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MoleHoleGames

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

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thanks a lot :))). The timer is the brown background behind the boss UI!!! we know it's not visible enough, we are changing it in the next update!!

Thank you for playing our game. I’m glad you appreciate the polish and the tutorial explanation. We will definitely change the timer or make it more visible in some way.

Regarding what you mentioned about not being able to pack more items, it depends on the slot information each object occupies; this appears on the item’s data card when you hold things.

We will take your feedback into account to make all these elements more visible in a future version.

I liked the artistic style, a cozy little maze accompanied by nice, calm, relaxing music to stress yourself out solving puzzles, the best combination hahaha. Also, jumping on our team pet’s head is always satisfying, using moles as a solution is so fun :). I like it, I like it I really enjoyed your game design. I really enjoyed the gnomes puzzle; it’s very clever!!

A friend of mine is one of the biggest fans of this type of game and he was always telling me to try Slay the Spire, he plays it everywhere, but it never really caught my attention. I randomly came across this game you made in that style, and seeing how satisfying it is and how well you’ve done it, I think you’ve just opened the door for me to a whole new genre. Seriously, thank you, it’s really cool.

By the way, if you feel like it, I’d love for you to try our game!! I’d be really excited to see what you honestly think. Thanks anyway ;)))

I’ve been following this game’s YouTube Shorts series since day one, and I’m excited to have finally tried it. The mechanic of closing your eyes felt a bit tricky at times, sometimes a little buggy, but as I got the hang of it, it became really satisfying to throw the skeleton. Whether it’s discovering mechanics like how clicking really fast almost lets you no-clip through some green walls/normal ones hahah, or the inverted parabolic throw of the skeleton with that satisfying impact sound on the ground!! keep up the great work, it’s really cool.

By the way, if you’re okay with it, I’d be really excited if you tried our game, since I could basically consider myself a fan of yours, watching your videos daily as part of my routine. Thank you very much.

This actually surprised me so much, didn’t expect an anomaly game to feel this fresh. This hits different!!!

I completely agree with you, we should have implemented a “drop item” key, since the game can get chaotic very quickly and more precision is needed. We had planned to include it, but due to the complexity of the synergy system, we didn’t have enough time to implement it. We’ll definitely keep it in mind for future updates, along with the rest of the feedback from other players.

I’m really glad you liked the game, as well as the art and sound design. It makes us very happy, especially since everything was created from scratch for the competition, seeing that you enjoy it makes it even more rewarding for us.

Thank you so much for trying our game and for your feedback!

Our artist will be proud to hear that he put an incredible amount of work into the drawings; he was practically overworked hahahah. The passive mechanics system is very extensive: there are more than 20 different abilities and attributes. It was quite challenging to implement, but I’m glad to see that people like you appreciate our work.

Thank you so much for playing our game and for giving us feedback, we’ll take it into account along with others.  We plan to include them later in development, especially since we’re seeing that the game has been well received!

Once again, thank you!

I’m glad you had a good time creating synergies, that was the most important thing for us: making the gameplay and the feel (“juice”) of those interactions fun. I’m not sure if you managed to complete at least one quota, but when you do, you can unlock a speed upgrade that increases your speed by 100%, making things much more manageable. The slow starting pace is a design decision, but I understand it may have felt even slower when moving items or boxes, since speed is affected by relative weight of the items being carried by the player and can end up slowing you down further.

Thanks for reviewing and trying our game! I’ll try yours for sure, I’m looking forward to seeing what you made for this jam!

It’s funny you say that, since many people have thought just the opposite. I’m glad to see there’s a diversity of opinions on it. But are you sure you’ve unlocked all the content? It’s designed as a roguelike with more than 60 items, each with different synergies. There’s also a variety of upgrades. The first two stages are more accessible since they serve as a kind of tutorial, but after that, the difficulty increases considerably. In any case, thank you very much for trying the game and for giving such an honest opinion!

Heyy!! The timer is behind the boss, you have around 5 minutes to clear the quota, sorry, we know the timer is not very visible, we’re aware of that, but I’m glad you liked the game. It has 4 content catalogs of items and up to 4 types of upgrades, in case you want to keep enjoying it.

God bless your animations they’re seriously amazing. The lighting system, kind of like Among Us, works really well and adds a lot to the atmosphere. At times some elements look like bars or obstacles when they’re actually just hanging from the ceiling, so maybe that could be a bit clearer by tweaking the layers, but the overall effect is still really cool.

The music is absolutely fantastic, and while the gameplay feels a bit slow at times, it’s solid overall. Keep up the great work! Also I’d love if you try the game we submitted :)))))

I instantly caught the reference with that intro of the solarpunk YouTube short (the blender one hahah). I remember watching it and thinking “this would make such a cool game,” and now it really feels like you’ve brought that idea to life, haha.

The whole experience is fantastic. It’s a super intense bullet-hell boss rush with tons of personality the art style has that flash-animation vibe but fully playable, which makes it even better. The bosses feel epic, and it’s really satisfying to get into that flow and dodge everything cleanly. Also, the effect beneath the ground looks really nice, adds a lot to the overall feel.

Really fun and stylish game overall. I’d love if you also gave the one we submitted a try ;))

That was a great experience! I only tried it solo for now, but it already feels like something that’ll be even more fun with a few people around (not my case... I'm so alone hhaha). The overall vibe and art style are fantastic there’s a kind of top-down, action-heavy feel that really works.

There’s something special about sharing the jam experience through a co-op game I really liked it, and this one is a great fit for that. I’d love if you also gave the one I submitted a try :)))

The pitch video instantly grabbed me, the animation is super polished and full of personality. That same level of care really carries over into the game itself, everything feels lively and well-crafted, especially the retro-inspired visuals.

I had a great time playing. The core idea feels fresh, and it’s the kind of game that’s easy to come back to for a few runs. It does get a bit easy once you find certain strong setups, but honestly, experimenting and breezing through with a powerful combo is part of the fun.

Overall, really enjoyable and full of charm. I’d love if you also play the game I submitted too ;) it's about combos too.

I loved the cover the Blockbench-style logo looks awesome.

I had a really fun time playing. The slippery, almost “on ice” movement feels weird at first but ends up being pretty enjoyable, and the pixel art is super unique. There are some glitches and a few odd control choices, but they honestly add to the chaotic charm. The music is great too liked it.

If you like I’d love if you also tried the gsme I submitted :)

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.