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 :)
Dabble Games
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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!
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 .
- 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.
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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.
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.
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.
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.
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!
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
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.
I jumped into this typing game not realizing at first that it was case-sensitive, so that first capital letter caught me off guard. Once I figured that out, though, I managed to beat the game on my first try, even on hard mode with the tighter time limit which was satisfying. Visually, the game is really well done. I especially liked the animations when you lose. The music is also pleasant and not distracting which is perfect for a game where you need to stay focused. The sentences do get longer and longer, which fits the "add more" theme, sure—but I think I would prefer if you were typing out a short story instead. That way, it feels like you're progressing through something meaningful, not just increasing in difficulty.
Overall, it's a solid challenge with a creative theme.
Thanks for playing my game and spotting that bug, i have just noticed when I try pressing the numbers really quickly the sequence length to remember can exceed 27 due to one of the three numbers displayed being in the double figures which is not supposed to happen, and I'm not sure why it can skip, but hope I can fix it.
Ah I apologize, I should have read the page properly. I made the game recently and saw that there was one day left and because I read it was a beginner jam with no prizes I assumed there would have been more time to make something so thought I'd made it in time. Also didn't realise I wasn't allowed to submit to other jams
I really enjoyed playing your game, and the story, it was more challenging than i expected but fun nether the less. I especially liked having to press the opposite key, that is an awesome idea and like that there is hit points for enemies and yourself.
I found it hard to know when to block, I think maybe it should be a different key like spacebar which could prevent you inputting the arrows to attack when held down. The arrows spoken were not the clearest but did sound fun. Clearing a level is very satisfying. Can't fault it!
I really like a lot about this game, the simple appearance, the movement, and the sounds when you bump into a wall. I don't know why but I feel like I'm playing a gameboy game which is awesome. I'm not a fan of the background music, maybe there should be an option to mute that if there isn't, or better the background music could get louder when you get closer to the goal to guide you and so its not a complete surprise when you get to the goal. Overall a great game with great level design
I think the presentation of your game is really good and like that there are lots of options and nice contrasting colours. I especially love the sounds!
When I played I did tend to stick to two lanes but I think that extra lane can make the difference when there are more boats. I couldn't play with headphones but its great that there is more to this. Good game!
I think your game works perfectly, I have played games like this in the past however I have never really wanted to get to the end until I tried your game and I have not seen this type of game clearly state what to press for blind players. The music and story at the end make it feel worth all the attempts. I think there could be an endless mode just to see how far you can get but I don't think it would be as good as being able to complete the game. Overall a simple nice looking and satisfying game
The audio definitely shouldn't be challenging to understand. I am new to using the speak text in construct, I have heard other comments about it spelling out letters rather than saying the word. I am still learning things.
Basically, you take turns to press a key from a to z. If a green key is pressed it turns blue and if it is pressed again when it's blue it turns red (this is a trap) and if it's pressed when it's red you are eliminated.
At the beginning some keys will begin blue so will become traps when pressed for the first time. Their positions are random (I should have made this clearer by jumbling them up on the main menu). The key to winning is to remember where all the traps are so you don't get eliminated.
Hi thanks for playing my game, I can definitely see how a mine sweeper style mechanic could add an interesting layer to the game. Maybe it could work as a powerup in a future update or version. I appreciate all the ideas, I wanted trap key to be more about making decisions based on memory and wanted some element of luck too.
To be honest I'm not the best developer i still have much to learn. My hope is to inspire others to make games be it beginner or seasoned. I believe the most important thing is to keep experimenting and having fun in the process and if it's given you more ideas then that's awesome.
Hello and thank you so much for your constructive feedback. I'm not sure why it was not speaking like that. I am still learning a lot of things. When I first made this game every letter would start green, and when pressed again it would turn blue and if a blue key was pressed it would red to indicate it is a trap key which when pressed eliminates a player.
However, if every key begins green it's possible for a player in a two player game to always win by simply pressing the last key that was pressed forcing the other player to eventually press a trapped key, which is not how I want players to play. I could have had every key start green but prevent a player pressing the last key pressed but I don't think that would work very well either. So I made the game begin with a random number of blue keys which only need to be pressed once to set a trap, and their position is random too. I should have made this clearer by having the blue keys on the main menu jumble constantly. I think the best way to remember where all the traps are is to make a word with the trap letters.
Unfortunately I only know how to make local multiple games but I do know someone who can make it for me so you can play with anyone in the world. I could also ask him to perhaps have an option to select which powerups you want in the game to spice things up to encourage players to choose keys which have not been chosen. Eg I could have a skip turn power up, and reveal a red trap or set any key to a trap powerup which can be used at any time by that player.
Wow I have never had so much constructive feedback from a jam before. I very much appreciate it and you have all come up with some very good points to help me to make my game better.
The idea of making line logic puzzles came from binary placement grids which i have made many of. But using two rules rather the typical three makes it simpler to understand and solve these puzzles. I felt that grids would be too difficult or time consuming for blind player. So I made much of my book titled binary strips: 1000 puzzles by Kirk Clarke into digital form to allow greater accessibility.
There is a lot of comments about the controls, i don't think you can properly test this game with your eyes closed, my thinking about the controls was that blind players would use a special keyboard with braille and that selecting the cell by pressing a number would be quicker and easier for them. But after reading your comments I realize i probably should have had other options to select the cells such as with the arrow keys, and i do love the idea of pressing up or down to select a digit to insert rather than entering 1 or 0. I reserved those keys to display the digits at all times. Saying empty would definitely make more sense. The idea I like most was pressing a button to listen to the sequence in order so players can visualise it, I think that was a really awesome idea! But I want to thank everyone for their comments
it's pretty random really when it stops working, when I tested it I got to the end without any problems and assumed it would work perfectly for the larger deck but the issue is with both. I made a lot of changes and updates believing I had found the cause but unfortunately I didn't find it. I probably need to learn about arrays or find another way to shuffle a deck. This was the first time I tried to do this, and i was probably being too ambitious. I completely agree, it would be a bit annoying to hear repeated instructions. I will definitely take in your points when I update this
I think adding an option to adjust the speed is a great idea. I’ll definitely look into that for a future update. As for the deck selection, I love the idea of incorporating more unique and zany options, like decks with only odd cards or missing cards—I'll keep that in mind as I continue to improve the game. Looking back I think it would have been nicer to have the computer have just black suits and the player only red suits, or completely shuffled like I had, and to read out the suit as well as the value.
Thanks again for your feedback, and I appreciate your support!
Thank you so much for your constructive feedback! I think that's a fantastic idea to add an option that shows what cards have already been drawn. Not only would this improve the player's experience, but it would also have helped me identify any issues with the game during development.
I also realized too late how challenging it can be to keep track of the cards that have been drawn by both the player and the computer. I’ll definitely consider implementing this feature in a future update if I get the game working properly tto make the game more engaging and easier to follow. Thanks again for your thoughtful suggestion!