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PixelDS

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A member registered Jun 16, 2025 · View creator page →

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this game was so unique, i don't think i've ever seen a game like this 😂😂

i like the concept of the game and i enjoyed the art style, but the movement was really difficult for the way the maps were laid out, maybe a skill issue on my end 🤷‍♂️

ah yes, the multi coloured botches power up makes the cow move forward on its own, without explanation it was probably super strange 😅

ah, maybe next time add what you get in a list, check against the list and clear it maybe every 2-3 opened boxes, it’s fine to repeat more than once every 5 boxes just not back to back 🤣

PRNG is known to be biased towards certain numbers so checks like these can be more important than you think (even tho i myself always forget)

that felt really well polished, the story wasn't developed at all but i somehow found myself interested in reading the text (which i can't even be bothered to do with triple A games). The graphics were great but i feel like the shaders were applied too heavily, maybe 20% less of everything you applied and the game would of been easier on the eyes 😂


I was spawn camping the blue chirping enemy, that boy was a menace

great job, especially for a 2 man team, and only 1 developer!

The art was super good, the green slime/acid on the floor did sort of bother me though, with the rest of the assets being so well made it felt out of place. The gameplay was actually really fun, the movement was super fun to fly around with and the game was long (in a good way), i didn't finish it eventhough i've been playing for quite some time now. I disliked the world flipping, i understand what you were trying to do but with the physics and mechanics staying the exact same, it was just sort of nauseating and didn't add anything to the gameplay.

Amazing job, well done the four of you!

that pronunciation of baguette killed me 😂

I personally don't enjoy these types of games, but the entire game felt super polished, incredibly polished- the menus all matched, there was no obvious bugs, everything did what you'd expect it to. I'm super impressed with this submission regardless of my bias

a tofu baugette with cashews sounds rancid, the thief did you a favour 👌

not AT ALL what i would of expected from a minijam, it's quite cool seeing a first person game in a 3 day jam. I kept getting the same person chasing me over and over again, and it got tedious but judging from game description maybe i got unlucky?

Great job!

The game started off very slow, but the punching sounds were satisfying and kept me playing for a lot longer than i expected


great job, from what i understood of the source code, you didn't use any sort of game framework i give props for that

I actually believe there’s a bug where level 2 gets skipped, did you go through a maze level?

- I did camouflage the landmines on purpose, but in hindsight and looking at feedback maybe it was a little too well hidden 😂 i should definitely look at using a larger variety of colours to indicate what’s what

- can you give me some details with the input delay? that’s definitely a deal breaker for a game like this

thanks for playing and leaving constructive feedback!

The crates are power ups (2 bad, 2 good), if you don’t mind can you test it again and confirm if anything changes? it should be quite noticeable what the power ups do

i’ll work on my music 😅 glad you played till the end

the landmines were made hard to see on purpose 😅

thanks for the feedback though, i probably should use more variety in my colour pallete!

the ECS slowed me down for the first portion of development, but once the core mechanics where down it was super easy to implement things so i’d say it balanced out

Yeah i agree, i also wish i could churn out more than 3 levels, thanks for playing and the feedback!

I got hard stuck on the music one i'll be honest, but this game made super good use of the limitation and the atmosphere was quite cool

This was a really interesting concept for the game jam, i do think this game should of been scoped down to give a portion of it more detail, but all in all it was a good play!

TypeError: Cannot set properties of null (setting 'onclick')

I also got this error pop up but after clicking ok it didn't affect anything

This project is awesome and shows bevy's capabilities, massive kudos to you!

when testing it on ur own machine it’ll load fast of course, try open the game in a private browser window 

I've never used unity before but i imagine you've got some really bad compile settings for exporting to the web, i'd recommend taking a look at them for the next project i almost thought the game was broken!

(1 edit)

me neither tbh

edit: i left it open in another tab on accident, it does eventually load but it takes a while.

I'm sort of surprised i thought unity was quite optimised for web? Maybe the compile settings need to be tweaked a bit

The art is really cool and the game was quite enjoyable, great job!

That was hilarious i didn't expect that at all

You took "up to interpretation" to the maximum and i'm here for it all the way

The art was great, i really liked the art style here. For 3 days this felt super complete great job!

I didn't expect this game to build such an atmosphere around it really enjoyed that element of it. An idea like this you should have definition saved for a larger game jam where you get more time for art and implementation


Great job man, i didn't expect a 3 day game jam to produce games with atmosphere like this!

glad you enjoyed the puzzle!

This seems to be a reoccurring issue with everything i develop that, since i’m the one that created everything, i believe it’s self explanatory 😂 I most definitely need to stop skipping the tutorials for my projects

Bevy was great, i really liked its ECS, rust has always had a place in my heart (although not my most proficient language) It was really annoying however how many breaking changes they make. I’d be looking at recourses online and nothing works because they decided instead of component.function it’s now function(component) for example 🤦‍♂️

Thanks for the feedback!

😂 yeah everyone seemed to struggle a bit, i even added a hint in game and another hint in the description of the game 

Thanks for playing!

Thanks for the feedback! can you specify what bugs you found?

I think the first section of the game where you collect 10 chicks drags on for (way) too long, but apart from that i think you scoped this project really well, you had a completed game without any obvious sacrifices during development being made , i give you massive props for that!

yeah, that's what it is

That's strange, i'm using the brave browser on windows 10. My GPU is somewhat modern so I doubt that factored into it

your game was by far the best use of limitation i've seen ;) you took it literally but in a way that didn't feel forced, I like it

this so far has definitely been the best use of limitation i've seen so far i'll give you credit for that! The art style is great however the background not being anti aliased was really bothering me when moving around quickly, it's jarring. The game itself I don't have many complaints about i think you scoped this project super well

The game looks visually great, i personally don't enjoy these types of games unfortunately but your implementation felt really solid especially for something created in such a short amount of time

The concept is actually  really cool, the game feels polished for something created in such a short period of time (minus small complaints such as the font being ugly and the enemy rotating feels a bit janky)


All in all this game was great!

I suspect these bugs are web-build related since i never ran into them during development,  double jumping was intended but it doesn't seem so since i never really had any sort of mini tutorial or guide at any point in the game so it does appear like a weird mechanic definitely

Thanks for the feedback!

yeah, finding a balance in between would of been nicer. I guess i tried in level 2 with the tiles that burn if you go into fire mode but it wasn't impactful in the least i suspect you could pass that entire level in fire mode

absolutely, i only had 2 days to both learn my engine and physics engine separately (whilst making a complete-ish game). I had to choose between super refined physics and states but no proper level, or 2 somewhat decent levels and at the very least (somewhat) satisfying gameplay. 

Thank you for the feedback, for the next game jam i’ll scope down and use this as a learning opportunity; If you have any advice for how i could have made the states more useful i’m happy to hear it!

ah that’s definitely not meant to happen… until i fix it, can you do me a favour and delete the comment with the screenshot? I don’t want people cheating their way out of levels 😉 

can you give me some more info? it automatically switches states after a short period of time not sure how u managed that 😂 unless my web build is broken