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MoleHoleGames

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A member registered May 31, 2024 · View creator page →

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Unfortunately, I couldn’t connect to the game due to server issues, so I wasn’t able to play but it’s a bold choice to attempt multiplayer in a jam, congrats on taking that on! Since I couldn’t try this one, maybe you’d like to check out the game I submitted  :)))

This was a solid jam entry with a nice concept and a fun ending that tied it all together. The resource and trading system has potential, and I’d love to see a more polished version where resources are harder to come by, pushing the player to engage with the mechanics more deeply. The sprite work is charming, and overall the game has a good foundation.

That said, the objective wasn’t always clear, and missing UI information made it difficult to track progress or understand what actions were available. A few dialogue boxes could be refined to make trading smoother, and clearer feedback on the different endings would strengthen the narrative side. 

Even so, it’s an impressive first game and a promising start, with lots of room to expand and refine. And since I also submitted a game to this jam, maybe you’d be interested in trying mine too it explores a different idea, but with the same spirit of experimentation.

This demo is a strong start the story is intriguing and sets up a mystery that immediately makes you want to know more. The true top-down perspective is a nice surprise, and the concept has a lot of potential if expanded further.

At the same time, it’s clearly very short, and the limited dialogue makes it hard to fully judge the experience. More polished writing and additional art would help bring the world to life and make the characters feel more engaging. Still, even in this early state, it shows promise and leaves me curious about where the story could go.

Overall, it’s a good foundation with plenty of room to grow. And since we’re all sharing jam projects, I’d love if you also tried the game I submitted it might give you another take on exploring unusual ideas.

This was a really out-of-the-box idea and one of the more memorable entries I’ve played. The concept is creative, the mechanics are unique, and moments like building staircases or tossing blocks make it stand out. I also liked how the tutorial was integrated into the environment it’s a clever way to teach the player.

That said, the block stacking mechanic often felt frustrating: blocks toppled too easily, carrying required holding the button instead of a simpler toggle, and positioning was awkward without a snapping system. The high sensitivity and lack of options to adjust it also made controlling things trickier than it needed to be. The ending felt a bit abrupt too, and while the voice added character, it sometimes came across more grating than atmospheric.

Still, despite these issues, the game delivers a clever design, strong originality, and fun interactions that fit the jam theme well. A solid entry overall and since we’re sharing jam projects, I’d love if you also tried the one I submitted; it explores a unique mechanic in a different way.

Muito legal esse rage game, the low poly graphics look really cool and the gameplay is fun and challenging. I really enjoyed the style and the vibe, parabéns pelo trabalho!

That said, like others mentioned, checkpoints would make a huge difference—sem eles fica bem frustrante ter que recomeçar tudo do zero depois de morrer. Also, the yellow cube slowing you down is an interesting idea, mas seria legal se tivesse uma forma de evitar pegar ele (maybe jumping over it).

Overall though, um jogo divertido e com muito potencial. Congrats on finishing it, and since we’re all sharing jam entries, I’d love if you also tried the one I submitted. 

This was a great first jam entry congratulations! The art style is cute and consistent, the gameplay works smoothly, and it feels polished overall. I had fun running around and fighting enemies, and it’s impressive that everything holds together without noticeable bugs.

That said, the experience feels a little empty at times. Adding ground textures, more sound effects, and a looping soundtrack would go a long way in making the world feel more alive. Some extra context or narrative could also tie it more closely to the theme, since that connection wasn’t always clear. Still, as a first jam project, this is a strong start and shows a lot of promise.

Overall, a fun and well-executed game that’s easy to enjoy. And since we both explored new ideas in this jam, maybe you’d like to check out my submitted game too it offers a different take, but with the same spirit of experimenting and learning.

This game has a really creative concept and a story that feels both intriguing and memorable. The visual design is charming and gives it a unique personality, and some of the twists, like the blunt honesty of the “YES” answer, made me laugh. It’s a fun and surprising entry that clearly shows a lot of thought behind it.

That said, navigation can be a bit confusing at times, and I wasn’t always sure where I needed to go. A couple of situations also felt like bugs rather than intentional design for example, picking up the flower early led to a softlock that forced a restart. Adding a save system or clearer guidance would make the experience smoother and less frustrating.

Overall, though, it’s a solid and very original jam game with plenty of charm. And since we’re all sharing projects, I’d be glad if you also tried the game I submitted it takes a similarly unusual idea and applies it in a different way.

This was a really fun and unique entry the food-making concept is both charming and hilarious, and the game has a rhythm-like feel that makes it stand out. The atmosphere is great, with lively music that ramps up as you succeed, funny voice clips, and an overall style that gives the project its own clear identity. I especially liked how the game made something as specific as sticky rice with grilled pork feel entertaining and fresh.

On the other hand, the instructions aren’t always clear, and having no visual cues for which button corresponds to which ingredient made the learning curve steeper than it needed to be. Some form of visual feedback, a backspace or error-checking system, and a timer or speed challenge would all help the game feel tighter and more complete. The ending twist is amusing, but right now it feels more like a bonus than something fully integrated into the gameplay.

Still, this was a pleasant surprise fun, stylish, and memorable, with lots of potential if expanded further. And since my own jam game also takes a quirky mechanic and pushes it in an unexpected direction, maybe you’d like to try it out too.

This was a very unique entry with a clever mechanic and a strong sense of style. The perspective-shifting design is smooth and intriguing, and it creates a mysterious, almost exploratory mood that makes you want to keep playing. The character design stands out nicely, and the movement through the 3D maze feels polished.

That said, the game is short and could definitely benefit from more content, music, and sound effects to push the atmosphere further. At times the perspective changes felt more like separate levels than different views of the same world, but with refinement this concept could become something truly special.

Overall, it’s a strong jam project with a lot of potential to grow into something bigger. I really enjoyed seeing this kind of innovation, and since my own submitted game also explores unusual mechanics, you might like checking it out too it’s a different twist, but born from the same jam spirit.

This was a really strong entry with a creative and refreshing concept. The CRT-style visuals and overall presentation give it a lot of personality, and the anomalies build up in a way that keeps the game engaging and tense. The questions and mix of challenges add variety, and the music and sound design complement the retro feel nicely.

A few things could be refined: the background color change is so subtle that it’s easy to miss, and making it clearer would improve the flow. A checkpoint system would also help avoid frustration after getting far and having to start over, and a couple of anomalies felt a bit unforgiving. Still, these are minor adjustments in an otherwise very fun and memorable experience.

Overall, it’s a polished and inventive jam game that shows a lot of promise. And since we both leaned into unusual mechanics for this jam, maybe you’d also like to check out the game I submitted it offers a different twist on surprising the player.

This was a really unique and memorable jam entry. The puzzles are creative and clever, especially the ones that involve diving into the console and even playing around with the browser itself it’s a very meta approach that fits the theme perfectly and makes the game stand out. Some of the challenges were tricky enough to leave me a bit lost, but that sense of confusion is also part of what makes the experience intriguing. The hint system helps, though slightly clearer nudges could make the difficulty feel fairer without removing the satisfaction of solving.

The presentation gives it an almost “social hacking” vibe, which is both unusual and refreshing for a jam game. While not every puzzle landed smoothly, the overall creativity and originality made this a very enjoyable project. Great work! And since we’re all sharing jam entries, I’d love if you also gave mine a try you might find my take on the theme just as surprising in its own way.

This was a really fun surprise the concept of powering up the boss instead of the player is innovative and refreshing for a jam entry. The music and art style give it a lot of personality, and the gameplay loop is engaging despite some rough edges. I really appreciate seeing someone tackle a bullet-hell idea like this, because it’s not something you often see in jams.

That said, a few areas could be improved. The camera feels too zoomed in, which makes it easy to lose track of the boss and end up firing at nothing. Some of the upgrades, like bullets or new attack patterns, didn’t feel impactful enough, and after a while the progression seemed less like meaningful choices and more like a list that would eventually fill up regardless. On top of that, the battles could feel repetitive after multiple runs, since the difficulty curve doesn’t change much and some technical issues (like slowdown) interrupted the flow.

Even with these limitations, it’s a creative, well-polished game with a lot of potential to grow into something bigger. I’ve been working on a project with a similar idea movement tied to bullet recoil so maybe you’d be interested in trying my jam game too. It could give you a different take on a similar concept.

oh thanks!!!

nice, thanks!!

This was a really fun and surprising entry the presentation is great, with a strong intro that sets the mood and a tense atmosphere throughout. The concept is clever, mixing humor with sudden moments of fear, and the sandwich jumpscare was both hilarious and genuinely startling. The use of real-life assets in the cinematic was a nice touch, and the music kept the tension high.

At times it was a bit difficult to spot some of the changes clearly, and the ending felt a little abrupt given how strong the setup was. Still, the idea works really well and makes for a memorable jam game that’s equal parts funny and scary.

Overall, an original and entertaining project great job! And since we’re all sharing jam entries, I’d be glad if you also tried the one I submitted; it might give you another twist on that same spirit of surprise.

For a first game, this is seriously impressive congratulations! The fishing mechanic is simple but really satisfying, and it instantly reminded me of classics like the relaxing moments of fishing in Stardew Valley. There’s something timeless about casting, catching, and wanting to see what comes next.

It also brought back memories of a flash fishing game I used to play in university, where each round took you deeper and deeper into the ocean (tiny fishing if u want to search). Your game gave me that same sense of curiosity and progression, which is a huge achievement for a jam entry especially being your very first project. The art and presentation are charming, and with just a little polish (like adjusting fish speed or expanding the depth mechanic), it could easily grow into something much bigger.

I honestly think you’ve nailed it on your first try, and I’d love to see where you take it if you continue developing. Since your idea resonates so much with what I enjoy, maybe you’d also like to check out my own submitted game we approached things differently, but I think you’d find the spirit familiar.

This game is really polished and fun the movement feels smooth and satisfying, with a clever use of recoil that makes controlling the character unique and engaging. The level design and progression are well thought out, and the boss fight in particular stood out as a highlight, managing to surprise and challenge without feeling unfair. The visuals and music complement the gameplay nicely, giving it a lot of personality.

Some elements could be clearer, like how the sliding blocks activate or the effective range of the gun, but those are small issues compared to how strong the core idea is. It’s a very solid jam entry that feels like it could easily grow into a full game.

What caught my attention even more is that your approach is very similar to mine we both explored movement based on the recoil of shots. Maybe you’d be interested in seeing how I applied a similar idea in a different way in my submitted game.

This game is striking both visually and conceptually the bold colors, pixel art, and character designs create a fantastic atmosphere that immediately draws you in. The puzzles are clever and satisfying once their logic clicks, and the multiple endings give the game strong replay value, encouraging you to experiment and explore further.

At times the logic behind the puzzles can feel a bit opaque, which may leave some players guessing rather than solving, but the overall design still rewards persistence. The branching paths and hidden outcomes make it feel ambitious for a jam entry.

All in all, this is a polished and impressive project, one of those games that stays with you after playing. And since we’re all sharing jam projects, I’d be happy if you also took a moment to try the game I submitted.

This is a very polished and creative entry the mechanics work smoothly, and the magnifying glass effect is a clever touch that makes the gameplay stand out. The concept is simple but engaging, with clear rules and satisfying feedback when spotting items.

A bit more variety and randomization would add replay value, as some cases felt familiar on a second run, and small details like clearer text at the start could improve accessibility. Expanding the design with lookalike or deceptive items would also add depth and tension.

The overall style actually reminded me the film Carry On, and I could easily see this evolving into something with a darker, story-driven twist almost like giving Papers, Please an unexpected horror edge. A great jam entry, and since we’re sharing projects, I’d love if you also tried the game I submitted.

This game fits the theme perfectly and captures that fast, chaotic energy that keeps you hooked. The pixel art style gives it a lot of charm, and the little details like the footstep sound effect made me smile.

Some levels were definitely trickier than others, but that only added to the challenge and satisfaction of finishing. Overall, a really fun and energetic jam entry great job! And since we’re all sharing projects, I’d be happy if you also gave the game I submitted a try.

This was a simple but fun game loop, with nice clean graphics and a lot of potential for future features. The core idea works well and leaves plenty of room to expand. That said, it could really benefit from more polish like sound effects, clearer feedback when picking up items, and a bit more variety to keep things fresh. I also ran into the “evil kid” getting stuck in the tunnel at one point.

By the way, do you personally know that kid? Because he’s genuinely creepy and I love that, it makes the game even better haha. Great work overall, and since we’re sharing jam projects, I’d be glad if you also checked out the one I submitted.

This is a fun and nostalgic take on whack-a-mole the retro visuals are charming, and the gameplay loop gets more engaging as the difficulty ramps up. That said, the camera-based controls felt a bit disorienting at times, and moving the whole view to land a hit could easily cause motion sickness. A keyboard-based approach might smooth things out and keep the action flowing. The moles also popped up a little slowly, and there’s room to tighten the pacing.

Still, it’s a solid jam entry with a lot of old-school charm. And hey, since I do know a thing or two about moles (after all, I’m MoleHoleGames), you can take my word that this was a cool idea worth building on. While we’re at it, I’d love if you also checked out the game I submitted

Unfortunately, I wasn’t able to actually play this one the web build didn’t seem to load properly, so I couldn’t get past the start or see the board. That said, from the screenshots and presentation it looks promising, and I hope a working build comes out so more people can enjoy it. Even with the technical issues, the concept seems interesting. And since we’re all sharing jam projects, I’d be glad if you also gave mine a try :))

This game really nails the theme it’s polished, fun, and cleverly designed with levels that constantly keep you guessing. The disappearing floors, sudden spikes, and little tricks strike that perfect balance between frustrating and entertaining, making it one of those “rage games” you can’t help but keep trying until you succeed.

The pixel art style is simple but effective, and the music, while repetitive at times, adds to the sarcastic, almost mischievous tone of the experience. Controls could be slightly more forgiving (especially with jumps and faster restarts), but overall the design works smoothly and feels satisfying once you adapt.

It actually reminded me a lot of Level Devil, which was exactly the kind of concept that came to my mind when I first saw the jam’s theme I’m glad someone went ahead and made it. A really fun and well-executed entry. And since we’re all sharing projects, I’d be happy if you also took a moment to try the game I submitted.

The art and presentation of this game are striking the intro cutscene is clean and stylish, and the overall design immediately catches the eye. The concept itself is creative, with a weird charm that makes it stand out and fit the theme in a memorable way.

That said, the experience felt a bit empty without music or sound effects, and the gameplay could use more clarity and purpose. Villagers were very hard to kill consistently, which made progression unclear, and small improvements like a crosshair, more guidance, or defined objectives would help a lot. Despite that, the idea has strong potential and is fun to experiment with.

All in all, a unique and interesting jam entry and since we’re sharing projects, I’d love if you also gave my submitted game a try.

This game nails the atmosphere the visuals are stylish, the sound design is immersive, and the voice acting adds a lot of personality. The concept itself is creative and immediately engaging, with a tension that reminded me a bit of FNAF but with its own twist.

On the gameplay side, though, the balance feels off. Managing the power was more frustrating than tense, since the fuse boxes gave no clear feedback about which ones were working or broken, and going back and forth between areas often took too long, leaving systems failing before you could return. Occasional bugs and the lack of clear indicators made it harder to enjoy the otherwise strong design. With a more refined tutorial, better visual cues, and slight adjustments to pacing, this could evolve into something really special.

Even with the rough edges, it’s a memorable and ambitious jam entry with an impressive atmosphere. And since we’re all sharing projects here, I’d be glad if you also gave my submitted game a try.

I think that this game introduces a really unique mechanic with moving objects on the map like a chessboard, which makes for some creative puzzle design. The ambiance and level ideas are interesting, and the core concept has a lot of potential. That said, the experience often felt confusing the rules for rotating stones weren’t always clear, level 3 seemed nearly impossible, and the skeletons moved too quickly to manage. Player movement also felt a bit slow, and a clearer in-game tutorial or indicators could have made the mechanics easier to grasp.

Despite the rough edges, it’s an innovative and memorable entry with a strong foundation. And since we’re sharing jam projects, I’d be happy if you also gave mine a try.

I was thinking that a good improvement could be to add things similar to Buckshot Roulette, that game where you fight against an AI using some items and trying to guess whether the next bullet will work or not. In the same way, you could create a series of items inspired by that game to try to guess whether the chest is a mimic or not. With lots of functionalities, it would give the game wonderful replayability.

This is a clever and unique concept that fits the theme really well. The rotating image mechanic is fun, the clean art style gives it personality, and the hint system is a nice touch to guide players. At times it wasn’t entirely clear if you needed to spell an exact word, but overall the idea works and makes for a memorable experience.

The only real downside is that it feels too short adding more levels with even stranger images would make it even stronger. Still, it’s a creative and well-executed jam entry, and I’d love if you also took a moment to check out the game I submitted.

This was a fun concept with an original feel. The art and atmosphere worked well, though the fast camera rotation and unusual key setup made controls a bit tricky I think mouse + WASD would fit better. Despite the small hurdles, it’s an enjoyable jam entry and a solid idea overall. And since we’re sharing jam games, I’d love if you also gave mine a try.

This game is absolutely beautiful the art, atmosphere, and sound design work perfectly together to create a cozy, relaxing experience. The menus are neat and intuitive, the typing mechanics feel satisfying, and the whole presentation has a unique charm. I loved how some scenery elements looked like critters, sparking imagination, and how achievements added to the sense of polish.

That said, the word-based system sometimes felt a bit strict similar descriptors weren’t always recognized, and small things like spaces or spelling variations could break the flow. As a non-native speaker, I also found myself relying heavily on the hint function, which at times turned the experience into more of a memory game than discovery. A reference book or a bit of tolerance in the typing would help smooth this out, and commands like “photo proof” could be easier to use if presented as buttons or always visible.

Still, the atmosphere is enchanting, the concept unique, and the execution impressively polished. A standout jam entry for sure and since we’re sharing games, I’d be happy if you also gave mine a try.

This game is definitely one of the strangest entries I’ve played in the jam. It’s rough around the edges, but the weirdness gives it a strong personality. Overall, a creative and unusual jam game and since we’re sharing entries, I’d love if you also tried the one I submitted.

It was refreshing to see a text-based game in the jam, and this one pulled me in with its unique writing style and neat presentation touches the upward scrolling text, the paper styling, and the sound effects all added to the atmosphere. The story is interesting and at times abstract, though it could be clearer in how the protagonist’s memories connect, and a few small details (like the text jump with each line) distracted a bit from the flow.

The biggest opportunity here would be adding interactivity branching choices or decision points could really elevate the experience and make the narrative more impactful. Still, it’s a creative and distinctive entry, and I’d be glad if you also took a moment to try the game I submitted it shares that same spirit of experimenting within the jam.

This entry is unusual but definitely intriguing the expressive art gives it a lot of personality and makes it stand out right away. The mechanics feel a bit underdeveloped, so at times it left me clicking without much happening, but the concept has clear potential if built out further. Overall, it’s an interesting start, and I’d be excited to see where you take it from here. And since we’re sharing jam games, I’d love if you also gave mine a try.

This game delivers a striking mix of atmosphere and mystery. The dark point-and-click mechanics work really well, and the art style is beautiful, giving the whole experience a unique mood. The puzzles are challenging sometimes even a bit too hard but that adds to the sense of discovery, even if it can feel frustrating when you get stuck. Still, the story is well-woven, and finishing it feels rewarding.

Overall, it’s a memorable jam entry with a lot of personality, and I’d be glad if you also tried the game I submitted it carries the same spirit of creativity these jams are all about.

This game stands out for its creativity and polish the movement feels smooth, the art style and colors are striking, and the sound design ties it all together nicely. I enjoyed the glitch dash mechanic, though the timing could feel a bit awkward at times, and waiting for the sideways boost occasionally broke the flow. Difficulty options were a nice addition, but being forced to restart instead of selecting levels made experimenting with them a bit frustrating.

Still, the overall experience is really fun and impressively polished, especially with the small-scale pixel art that works so well here. A strong jam entry all around and since we’re sharing jam projects, I’d love if you also took a moment to check out the game I submitted.

This was a fun little platformer with a cool character-swapping mechanic that added variety to the gameplay. I liked the charm of Curtle P. Justice and the upbeat music, which gave the experience a nice lift. The pixel art style could use a bit more consistency, and the platforming felt slightly floaty at times, but nothing that takes away from the overall enjoyment. A small touch like feedback when taking damage would also make it feel more polished. Still, it’s a creative and enjoyable jam entry congratulations on finishing it! And since we’re sharing jam games, I’d love it if you also gave mine a try.

The theme of this game fits really well, and the overall presentation has a lot of charm. I loved the art, the voice acting, and the sound design they gave the experience a unique personality. The story reveal at the end was a great touch and made finishing the game worthwhile.

That said, the platforming could use some refinement. Movement felt a bit slow and floaty in the air, the ice physics made precise control difficult, and the platform edges were often unforgiving sometimes it felt like I slipped through when I shouldn’t have. Still, once I got used to it, the frustration faded, and the creativity behind the concept stood out.

The style actually reminded me of Proyecto VHS by Charditronic (you can find it on YouTube), which gives this game an extra nostalgic flavor. Overall, a solid and impressive jam entry, and I’d be glad if you also took a moment to try the game I submitted.

This was hands down one of the most effective horror games I’ve played in this jam. The atmosphere is chilling, with a minimalist yet grainy art style that makes every moment feel unsettling, and the sound design really amplifies the tension. The wheelchair controls gave me Katamari vibes in the best way, though I think adding some smoother acceleration and deceleration would make the movement feel even weightier. The story unfolds in a powerful way maybe a touch more subtlety could make it hit even harder but the ending is already fantastic in its dreadful simplicity. It actually reminded me a bit of Endoparasitic, which is a huge compliment. Overall, an impressive first step into horror, and I’d be really happy if you also tried my own submitted game.

Even though it’s short, this game really left a strong impression. The art style is striking, the gameplay is fun, and the ending ties everything together in a satisfying way. I liked experimenting with both stealth and direct approaches even if avoiding the guards sometimes felt nearly impossible, it added a nice challenge. The title screen effect at the start was a great touch, and overall the presentation feels polished and memorable. It’s the kind of jam entry that makes you want to replay it, and I’d be glad if you also gave my own submitted game a try.