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SourabhK

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A member registered Jan 29, 2021 · View creator page →

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This felt like a perfect match for the theme. The cute visuals worked well, and the eat-and-grow mechanic was fun, especially if you enjoy games like Hungry Shark. It clearly feels like a mechanics test, but it plays fine and does what it aims to do.

For a jam entry, expanding the playable area a bit could make the experience feel bigger and more engaging. Overall, a nice and enjoyable concept with clear potential.

This felt like a perfect match for the jam theme. The growing-ball mechanic was creative and fun, and the gameplay worked really well overall. Level design was decent and enjoyable.

With a bit more polish—like fixing small bugs, improving visuals, and adding a restart option if the ball gets stuck—this could become a game people would really enjoy playing more.

Gameplay felt creative and different, especially with the rotating core idea. It didn’t fully click for me, but it was still an interesting concept to try out.

Planting seeds in the ground, watering them, and watching them grow is always satisfying, no matter the game. That core feeling alone made this experience enjoyable for me.

I like games where you place seeds, water them, and grow things while freely moving the player, so this one caught my interest. The game isn’t fully polished yet, but it’s playable and clearly functional. Buying items from NPCs works well, and cutting/collecting resources feels satisfying.

I wasn’t able to collect stone into the inventory, which felt like a small bug, but overall the systems are there and working. The characters are cute, the visuals are nice (as shown), and the audio is okay, even if it didn’t stand out much for me.

Overall, this feels like a solid base with charm. With a bit more polish and small fixes, it could become a really enjoyable experience.

This game felt polished and enjoyable to play. The cute sound effects and humming background music fit the atmosphere perfectly, and the graphics and enemy designs were really well done. The minimal UI was clean and easy to understand.

I especially liked the room-based puzzle design, going between rooms to find keys and open doors felt satisfying. At one point I got stuck where some bars blocked the path and I couldn’t figure out how to reach the key—adding a small visual cue there could help players progress more smoothly.

Overall, this was a fun and well-presented experience. You can clearly feel the effort and care put into the game.

This was actually the first game I played in the jam, and it felt like a great way to start. The strategy-focused gameplay, calm audio, and clean visuals made the experience really enjoyable.

The variety of plants is a strong point, and with a bit more polish in placement flow, this could feel even smoother. Overall, a very solid and enjoyable entry with nice potential.

game is so polished, and I enjoyed a lot.

The core of the game works, but without a tutorial, players won’t understand how to play. For now, please include the tutorial in the description. We could play the game for much longer if it were polished. Good job.

The clicker core of this game is only complete, so if this is your first game, I’d like to congratulate you on that. And the Student Game Jam is for students. Keep making more games.

I didn’t even know we could buy parts in this game until I paused it. If you’re continuing development, I suggest using rewarding mechanics like Vampire Supervivors, and having someone suck an item after every level. I love playing games like that. The mechanics are very well developed, and the particle effects and enemy detection work perfectly.

this is one of my favourite game now

Thank you so much!

Thank you! You did an amazing job—can’t wait to see what you create next!

Totally understand—game jams are intense! You did a great job, and I’m glad it helped you learn so much. Can’t wait to try the AI update when it’s out! All the very best.

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 fun concept that fits the theme perfectly! I enjoyed exploring the little city and collecting everything to hit that $10,000 goal. It took me a while to finish, but the journey was engaging—especially the puzzles like the bank and digging ones, Great job overall!

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!

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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!

Follow me on Instagram: https://www.instagram.com/gamedevloper_sk

This kind of hyper-casual game is perfect for CrazyGames. It’s super addictive, and with some UI polish and refined mechanics, you could definitely earn money from it. Great work!

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!

Thanks! :)

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!

Thank you so much! I totally get what you mean about the first level—I’ve noticed many players need a bit more room to experiment early on. I’m planning to rebalance the early levels to ease new players in. And really appreciate the mobile game suggestion—that’s definitely on the roadmap!

Thanks a lot! Really glad you enjoyed the challenge and visuals. Designing levels that make players think without feeling unfair was my goal—means a lot that it worked for you!