I will check your game. You can rate ours as well < https://pasus.itch.io/dimeslide >
Pasus
Creator of
Recent community posts
Thank you for your comment, Ossem. We’re glad you appreciated the time and effort we put into the level design.
We’re currently working on adding more levels that we couldn’t include before the deadline. I hope you’ll have the chance to try the game again when we release the final version in the coming days!
First of all, you finished a game that looks great overall — and achieving that in just 7 days is impressive. Great job!
Things I liked:
-
The art style is unique and very interesting. I think a great game could be built around this visual identity.
-
All the game elements (music, SFX, sprites, and mechanics) work in the same direction to create a cohesive experience.
Constructive Feedback:
-
I would improve the jump mechanic by making it dynamic — where the jump height depends on how long the jump button is pressed. This would greatly improve the feel and responsiveness of the character controls.
-
I would also work more on the narrative side of the game. From that perspective, the experience feels a bit empty and lacking a clear purpose.
First of all, you finished a game that looks great overall — and achieving that in just 7 days, especially for a solo developer, is impressive. Great job!
Things I liked:
-
The theme is very well applied. Every level truly feels like a strange and unsettling place.
-
The overall experience feels very immersive. The SFX, level design, and mechanics all work together in the same direction, creating a cohesive atmosphere.
Constructive Feedback:
-
During the first monster chase, I tried stopping to see what would happen, but nothing happened. I would suggest adding a lose panel with a retry button for situations like that. It felt a bit awkward that the monster just stared at me without any real consequence or impact.
First of all, you finished a game that looks great overall — and achieving that in just 7 days is impressive. Great job!
Things I liked:
-
The theme is very well applied. Every level truly feels like a strange and unsettling place.
-
The overall experience feels very immersive. The SFX, level design, and mechanics all work together in the same direction, creating a cohesive atmosphere.
Constructive Feedback:
-
During the first monster chase, I tried stopping to see what would happen, but nothing happened. I would suggest adding a lose panel with a retry button for situations like that. It felt a bit awkward that the monster just stared at me without any real consequence or impact.
First of all, you finished a game that looks great overall — and achieving that in just 7 days is impressive. Great job!
Things I liked:
-
The world you created and the art style are very beautiful — you can tell a lot of work went into them.
-
The core mechanic feels relatively original and is well implemented. I think it has a lot of potential if you continue developing it.
-
The music and SFX do their job well and fit nicely with the experience.
Constructive Feedback:
-
I think the main issue right now is the player movement script. It feels a bit difficult to control. The first thing I would suggest is adding a dynamic jump, where the jump height depends on how long the jump button is pressed.
-
I would also review the collision system, especially with the boxes. When the player stands next to them and jumps, they sometimes get stuck. You might want to adjust the box colliders or implement some form of corner correction to make movement feel smoother and more polished.
Regarding the art direction, this is just a personal preference. I don’t find the current style very appealing, and if I were you, I would consider trying something different.
I haven’t thought about it in depth, but one style that comes to mind — and that could work well with these mechanics — is something similar to Ape Out
First of all, you finished a game that looks great overall — and achieving that in just 7 days is impressive. Great job!
Things I liked:
-
Congratulations on completing such a large number of minigames with no major bugs in just one week. That’s a great achievement.
-
The visuals are very beautiful. Well-made pixel art is always appealing.
Constructive Feedback:
-
You could consider adding some kind of scoring system, where players earn points based on their performance in each minigame. This would help increase replayability and give players more motivation to improve their results.
First of all, you finished a game that looks great overall — and achieving that in just 7 days, especially for a solo developer is impressive. Great job!
Things I liked:
-
I think this is a very innovative concept with a lot of potential. I really liked the character controls and the idea of the protagonist being in a wheelchair — it feels fresh and unique.
-
The shooting feels very satisfying, both because of the sound design and the recoil animation when firing.
I also enjoyed the intro — it was funny and fits well with the game’s narrative tone.
Constructive Feedback:
-
I think the art style could be improved. I understand you were aiming to replicate the style of the first Doom, but I believe exploring a different visual style could enhance the game while still keeping its essence.
I would also suggest using each mouse button for a different type of shot, instead of always shooting with the left button and switching fire modes with the right button. It might feel more intuitive and dynamic.
First of all, you finished a game that looks great overall — and achieving that in just 7 days is impressive. Great job!
Things I liked:
-
I really like the art style and the way that you tell the story. I can see you have put a lot of effort on the narrative side of the game.
-
Addidng the pokemo´s battle style and that looting mechanic fit well into the game and they have been implemented with no majors bugs which is impressive for a 1 week game.
-
Music and SFXs make their job well
Constructive Feedback:
-
I would recommend you to transition to the next screen when you are on the side and keep walking on that direction instead of pressing E. It will make the game experience more fluent.
First of all, you finished a game that looks great overall — and achieving that in just 7 days, especially for a solo developer, is impressive. Great job!
Things I liked:
-
I think it’s a good and original idea with strong potential.
-
I really like the SFX when the player is caught — I found them very funny!
-
It’s a short but complete game with an ending, which is already a big achievement for a solo developer in a jam.
Constructive Feedback:
-
I would suggest developing the narrative further, as I think that’s where the game could gain the most quality and depth.
Additionally, it would be great to include more types of puzzles besides the platforming and chasing sections. Taking inspiration from escape room–style games could be very useful.
-
Finally, adding background music could help players feel more immersed in the game world.
You can play our game DimenSlide. An slide tiles puzzle where you need to set up the board to reach the goal < https://pasus.itch.io/dimeslide >
I hope you like it!
You can play our game DimenSlide. An slide tiles puzzle where you need to set up the board to reach the goal < https://pasus.itch.io/dimeslide >
I hope you like it!
You can play our game DimenSlide. An slide tiles puzzle where you need to set up the board to reach the goal < https://pasus.itch.io/dimeslide >
I hope you like it!
You can play our game DimenSlide. An slide tiles puzzle where you need to set up the board to reach the goal < https://pasus.itch.io/dimeslide >
I hope you like it!
I downloaded the FixedWindowsBuild thinking the bug had already been resolved, but I got stuck on the main menu. The game loop doesn’t start when pressing either Continue or New Sleep.
It’s a shame because the game looks very promising. I hope you can fix it soon — I’d really like to try it properly!
First of all, you finished a game that looks great overall — and achieving that in just 7 days is impressive. Great job!
Things I liked:
-
It feels like a fresh and unique idea for a jam game, and it’s been very well executed. Congrats on that!
-
The art style is cohesive and polished, and the music and SFX do their job well. Everything works smoothly, which is not always easy to achieve in a jam.
-
The difficulty is high enough to be challenging, but not so high that it feels frustrating. The hint system is a great addition — it helps guide the player without simply giving away the answers.
Constructive Feedback:
-
The camera controls can feel a bit awkward at times. You sometimes need to place the clipboard in very specific spots to see certain words clearly, as it can block part of the view. Improving this would greatly enhance the overall user experience.
Thank you for your comment, Tey.
I agree that the theme may not be clearly reflected in the mechanics. Our initial idea was to include different dimensions with unique backgrounds to better support the theme, but due to time constraints we couldn’t fully develop it.
We’re currently expanding the levels and will definitely consider your idea of adding unique tiles per dimension. Thank you!
First of all, you finished a game that looks great overall — and achieving that in just 7 days is impressive. Great job!
Things I liked:
-
I really enjoyed the music you created for the game — it’s hard to choose which track I like the most.
-
The art style looks great, especially the environment design. I would consider refining the player and enemy visuals to match the overall quality of the setting.
-
The player movement concept has strong potential. It doesn’t feel like a typical 2D platformer kit, which makes it feel fresh. With additional polish and responsiveness improvements, it could become a very solid mechanic.
Constructive Feedback:
-
I would suggest making the player sprite face the direction it is looking when idling. In its current state, it’s sometimes unclear which direction the next attack will be launched.
-
The enemies don’t currently feel like a significant threat. I would recommend improving their AI with different behavioral patterns to create a more challenging and dynamic experience.
First of all, you finished a game that looks great overall — and achieving that in just 7 days, especially as a solo developer, is impressive. Great job!
Things I liked:
-
I really like the world-building you created using the low-poly style. There’s a wide variety of colorful assets, and they are well placed throughout the level.
-
The sound effects work well and support the gameplay. However, adding background music could enhance immersion even further.
Constructive Feedback:
-
I noticed that the player doesn’t seem to have a health system. I tried to get eliminated by enemies, but they weren’t able to defeat the character. I would suggest implementing a health mechanic, along with visible UI feedback, to increase challenge and improve player awareness.
First of all, you finished a game that looks great overall — and achieving that in just 7 days is impressive. Great job!
Things I liked:
-
I really like your approach to the theme and the way the story is presented. The voice actors did a great job, and all the elements feel cohesive and aligned toward the same creative direction.
-
The mechanic of opening doors using different combinations feels unique and fresh, and it is well implemented.
Constructive Feedback:
-
It took me some time to understand how to open the doors. Once I figured it out, it felt intuitive, but I would recommend refining the early level design to better teach the mechanic through gameplay, especially in the first few doors.
-
I would also suggest differentiating the door symbols not only by shape but by color. Additionally, you could display the control/color combinations in the UI during the first levels. This would help players understand the mechanic more quickly and reduce the time spent trying to remember which symbol corresponds to each mouse button.
First of all, you finished a game that looks great overall — and achieving that in just 7 days, especially as a solo developer, is impressive. Great job!
Things I liked:
-
I really like the atmosphere and the game’s lore. After reviewing several jam entries, I haven’t seen any circular towers designed to be explored vertically on this jam, so I think it’s a strong and original approach for a first-person platformer.
-
I also appreciate that you took the time to implement a proper main menu with options and settings. That level of polish is not always common in short jam projects.
Constructive Feedback:
-
The main issue, in my opinion, is the player controller. In a game like this, movement feel is crucial, and at the moment it doesn’t feel as responsive as it should. The run button makes the character move too quickly, and the speed seems to increase automatically when using the stairs.
If you plan to continue developing this project, I would prioritize refining the player controller and movement mechanics, as they are central to the overall experience.
First of all, you finished a game that looks great overall — and achieving that in just 7 days, especially as a solo developer, is impressive. Great job!
Things I liked:
-
I really appreciate your interpretation of the theme. The game genuinely feels like you’re in strange places, rather than simply using the theme as an excuse to fit the jam.
-
I particularly enjoyed the laptop puzzle where you activate icons to modify the platforms and reach objects. With further polish, that mechanic could become a strong core feature worth expanding.
Constructive Feedback:
-
My main issue is that I’m not entirely sure what type of game it wants to be. It starts as a first-person platformer, then introduces a gun and enemies, then shifts to the laptop puzzle, and later to a Slenderman-style forest level. Meanwhile, the music leans toward horror and tension, but some objects and sound effects feel humorous.
If I were you, I would define a clearer tone and core mechanic, and focus on developing that direction consistently. In game design, sometimes less is more. -
Regarding the platforming section, it took me some time to get past the first part because I kept falling. I would suggest implementing “coyote time” to make the jumps feel more forgiving. In first-person perspective, it can be difficult to judge exactly where your feet are positioned.
-
In the forest (Slenderman-style) level, I got lost and couldn’t find the fifth object. Adding a pause menu with a retry option could improve the experience in situations like this.
First of all, you finished a game that looks great overall — and achieving that in just 7 days is impressive. Great job!
Things I liked:
-
I really like the art style and the atmosphere you created. The sound effects do their job very well — I felt tense and on edge from minute one, which is essential in a horror game.
-
I appreciated how you introduced the mechanics with almost no text. The small puzzle where the player stacks boxes to climb the wall felt intuitive and satisfying. I think that’s the design mindset you should continue following if you expand the game.
-
I have to admit I couldn’t progress much further because I got caught by the lady several times — and horror games genuinely scare me. It’s not a genre I usually enjoy. That said, even though this type of game isn’t for me personally, I can clearly see that you’ve done a strong job creating an effective horror experience.
Constructive Feedback:
-
The UI font in both the main menu and in-game menu needs refinement. It’s too small in full-screen mode and, at times, difficult to read. Improving font size and readability would significantly enhance the overall user experience.
Here you have my game < https://pasus.itch.io/dimeslide >
I will rate your game as well :D
Here you have my game < https://pasus.itch.io/dimeslide >
I will rate your game as well :D



