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Snarg

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A member registered Jul 01, 2024 · View creator page →

Creator of

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Unique idea, wish there was more in the way of gameplay though (stopped playing at the combination lock). I think the controls could also be better, pressing x takes occupies one of the fingers usually on WASD.

Simple and fun, pixel art is great as well. Would probably make the player hurtbox a bit more lenient/not tilt it with the sprite.

As you said this isn't a game but as a toy it's really cool. Unique idea, clean implementation. Liked this one.

Solid fundamentals. Wish the enemy waves were more noticable, feels more like a continuous stream.

Cool take on the theme!

Liked the pseudo 3D aesthetic and the knife looks good as well. Although I didn't really get what I was supposed to be doing and I think the scoring system is kinda broken as well (clicking a knife and dying to it sometimes doesn't reset your score).

Doesn't matter in the grand scheme of things, your game is super polished and extremely creative and fun. Had a great time with it!

Glad you liked it and thanks for the feedback! The waves do get a bit more challenging towards the end but we really could've upped the ante a little. I remember there being some random error I couldn't reproduce,  sucks that that happened to you. We thought the game was pretty stable all in all but you can only ever do so much testing for a jam, sorry.

It's really difficult to tell what's going on, what you're supposed to be doing and I also didn't know how my character works exactly. Maybe add some additional explanations or an introductory sequence.

nvm i think there's a bug where the fish just can't eat ever again if you feed it while it's dying or something

Help how do you open the cans my kill count is in the dozens

The raincoat guy spit on me :(

Neat idea. I think letting the player choose what to respond with to a specific comment/statement rather than just screaming into the void would better capture the nature of internet bickering and make the choices more interesting though.

I think I softlocked myself by picking up dough while the oven was full. Great presentation though, loved the spritework and animations on the machines.

Great presentation, really liked the sound design and the sprites.

There's a lot of clipping and general jank going on with the way phyisics objects interact with the wand. However I do really like the core concept and with some more polish and additional mechanics this could become a pretty interesting puzzle game, movement felt good too.

Congrats on making your first game! Simple and fun arcade game. I know this is the aesthetic the game is going for but man is that a lot on your eyes, felt like I had to stop playing after like 2 minutes because of it.

Yeah that is weird. No real clue what could be causing that.

Thanks for giving such elaborate feedback! I agree that the tutorial is lacking, if I didn't have a time limit I would have probably made some kind of visual to demonstrate the mechanics like a bot or something.  It was hard to estimate the difficulty level because both of the people working on the game are pretty familiar with this style of movement and we procrastinated any and all content to the last day so I was kind of delirious after making maps for 7 hours straight. The intent was for the player to utilize rocket jumping even in the previous levels to shave off some time and I tried to communicate that with the placement of pickups but that again is a lot easier to register when you have already internalized that piece of movement tech.

As for the softlock you got, could you please explain what was keeping you from progressing? I recall a level loading bug on that map but don't think it could actually limit your progression in any way so I'm curios as to what happened on your playthrough. You didn't miss any gameplay though, that was the last room before the outro map.

Here's ours: https://itch.io/jam/shovel-jam-2025/rate/3727691#post-13436887

Thanks

Yeah that's fair, I couldn't be  bothered to reuse them cause it wasn't noticable on my end. Glad to see the tutorial at least kind of worked.

Liked the presentation but couldn't find the last anomaly. A lot of them also spawned inside walls or the floor, not sure if that was intentional.

Liked the presentation but couldn't find the last anomaly. A lot of them also spawned inside walls or the floor, not sure if that was intentional.

Awesome entry, loved crafting monstrosities. Maybe you could expand upon the goal a little further or provide previews of the body parts but the basis of what's here is really cool.

Cool concept, really liked the art style too. There's some pretty narly skips in some levels (6 and 7 I think) and the key binds can be improved as well but that's mostly minor stuff.

Funny coincidence, we made a speedrunning game.

https://itch.io/jam/shovel-jam-2025/rate/3727691

Missed the interact key in the settings, my bad

Glad you liked it!

Nice movement animation

A platformer with a movement system that does not understand how gravity works is unreasonably funny, I feel like you could put 4000 hours into mastering whatever is happening when you hit a slope in this game. Seeing what type of stuff would happen when you try to break the game was great, even without an objective (0 out of 0 packages?)

Really cool concept and presentation. Controls feel pretty good once you've gotten used to them.  Had a bug where I'd spawn on a void tile and fall instantly and the bar for what is considered an easy level seems quite high imo but this is a really good entry. Deserves more ratings.

Had some fun moments and flowed pretty well but I had a tough time getting a hang of the movement, the wall jump in particular felt pretty eratic and hard to control. All in all great job!

Thanks for the feedback. You can turn on hardware acceleration in your browser settings against the lag. There's also a setting for mouse sensitivity.

Making the player pull out pen and paper is something I think games should do more often (or write an algorithm, either work here I guess).

As others have already noted shapes don't always go where they should and I managed to place two shapes in the same slot, after which I was able to move both at once. Also consider adding a fullscreen option next time. Other than that I really enjoyed my time with this one.

Really liked the premise but after like 20 minutes of trying I couldn't even get past the 30 second mark, maybe just a skill issue on my part.  Great presentation too.

Btw godot can't really sync the mouse position you get through get_global_mouse_position with that of the OS. Updates only occur periodically so if you were to implement a software cursor using a sprite it'd lag behind the actual cursor and I think this may be what's happening with the bricks here, making them even harder to catch.

Super creative and pretty fun too. When you start a level you sometimes release a shockwave because they're on the same key, idk if that's intended.

Really liked the movement, got some Quake/Half-Life vibes from the camera roll. As other's have already stated, a parry timer would be a good addition. I think making runners less tanky would also make the boss a little less annoying since at times you're so busy with the summons that you can barely get in any damage. Maybe it's because I didn't use the abilities much, didn't really get the whole chaos system. Also really liked how you did the clouds, great entry!

Just wanted to note that, at least on my end, it's impossible to play the browser version in fullscreen since to close the pause menu you need to press escape, which is first processed by the browser to deactivate fullscreen and only then can you unpause.

I really like the concept you have here, although I wish there were some systems in place to encourage making your path more efficient. Maybe add a preparation period and limited arrows/deletions and this could be a really cool puzzle game if scaled up with some more mechanics. Watching everyone go where they're supposed to is satisfying, although it can get pretty tiring if you're just sitting there for 2 minutes waiting for the level to finish without any further interaction, this is especially the case on the first 2 levels. Overall this is a great entry, good job!

Really unique concept, I enjoyed it a lot. Sometimes it was a bit difficult to tell what way a non-symmetrical combination should be assembled, what I assume to be the settings button didn't do anything and I'm not sure what shape exactly the player's hurtbox is but other than that this is a really good entry.