened after defeating the enemies—there was no feedback, progression, or reward, which was disappointing as I was hoping for more.

Still, the foundation is strong, and there's a lot of potential here. I could easily imagine the player automatically moving toward an exit while dodging traps on the floor along the way—that kind of addition could really take the experience to the next level. Looking forward to seeing where you take it next!

I can't thank you enough. Hope you and your friend have a great time playing!

You are very talented,the emoji's are brilliant. Thank you. I have used some for a game and credited you

https://kirkclarke.itch.io/four-in-a-way

I like that the developer is upfront about bugs, it is greatly appreciated. The visuals of the game are solid, I especially like how you select enemies to attack with your cards and the subtle red flashing. The background music also really helps create a classic fantasy vibe that fits the theme well. I would like it more if there were some sounds when actions such as attacks are performed. This is looking like a really good game with plenty to do. 

Final Verdict:
An inventive and entertaining game held back slightly by some bugs but fun for fans of card-based strategy—especially those who like rooting for the bad guy.

The art style is simple and clean, with geometric shapes used effectively to build the world. I really liked the teleportation mechanic that moved me to new areas—where you progress in a new direction. Attacking made the screen shake, which looked cool, but I couldn’t clearly tell when or if I was damaging enemies, until I figured out what the red squares were. You seem to need to get up very close, but without clear visual or sound cues for hits, it's hard to know what’s working.

A high score of 31.764 seconds is mentioned in the description, however I didn’t see a timer while playing. After dying, the game just showed “Game Over” at the top and a “Retry” button at the bottom, with an empty space in between where it felt like something was missing like a score.

Still, the game fits the “Good vs Evil” theme well, and the simplicity of its design gives it a light, arcade-like charm. With some polish—like clearer combat feedback, a visible timer, and a more informative game-over screen—it could be a solid little action game with plenty to dodge and destroy. 

Final Verdict:
A fun concept with a clean look and smooth movement, and great fun if you don’t mind a bit of trial and error. 

It's more a glimpse into something being built—which is actually very interesting. It is awesome that it has been written in C and that a source code was provided.

Final Verdict:
This isn’t a game you “play” so much as one you explore—both in concept and code. While unfinished, it’s a neat technical foundation and shows promise for whatever comes next. If you’re into C-based development it’s worth a peek.

Although I only made it to Level 2, not for lack of trying, the game still left a strong impression. The controls are smooth and responsive, and the concept is easy to understand: moving one character also moves the other, and solving the level requires thoughtful coordination between both. That said, the puzzle design is tricky—and it ramps up quickly. I struggled to figure out how to progress, which may frustrate some players early on, but puzzle fans will likely appreciate the challenge.

The presentation is strong, with a distinctive look. The background music and sound effects fit the game well, and I appreciated the option to change the volumes which is impressive for a jam game. I wasn't expecting the game to start when I selected "levels". I did hope I would be able to select a level but if they get harder I might not. 

Final Verdict:
Though I couldn’t get far, the game controls well and nails its theme. If you enjoy games that challenge both your thinking, Shattered Soul is worth a try—and I’d love to see where it goes in future updates.

The theme of "one tool, many uses" is well represented with the axegun, blending melee and ranged combat in a unique way. The game certainly falls into the "Good vs. Evil" category too. One of the standout elements for me was the atmosphere. The transition from day to night feels natural and creates a growing sense of tension as visibility fades. The enemies, while not overly scary, disappear upon defeat, which I didn’t love at first—but I can see how it makes the game more suitable for younger players or those who prefer a less gory experience. The animation, especially the creepy detail with enemy teeth, gives it some real personality. I also appreciated how you can outrun enemies with no visible stamina limit, and I really enjoyed the freedom to run endlessly dodging danger in every direction while shooting down enemies.

Although I played on my laptop without a mouse, it still worked really well. I survived a few days and had a good time. There's some great upgrades which give you a nice break, and which might really turn the tide. One small thing I found odd was the presence of a “Quit” button on the title screen. I think it would be better to have a button for controls or settings instead but it is not necessary because the game is intuitive.

Final Verdict: A fun survival game with great atmosphere, and a unique weapon concept. I didn't come across any problems but I’d happily play a more polished version in the future.

I haven't set any rules regarding the neutral blocks, Maybe I should not allow any more to be created when a player makes their first move 

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Thank you for playing and for your feedback. If you collect the balls with your boat they will be destroyed without causing your boat to tilt, it's only when the balls hit water tilt occurs, it will tilt clockwise or anticlockwise depending on which colour hit the water, and the amount of tilt is linked to the level number. 

You might think that letting both colours hit the water will cancel out the tilt, but instead it causes the boat to sink. I want players to collect one colour and then the other ideally, or both to keep going. 

If you play on higher levels you will definitely notice the tilt, and the colour displaying the tilt will help you know which one to collect next 

Thanks, glad you liked the twist! And that’s a great point—I'll work on adding a clearer indicator for whose turn it is. Right now, the colour of the piece at the top shows whose move it is: red for player two (WASD controls) and yellow for player one (arrow keys). I've also made it so you can only move your piece left and right and drop on your turn

Thanks so much for the feedback! I really appreciate you taking the time to play and share your thoughts. You're right that the connection to the theme might not be obvious at first—I was thinking that the game involves a lot more calculation than classic Connect Four, since there are many more possible ways to win with the T-shape. Plus, the addition of neutral blocks changes the shape of the grid. That keeps every game interesting which I felt tied into the idea of calculation. I'll definitely work on making things clearer in game or in a tutorial!

I’d personally love a soothing background music and softer, more pleasant sounds, especially when reaching the goal. That said, the gameplay itself is a fantastic challenge and the design are where this game truly shines. The mechanic of shifting between dimensions is brilliant! You have to time your jumps, often landing on blocks that are invisible to you until you change the dimension. The game feels fair too, for example you are warned when the meter is running low, and although I did find myself inside blocks at times I was able to jump out of them. This twist is both innovative and rewarding. It would be much smoother if you could always see the block you're controlling but the visual design is a strong point—everything is clean, clear, and easy to follow, which is crucial when you’re constantly shifting your scenery, and love the light that shines on the walls and floor. The addition of a meter that depletes depending on your exposure to the light or dark dimensions is far better than a simple timer and is a great use of the balance theme. 

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Thank you for playing and for the great feedback. I never thought about that idea, i thought it seemed hard enough but I could very easily add a sine behavior to the enemies to test it, it does sound like it could be fun :)

Thanks so much for playing my game and for your suggestion! I actually did plan on having the balls fall as the same colour sometimes — like green and green, or pink and pink — but I wanted to make sure it wouldn’t repeat too soon. So if you got two green balls, the next matching pair would be pink. I am still working out the best way to handle that logic!

Thank you for that information! Sounds like you’ve got a cool mix of sources and tools

I've been checking out a bunch of your other games on itch.io—it's impressive how many different platforms and languages you’ve worked with. Unity, Python, Monkey X, AGK, PureBasic, Blitzbasic, processing.js, JavaScript/jQuery, and NESMaker... that’s a huge range, and it really shows your dedication to the craft. I noticed you're aiming to monetize your games too, which is awesome. I recently played one of your games on my phone after downloading it again—although I am nowhere near as talented, there are a couple of things I thought might help take your games to the next level . 

  1. Sound Effects: Your background music is always solid, but I noticed there are games missing sound effects for movements and actions. It might be worth checking out sites like  freesound.org for that—just make sure to filter by Creative Commons and check the permissions. If you can record your own sounds that is even better. Even a few subtle sounds can really bring the gameplay to life. 
  2. Visual Assets: I recently discovered that itch.io actually has an asset store, and I was genuinely surprised by the quality of the sprite sheets and animations you can find there, many are free as well—definitely worth a browse! I've used them for games like feel of steel and combo craft. If you intend to make money though you would need to check the permissions and credit where necessary.

  3. Title Pages: I've noticed some of your titles seem to be covers of existing games or books. I’ve just started experimenting with free AI-generators to create title pages. I used one for the first time for a game I made called Paddle Boat then just added some options, and boom, had a professional-looking cover in seconds. However, when using AI-generated art for commercial purposes, it's important to be aware of copyright considerations.

You're clearly a passionate developer. Just wanted to share some of that in case it’s helpful. 

I decided to play again knowing the speed is noticeably faster after a minute, and to be honest I thought you had added some special effect to the text, (spoiler it was most likely just my eyes lol). I do like the game, and believe it is worth remaking. I would definitely add a difficulty setting as you suggested so you can start at a speed you like, and perhaps if you crash when you start as say a beginner it could tell you that you are an expert if you do well. The speed should be displayed lower, and maybe made to look like a speedometer but that is just my preference. It's a good entry. Well done!

It's a simple, yet charming mobile game that brings an unexpected sense of peace. After downloading it on my phone, I was pleasantly surprised by its relaxing gameplay and smooth controls. The touch screen mechanics work well, with the character following where you last touched which makes it intuitive. And all the animations are nice too.

In the game, you’re tasked with feeding animals to keep them all happy. You go to a trough to gather food and then move to one of the ten highlighted animals (outlined in red) to feed them. Each time you feed an animal, the animals happiness increases, which is like a score. I managed to get my score up to about 80, which seems to be the game's upper limit, as after that, you have to wait about 20 seconds before you can feed again without anything else to do. 

I think it could be more interesting if the animals had different feeding needs. I also noticed the game’s environment could use a bit of tweaking. The player can easily leave the grassy area and wander into the black space at the top and bottom of the screen which made it feel a bit unfinished, a fence or some sort of boundary would make the world feel more contained. One of the standout features of Animal Farm is its lovely background music which helps make up for the lack of challenge.

Overall, Animal Farm is a great starting point for a casual, relaxing game. While it may need a few more features to make it more engaging in the long run, it’s still a fun little experience, especially for those looking for a no-stress gaming session.

Thank you for trying my game. I ran out of events in construct to say how to play in the game itself but added the instructions in the description, you may also need to click on the screen if the controls are unresponsive. You use shared controls, pressing the keys 1-7 to select a position for your coloured cone and then spacebar to drop a cone with the aim of getting three of your colour in a row either horizontally, vertically or diagonally. Please note that the game is a three player only game. My other game cone-nect 4 is a two player only game. Both are local multiplayer games. 

Although the game is short I did enjoy playing your highly creative game which fitted perfectly with the theme. One thing I wasn't expecting was the visuals to be as good as they are, great job

I did feel the amount of information about the value of nuts, bolts and coins etc was a bit overwhelming on the menu screen but playing the game even without labels, the value of each item is clearly communicated through size, colour and speed, which is a nice visual touch. The balance scale that shifts as you catch falling objects is a fun visual element too and shows your progress, though it only seems to move one way. 

The goal is to reach a specific total which can change when you reach the target by collecting enough items, but there's a clever twist: grabbing a low-value item like a 1-point piece means you’re now needing nine more to make up for it. It really makes you think before catching everything. 

I played in full screen and noticed the grass doesn’t scale like the other elements, but it doesn’t affect how the game plays. There's also no sound, which makes the experience feel a bit empty — even minimal audio would add some life. And you control what seems to be a car (though only the two tyres are visible). I think a different object could look better. Overall, it’s a simple but clever game with a cool mechanic, and good controls. Just needs more time to really shine.

While I’ve seen similar mechanics before, games like this are pretty rare. You place straight roads and roads with bends onto a grid in real-time to guide an ice cream van to its destination before it reaches the end of the path. I love the speed-up button; it’s very satisfying to watch the van travel along the route you’ve built.

It’s a bit odd that the van drops ice creams on the road along the way, but it kind of works as a delivery concept, even though there are no visible buildings or customers. Visually, the game is clean and well-suited to the puzzle genre — nothing too flashy, but everything is clear, especially the upcoming road pieces which fall into a queue.

One thing that confused me at first was the gap when trying to connect a road directly to the end point. It would feel more intuitive if the destination could connect to any road tile placed towards it and if that was another object such as a kid or a something. Still, it makes it more challenging, and is a smart and enjoyable game with relaxing music and solid design.

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This game looks great and has a fun core idea — collecting melting ice cream. I really like that it’s not just about dodging but also about grabbing what you need, and the animation is amazing!

The movement feels unique, almost like you’re circling around a 3D object, which gives it a cool sense of motion. Using either the mouse or arrow keys for control is a nice touch too, offering flexibility in how you play.  The buildings look fantastic but could use some colour in my opinion. 

Perhaps its just because I am using a mini laptop but it’s hard to see everything on screen, the screen is way too zoomed in. I think full screen support would make a big difference as I have to scroll down to replay every time I fail.

Overall, it's a creative and fun game that just needs a few tweaks to really show its full potential.

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This game is visually impressive. I love how the speed ramps up too, and is clearly shown by a number increasing at the bottom corner. The decorated cone which moves around is a great touch. There are amazing sounds too, the screeching tyres and police sirens—really pull you in. Even though the police aren’t visible, you still feel like you are being chased. Crashing feels dramatic with the screen turning a semi-transparent red, it made me feel disorientated with the camera angle changing as the vehicle tips over which is actually really cool and seemed to happen every time. I did notice the screen stutters when using up or down when i tried to speed up and brake, so I stuck to moving left and right, and it was super fun. I did notice probably due to time constraints, the game jumps straight into the action, which works, but a short intro or story would definitely add some nice context. Overall, it’s a very well made game with lots of attention to detail.

I’ve played similar games before, and while this one is easy to pick up, it felt a bit too easy. I didn’t notice any speed increase, although I only played for 30 seconds — if there is a difficulty ramp-up, maybe it could kick in a little sooner to keep things more engaging. Introducing levels or stages that gradually increase in speed or add new patterns, perhaps two cones to dodge at once occasionally, would really enhance the experience. I don't know how to but if you can, a leaderboard would be really nice as well as powerups such as invincibility for a few seconds.

Visually, it’s quite basic, but you mentioned time constraints, so that’s totally understandable — and despite that, it fits the jam theme really well, especially with the focus on roadways and cones. I liked the instant retry option after crashing once, and think the main menu is nicely done.

The main thing I’d strongly recommend improving is the audio. The current sound is very repetitive. A more relaxing background track would go a long way in making the game feel smoother and more enjoyable.

Overall, it’s a simple yet fun type of game and well-themed entry. With a few tweaks and polish, it could definitely stand out even more. Great job!

I didn’t expect managing traffic to be fun, but this game really surprised me! It’s both challenging and creative, turning a usually stressful task into an engaging survival game. The goal is to last as long as you can while keeping traffic flowing — simple in concept, but tricky in execution.

The controls work well, especially rotating cones clockwise or anti-clockwise with left and right, though I think adding up/down movement could offer a bit more control. Just a suggestion!

It would be great to have clear level targets or milestones, so players can gauge how well they’re doing or aim for the next challenge. Right now, I’m not sure if my survival time was good or not — a bit of feedback or a progression system could really elevate the experience.

Also, a small note: the car honks can get a little annoying. Maybe something more relaxing for background audio could help — like the calming music you sometimes hear in massage parlours on the streets of India!

Overall, a fun and original idea. Well done!

I have another idea for a game 

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Hi I have just edited the description. The theme of the practice jam number three is "One tool, many uses" so I have made a game where the tool is spacebar, it has many uses eg it is used to select a column, drop a piece, cancel, and also reset the game and start game

I completed all the levels except the piano one, they are all really fun albeit short and have fantastic sounds and visuals. 

A really nice looking and fun game, I like that each enemy has a different sound when they get hit, and the various ways that the sword swings makes it a lot more interesting as well as the difficulty settings. But I'm pretty sure red blood is not considered suitable for a pg13 rating in this jam. I would have probably made it green goo or something

Hey, thanks for trying Combo Craft! Just wondering — could you let me know what browser or device you were using when it crashed? I haven’t seen that happen yet on my end, so I’d like to fix it if I can

The atmosphere is spot on and the tension ramps up quickly. Balancing your time between patching holes and keeping the power running creates a really fun kind of stress. At first, I was a bit confused about the light —usually in zombie stories, light attracts them. But here, it actually makes perfect sense. If you can’t see, you can’t fix the door, and that’s when everything starts falling apart. Visually it is impressive. I can't fault it at all. 

This game was a blast—literally. The concept of collecting more and more guns to refill your ammo was just plain fun, and it kept me engaged the whole time. There’s something really satisfying about watching the chaos unfold. However the AI could use some work. A lot of the time, enemies just stand around or pile up on top of each other without moving, which kills the tension a bit. Still, I did get shot at more than once, so it’s not like they were completely harmless. One thing I really liked was being able to hide behind doors until more guns came. Its a great game with great sounds, and is impressive visually, just needs some smarter enemies to keep the pressure on and some extra levels would be nice.