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Nekkabi

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A member registered Oct 28, 2024 · View creator page →

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Nice update! The tutorial is a lot less overwhelming now ^_^ Also big W for the web version !!

I messed around a bit and have some new feedback / bugs:

- You can softlock the tutorial if you waste all your mana on pondering instead of buying units

- You can play the old tutorial over the new tutorial

- When you try to place a summon in an occupied space, such that you stop clicking with the pointer over the occupying summon, the summon you were trying to place "sticks" to your mouse

- I think it should be more noticeable when you have the shop locked, or maybe don't let the player ponder if the shop is full and locked. I got to round 8 and lost cause I wasted all my mana trying to reroll the locked shop over and over again >_< (TBF I wasn't paying too much attention)

- Sometimes the new tutorial seems to not check the conditions correctly? Like when it tells you to buy a summon you can just mouse over several summons on the shop without buying anything and it continues, and got to skip the part to place the bought summon one time, not sure how >_<

- Sometimes hovering over a placed summon doesn't show the description, and sometimes you are just moving the mouse over a summon and it shows and it is kind of annoying. Showing the description might be better as a right click thing IMO

Having said that don't take this list as if I'm looking for problems in the game just to be annoying, I enjoy testing weird use cases in games I like, and really want this game to be as good as it can get to.

Also want to make clear that I'm not that good at these types of strategy game, so take my feedback with a grain of salt and don't feel forced to implement every suggestion I give ^_^

Oh and I don't know how much experience you have with Godot so you might already know this, but as a fellow Godot dev I feel the need to preach for the use of signals, if you don't know about them too much look into it cause they make the code so much cleaner and easy to change / add new behaviors. Also might want to look into changing the boot splash screen, having the default one gives kind of an unpolished vibe that your game does not deserve, just changing the Godot logo by Coal Nugget would go a long way! (sorry for the unsolicited advice, just wanted to nerd out a bit about Godot features)

I want to end this by saying that I really liked your game, happy to see that you're continuing to work on it! ^_^

Thanks for the feedback! I'm glad you liked it ^_^

https://itch.io/jam/shovel-jam-2025/rate/3734939

Our game is a sokoban-style puzzle game and has 27 rates atm, feel free to check it out if you think you might enjoy it ^_^

Happy to hear you enjoyed our game! Also nice suggestion, I understand the frustration! We would have liked to add the ability to undo after pressing space but could not due to time >_< We will add it in a patch after the jam ^_^

Thank you! ^_^

Thank you for the kind words ^_^

Thanks for playing! Happy to hear you liked our game ^_^

Damm this game is criminally underrated >_>

The character design is amazing and love the splashy sounds. Also the music starting with the introduction of the of the shotgun is just perfect.

I honestly don't have much feedback to give,  maybe the level was a bit bland? I'm just nitpicking here though, It's clear that the dev time went to other aspects and amazing how fun the game is for the limited time + first jam, very good job !!

I had a blast playing and I'm hoping to see a full release, I love fast paced platformers and a more polished version of this has potential to be one of my favorites for sure ^_^

https://itch.io/jam/shovel-jam-2025/rate/3734939

Feel free to check out ours ^_^ it's a sokoban style puzzle game about creating chain reactions

https://itch.io/jam/shovel-jam-2025/rate/3734939

Check out ours! It heavily uses the TileMapLayer node, IMO an excelent feature of Godot ^_^

Pretty fun game! Loved doing the different minigames and cooking multiple orders at the same time in the different places to deliver them faster ^_^

Thanks for playing! Happy to hear you liked it ^_^

Thanks! Glad you liked it ^_^

https://itch.io/jam/shovel-jam-2025/rate/3734939

Feel free to check out ours ^_^ It's a sokoban style puzzle game about doing chain reactions

Thanks for playing! ^_^

Ahhh my bad, didn't think to not jump but makes sense, should have tried it >_<

Had fun climbing!

The controls felt a bit sluggish sometimes because the hitbox to grab the walls was a bit counter intuitive to me >_<

Seems to have potential for a full release after some polishing ^_^

Very fun game! The pixel art is beautiful and the gameplay is frantic and engaging ^_^

I got stuck on level 3 cause I beat level 2 without really understanding what was I supposed to do on the second screen, but once I got back here and read the comment where you explain it (and after some attempts), managed to beat levels 3 and 4. I believe my problem was due to me believing that I had to pull on the thingy from the first screen all the time, so didn't really spent the necessary time in the second screen to understand the movement of the gauges >_<

Had a blast when I understood how to play, good job!

The ambience and the artstyle was very good, and the snowball SFXs were amazing! The lack of checkpoints made restarting levels 2 and 3 just to die in the same chokepoint a bit annoying to me >_<

Game was fun overall, good job ^_^

Nice game, congratulations on your first jam ^_^ I really liked the art and the music, and the concept of drawing lines to make new walls and floors instead of directly moving the character with the controls is so fun!

One thing I didn't really get the point of is the planning phase. You can't use it to prepare your lines beforehand anyway, so in the end I always ended up just restarting the level when I'm done thinking spamming space so the level starts. I get that I'm kind of cheesing the mechanic and adding a death to the counter, but I feel like it would make more sense if you were allowed to draw lines while planning.

Fun game overall, good job!

I hate when I drop my PC and have to shrink down to repair every part of it, very relatable!

Jokes aside pretty fun game, really liked the music, and being able to move the camera up and down was very handy for some jumps ^_^

Some points that I think could improve would be the addition of checkpoints (thought I've already read that you intended to add them but did not have time, completely understandable), and the CPU level color scheme made the platforms a bit difficult to see, might be because I played on the web version. Also the CPU level has a very precise jump right at the start, cause you bonk with the wall and fall to your death, I would not start that hard >_<

Overall enjoyable game, GG!

Oh and also, I scanned the QR in the death screen... ¬¬'

As a fellow train enjoyer I really liked this game ^_^

I encountered a couple of bugs, being that a wagon started going the wrong way around the loop and the counter counting 2 loops for every loop, making it go into the negatives and making the game infinite (which btw was quite enjoyable, if you patch the game after the jam I think it would be nice to see an infinite gamemode where you don't need to worry about the rounds running out and you can just play around and make a big loop).

Also after I was done with my run I messed around for a bit and found out you can still place/remove your selected thing after pressing the start loop button, so you can remove a rail on the loop when the train is running and softlock the game >_<

Great job overall! Would love to revisit the game after some polishing ^_^

Very cute game! I loved how the music changes when you start the PC, and really liked the art specially the room at the start of the game ^_^ The song at the end screen was also very funny!

My only real point of friction with the game was the blocks on the box minigame getting stuck if you touch the walls, the rest was a very smooth experience.

Great game overall, specially for this being your first jam! Good job!

Thanks for playing! We are seriously considering doing a full release with more content and better polish, so the game being on steam might be a reality in the future ^_^

Thanks! I'm happy to hear you liked the game ^_^ and yeah I made the last few levels extra hard haha.

Thanks for the suggestion! It's a great idea, I don't like either how right now you can mess up at the end and have to restart the whole level because you started the chain. We will look into adding that and few more fixes for common issues in a later patch after the jam!

I loved the ending, kind of would have liked to do a NG+ >_<

Getting the different abilities thought the climb was great and the lighting was very cool, but I cannot express with words how good is the ledge grab >_> the particles combined with that meaty SFX, idk I really feel like the game could use some more ledges just to be able to grab them! Then again the sword is kind of a pocket ledge so maybe I'm just being silly lol

The physics were annoying at first, almost lost it at the first jump where you can fall all the way down and have to repeat a couple of screens, but endured mainly because of the ledge grab SFX and ended up finishing the game.  At that point I got used to the physics and ended up kind of liking them, so I guess I don't know where am I going with this...?

My only real issue were the blurry letters, the camera man really needs some glasses

Overall great game, amazing presentation and fun gameplay, good job!

Never thought I would say this but the rocks ate all my soy :(

Would love to see a future version with more plant fusions and a bit more polish here and there! For the limited time you did well enough to showcase a concept with great potential, good job ^_^

Cool Idea! Even if you didn't manage to polish the game as much as you would have liked, it is something understandable due to the short timeframe and you still managed to show a very unique concept with more than enough potential to make it into a great game if you decide to continue with it and add some more variety and polish.

Something I would really like in a future version is a bit more feedback when reordering the cards. It was a bit confusing for me to know where was I placing them, but I think that if the neighboring cards moved a bit to make space for the new card or something similar it would be much clearer.

Great game overall  ^_^

Thanks for playing ^_^

Yeah I went a bit crazy with the difficulty of some levels haha. Yeah I agree that we could have conveyed the theme better, the idea is that you are destroying the viruses inside people in order to heal them, we would have liked to add an animation or something in order to show it but had to cut it due to time >_<

Thanks for the feedback!

Now I am a true snail! Did not know that snails have teeth >_>

The game was very polished and cute all the way, and I'm happy that the big snail respected me not liking scary games ^_^

Seriously amazing submission more so being your first one, great job!

Fun game ^_^ I found the controls to be very satisfying once I got used to them!

https://itch.io/jam/shovel-jam-2025/rate/3734939

Not sure if a hidden gem, but ours is a hidden germ for sure!

It's a sokoban style puzzle game about creating chain reactions, feel free to try it out ^_^

Pretty fun game, really impressive for a first timer! Also very creative take on the theme ^_^

Only real problems I found were the music not looping (or maybe it stopped looping after a while? It stopped playing at the level with the green platforms) and being able to phase though the floor if you fall too quickly in the last level (As far as I know that problem is due to Godot not really having any continuous collision detection, not sure if there's a good way to fix it but I'm not really up to date in that regard so idk)

Some things that would have improved the experience for me would be controller support,  some kind of speedrun timer and level select since it would be fun to try and get some good times on the levels and some textured skybox instead of just a solid color

Overall had a great time playing, GG!

Cute game! I really liked the pixel art, and overall enjoyed upgrading my hotel!

My criticism would be that the playable character moved too slowly, which combined with the scenes transitions made the game feel a bit sluggish, specially when delivering burgers. Also the bar minigame was a bit strange, feeding drinks to the same 4 alcoholics all day long >_<

Fun game overall!

Haven't really played the newer Zelda games but I guess I can see the similarities lol. The shaders look really neat so I think that the browser version looking like a power point because of them is a worthy sacrifice! Also lowkey impressed at how good bouncing Link the Basketball around feels >_>

I really liked the art of the game and the soothing music ^_^

Customizing the wand with charms that buff themselves is such a cool idea, even though I always seemed to get more damage by just equipping the feathers with the most raw damage and ignoring the elements >_< Then again, I always get overwhelmed by the butterflies sooner or later so might be just me being bad lol

Despite that and the couple of bugs in the action phase I really enjoyed playing and would love to play a more polished version in the future, would love to create crazy wand combos and op birds!

Thank you for playing ^_^ I'm glad you had fun with it, we're seriously considering doing a full release out of it!!

Thanks for playing! I'm glad you liked the game ^_^ For what I've seen a lot of people struggle with level 13 >_<

Thanks! Yeah we will definitely improve on the speed of the animations after the jam ^_^

https://itch.io/jam/shovel-jam-2025/rate/3734939

Here's ours, it's a sokoban style puzzle game, feel free to try ^_^