Thank you so much!
SourabhK
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No worries at all! Honestly, I really liked your game—even the frustrating parts made me want to keep going. The core mechanic is super creative, and it reminded me of old-school platformers I grew up with. And trust me, my own game is way more frustrating than yours 😅 Bugs are totally expected in jams, and I’m glad to hear you’re planning to fix them later. Can’t wait to see how the game evolves—great job again!
Really creative twist on chess! As a 1950-rated rapid player, I loved how the disappearing tiles added a new layer of strategy. I even called a friend to try it out, and we both had fun planning around the vanishing board. Of course, having no AI limits solo play—but the concept is strong and really engaging.
By the way, I believe a basic AI could be implemented within 10 days. Even with the disappearing tile mechanic, a simple minimax algorithm with alpha-beta pruning and a basic evaluation (material + tile position) would work. Depth 2–3 is enough for a casual but fun challenge. It won’t be as deep as Stockfish, but definitely doable for jam standards. I’d love to see a future update with that!
Great work overall—very unique idea!
One of the most engaging games I’ve played in this jam! I’m a big fan of polished puzzle platformers like this, and Todo nailed it. The sun/moon mechanic, time stop, tide changes, and how enemies behave differently at night—everything was super clever and well-integrated. I completed the whole game and loved every moment. It might feel challenging for some, but for players who enjoy this genre, it’s a gem. This game seriously deserves more attention—great work!
Really cool platformer with a super creative mechanic! I loved how you can pick up and throw almost everything—even platforms and enemies—it reminded me of Mario 2 in a fun way. Level 2 was a bit confusing at first since I didn’t realize you need to defeat enemies to open the exit, and level 3 got pretty frustrating with how often I died. Still, the excitement to reach the final boss kept me playing. I’m stuck there now, but I’ll figure it out—really enjoyed the whole concept. Great job!
Simple but super fun concept! The slime mechanic fits the “everything is a resource” theme really well. I liked the mix of puzzle and casual gameplay, and the enemy mechanics added a nice layer of tension. Some levels were on the easier side, but still satisfying to clear. Would love to see more levels in the future—great job!
Absolutely loved the pixel art—especially the variety of fish, they’re super well-designed and fun to look at! The concept of using fish as a resource is really creative and fits the theme well. Gameplay is enjoyable, though I think the fishing mechanic could feel a bit smoother—sometimes fish appear too suddenly when casting. Still, a really charming and unique entry. Great job!
Hello everyone! This is a devlog for my latest 2D puzzle-platformer, Viron, which I developed for a game jam in just a few days. The core idea behind Viron is simple but impactful — every movement costs something. Whether you’re walking, crouching, or jumping, your energy drains, and once you’re out of energy or health, it’s over. The game forces you to analyze, plan, and reflect before making any move.
⚙️ Game Overview Genre: Puzzle Platformer
Core Mechanic: Strategic movement with energy/health resource management
Levels: 10 handcrafted stages (currently expanding to 20+)
Art: Custom-made high-resolution sprites using Adobe Illustrator
Engine: Unity (URP disabled for performance)
Platforms: Browser (Itch.io), with plans for CrazyGames and Play Store
🔍 Mechanics Breakdown Walking → 3% energy/second
Crouch → 6% energy (once)
Jump → 12% energy
Traps → Health-consuming hazards like acid, electric currents, laser beams
Enemy Logic → Moving/shooting laser bots and strategic obstacles
Battery Pickups → Replenish energy, placed carefully across levels
Design Philosophy Every level is like a feedback loop. You play, fail, learn, and try again with new insights. Sometimes the optimal move is to take health damage and save energy — it’s about finding the right trade-off. There’s no random punishment, just tough decision-making. Devlog: Behind the Scenes of Making Viron
Making a well-polished, smart puzzle-platformer solo is already a tough job. But completing one in just 3 days? That was nothing short of a miracle.
I made Viron for a 10-day game jam, but I only had 3 days to build it from start to finish. My main goal was to complete something meaningful and polished quickly so I could return to other high-priority projects. To achieve that, I relied heavily on my long experience with 2D platformer development, Unity scripting, and rapid prototyping.
Game link: https://sourabhk.itch.io/viron
Full gameplay link: https://youtu.be/-BPNhZWUmNs?si=3IId9jaBxy3K4NaX Day 1: Core Mechanics, Assets & Animation
The first day was all about setting the foundation. I designed and built:
All the gameplay scripts: player controller, energy/health system, battery collection, enemy behavior, hazard mechanics
The complete animation system using Unity’s Animator and sprite frames made in Adobe Illustrator
Basic physics and collision logic
Idle, walk, jump, crouch, and death animations for the robot character
made acid area traps
Every animation frame was made in Illustrator (not pixel art). The result was a clean, modern look that also ran efficiently in WebGL.
Day 2: Advanced Features and Polish On the second day, I added new mechanics and layered complexity into the levels:
Conveyor belts to push the player forward or backward with physics
Breakable platforms that destroy after a delay
A basic enemy prefab that could shoot or patrol
Battery pickups that restore energy and give visual/audio feedback
An elevator system and instant camera switching (instead of Cinemachine, which I usually use)
Set up trigger zones for camera movement, sound triggers, and level logic
This day was exhausting — building all of that from scratch solo is never easy. But I pushed through, and by the end, the levels were finally feeling “alive.”
Day 3: UI, Sound, Bug Fixes & Final Assembly The final day was about UI, level setup, bug fixing, and sound design:
I designed a high-tech UI, complete with audio sliders, pause menu, and restart logic
Added a hidden Easter egg room with lore displayed on an in-game computer screen
Used BandLab to edit SFX and create the BGM (yes, I composed it myself!)
Fixed all major bugs, collisions, and level transitions
Playtested the entire game 3 times in WebGL to ensure a smooth browser experience
By the final few hours, I was racing against time — tweaking final platforms, positioning enemies, balancing energy vs. health mechanics — and finally, I uploaded the ZIP file on Itch.io just before the submission window closed.
Summary Making Viron in just 35 hours (split over 3 days) felt almost impossible at times. But thanks to years of experience and some sleepless nights, I did it.
It’s not just another platformer — it’s a game where every step costs something, and thinking before moving is the key to success. Some players found it difficult, others found it clever and addictive. That’s the kind of game I love to make — the kind that makes you pause, learn, and grow.
Thanks for reading!
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Thanks a lot! Glad you enjoyed the resource mechanic 😄 You’re totally right about the camera — I actually used a fixed camera this time instead of Cinemachine (which I usually go for). I realized during testing that a few spots could’ve used better visibility. Definitely planning to improve this part post-jam!
Burning Memories is a beautiful and emotional experience. The music and especially the voiceover were standout elements—really well done and added a lot to the atmosphere. The visual presentation, the story, and the overall environment felt polished and immersive.
I really liked the concept of burning personal items tied to memories—it fits the “everything is a resource” theme in a powerful and emotional way. It’s not about complex mechanics but about reflection and choice, which makes it stand out from many typical jam games.
One small issue I faced was the movement sensitivity—it felt too fast and made navigation a bit difficult, even though the look sensitivity could be adjusted. If movement speed had a setting too, it would improve the overall experience.
Still, a very thoughtful and impactful game. Amazing work!
Wow—this game is seriously addictive! I ended up scoring 88 and found myself really getting into the challenge. The concept is super fun: starting with toy cars and stacking all kinds of nearby objects to build upward is such a creative use of the “everything is resources” theme. The W/S controls for height and LMB to place objects were simple and effective once you get the hang of it.
Yes, there are a few rough edges like the UI, some object placement glitches, and the overall map design could be tighter—but honestly, none of that took away from the fun. It’s clear that people are loving it, and for good reason—so many jam entries, and this one’s already pulling tons of attention in just a day!
Really well done—hope you keep working on it after the jam!
The concept of using words as movesets is super creative and once I figured out how the gameplay works, it became really fun. The animations were great and the BGM fit the tone of the game perfectly.
At first, I was a bit confused about how to play, but once I got the hang of it, it was genuinely enjoyable. I think adding a short tutorial or visual cue could help new players jump in faster.
Graphically, there’s room for improvement, but considering the personal challenges you were going through while making this, it’s genuinely impressive that you got this done at all. Massive respect for pushing through and still delivering a playable and fun experience!
Great work, and wishing you a smooth and full recovery!
Really unique experience! The pixel art is absolutely the highlight—beautifully done and gives the game a distinct charm. The UI is clean and works well, and the subtle background ambiance complements the mysterious atmosphere nicely.
I managed to reach Corridor 4, where I saw the eerie photo of the woman changing—that moment was genuinely creepy and well-executed. I haven’t played a game like this before, so it felt refreshingly different.
One small suggestion: in the Options menu, the buttons for credits, sound, and resolution could be made a bit larger—they were easy to miss at first.
Maybe the corridor size could be slightly larger for exploration, but I also get that keeping it compact helps with memory-based gameplay. Most importantly, I think the theme of “feedback loop” has been used in one of the most effective ways I’ve seen in this jam.
Great work—I’d love to see where this concept could go with more levels!
Aesthetic nice Game, The background music sets the mood perfectly, and the intro was stylish and well-done (though just a tiny bit long—but I understand it’s part of the setup). The UI fits the theme really well—clean and functional. I was thinking maybe adding a paper-like texture to the form backgrounds could enhance the immersion even more, but honestly, the minimalist style works nicely too.
The way feedback loops are used in the game is clever and keeps things interesting as the complexity increases. I also feel like this could be used as a fun way to train skills like typing speed, quick decision-making, and pattern recognition.
Great concept and execution overall—awesome work!
Thanks a lot for trying it out and for the kind words!
About Level 1 — many players miss that every move drains energy, so the key is to minimize unnecessary movement. For example, the last obstacle in Level 1 looks like a jump, but it’s actually meant to be passed by crouching, which costs half the energy of a jump. The game is built around learning from failure and using that feedback to perfect your path — that’s the loop.
Appreciate the lighting suggestion too! That’s definitely something I’ll consider improving for future builds. 😊
Thanks for playing and sharing your thoughts!
About Level 1 — the last section looks like it needs a jump, but actually, the trick is to crouch and go under the platform. Jumping drains 12% energy, but crouching only costs 6% — so if you accidentally crouch twice or try to jump, you’ll run out of energy. One crouch is enough to pass through and finish the level.
That’s the core idea of the game’s feedback loop: you might fail the first time, but each attempt teaches you something new. Use what you learn — the traps, energy usage, and safe paths — and slowly build the perfect route.
Let me know how it goes next time!
The atmosphere is the first thing that really pulled me in—visually, the game looks great and the music (once it kicks in!) adds a lot to the mood. Combat works fine and the player animations are smooth, which made the action feel satisfying.
The feedback loop theme is represented nicely with the choice-based system between killing or sparing aliens—really cool concept with potential for deeper impact.
Some things I noticed:
Death animation glitches when hit by the enemy’s orb.
The key bindings (J for attack, K for jump, L for throw) felt a bit unintuitive—maybe consider standard controls like Space for jump, LMB for attack, and something like F or RMB for throw.
The UI is simple but could use a bit more polish.
One big thing: the screen size. On default it was too zoomed in and I had to manually zoom out in Chrome to play properly. You might want to enable fullscreen or adjust resolution settings by default for better accessibility.
That said, it’s clear a lot of effort went into this, especially since you made everything yourself. Good job! I’d definitely be curious to see a more polished version post-jam.
It’s a super creative take on the theme! The idea of being trapped in an Etch-a-Sketch by a demanding wizard is both hilarious and frustrating in the best way. The canvas design, unique art style, and smooth gameplay really stood out. I loved how you have to carefully follow the wizard’s instructions, or you’re stuck in a loop—perfect match for the feedback loop theme.
Just played Goblin Blade—really cool entry! Visually, the game looks great, and I especially liked the 3D environment and top-corner camera angle—it gives the game a nice adventurous feel. The voiceover dialogue for the NPCs was a pleasant surprise and added a lot of personality to the world.
The attack mechanics took a moment to figure out, but once I got the hang of it, it became fun to control. I love this kind of 3D setup, so it really clicked with me.
Some feedback:
Sometimes the camera suddenly shifts when attacking enemies, which can be disorienting.
Pressing space causes a strong camera shake—it might be a bit too intense.
Would be great to see enemy health bars like the player’s.
The UI is functional but quite basic—some polishing there could help the overall feel.
Overall, it’s an adventurous and enjoyable experience. I’d love to see a more polished version in the future—great job!