This game has a lot of potential, with nice visuals and interesting gameplay mechanics, but the movement feels a little wacky. Sometimes the controls don’t respond as smoothly as I’d like, and it can be frustrating when my character move too much. Despite this issue, I still think the game is fun and worth a try, especially if you can overlook some of the movement quirks.
Soshin Games
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The idea of cleaning windows with beats on music was pretty fun. The music is easy to listen to and suits the atmosphere. I did struggle a bit with the tool system at first—there was some trial and error in figuring out which tool to apply to where, also the beats were slightly off from the musics. But once I got the hang of it, the game play was very rewarding. I also enjoy your YouTube videos btw. Good on you on this one!
Poi(s)son is a wonderfully inventive game! The core mechanic is genuinely clever, and the tension between speed and precision is palpable.
To take it to the next level, a few tweaks focusing on clarity will make a significant difference.
The current font is hindering the typing section more than it should, so swapping it out for something more legible is a quick win. While maintaining the aesthetic, ensure the W, H, N and O, Q, D are very distinct.
Likewise, the fish cleaning section needs a bit more guidance to get players oriented; a few visual cues or a quick tutorial would work wonders. For example, you could add a dotted line indicating the precise cutting point, accompanied by a scissor icon that animates upon a correct click.
And, of course, immediate feedback will help players learn and master the mechanic. Think of adding a playthrough video on the itch page as a helpful reference point for players.
You still got few hours left, I highly recommend you to have a little refinement!
I loved the unique concept of Taster! The gameplay is engaging and the reference book mechanic is clever. However, my initial experience was frustrating because I kept dying without understanding why. It wasn't immediately obvious that both individual poisonous foods and dangerous combinations could kill you. A lot of people playing in a game jam won't read the full description, so the rules need to be clear within the game itself. I think the game could benefit from:
- A gentler learning curve: Perhaps the first level could focus only on identifying poisonous foods, and later levels could introduce the combination mechanic.
- Clearer communication of the rules: Maybe a short tutorial or a more prominent display of all active conditions that can cause poisoning. Since people won't read the description, this is really important.
You've still got a few hours left in the jam – these are changes that might be quick enough to implement before the deadline. With these changes, I think Taster has the potential to be a really addictive and successful game!









