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.
Dabble Games
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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
I think everyone has different reasons why their game is left unfinished. It can be lack of motivation, the size, and sometimes it’s just early code decisions that make continuing painful. Rewriting your unfinished game feels very much in the spirit of a jam about finally finishing something and it sounds to me like you are working on the same project which is now being rebuilt properly, not a brand new game.
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
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!
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.
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
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.



















































