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Valengo

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A member registered Mar 16, 2021 · View creator page →

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Made  my friend try this game. He did better than I did, and compared it to a game called sickoban. Which was equally awful and did something even worse than half offsets. Worth trying if you havent. Could inspire you to more evil, although I doubt puzzlescript supports this.

https://spratt.itch.io/samuels-sickoban

https://www.twitch.tv/videos/2810799288

2:20:00 onward.

This game controls wise and puzzle wise just kinda broke my brain. I understood the zone rules and could tell which boxes were meant to be opposite controls. Im sure there are nuanced solutions to these, and patterns, but  I sorta ended up just flopping around and then stumbling into it.
Regardless, with a bit more clarity and visuals that help clarify things, I think this pattern could work.
Great start!

https://www.twitch.tv/videos/2810799288

1:55:53 onward

I think this game has a really cute duck. ANd for the 4 puzzles that existed, two stumped me for a little bit. Only complaint, because there wasnt much to complain about, is that I think the tween and duck animation were a bit slow. Made the game feel unresponsive a bit. Not worth sacrificing the cute visual, but maybe just speeding it up a bit. Sokoban to me is always supposed to be snappy and fast.

Great work! Make some more levels post jam and re-send to the discord. Ill check them out

https://www.twitch.tv/videos/2810799288

47:47 onward

Great work. Puzzle depth was there. Puzzle progression and learning felt fair. Some puzzles along the way didn't. But that was mostly an outlier.
Music was odd, but in a good way. And it never made my ears tired over the 50 minutes it took me to solve. So great work all around! Of all games this jam so far, I'd think this could be expanded and commercialized on steam for some sort of niche puzzle audience. So I say: Polish it up, make some more content, and go for it!

Great work!

https://www.twitch.tv/videos/2810799288
From 26:37 or so

Really interesting concept. You can really turn anything into a roguelite these days and it'll always be cool. All the unique keys and such were interesting. Its not (that) well communicated if monsters are really that bad to leave around? I sorta doomed my first run forcing myself to oneshot them per round, but it didn't really seem to matter.

If it doesn't matter that much, maybe it should.
If it does matter, it should be more obvious why.

But as a basis for a roguelite about opening doors, very cool. Probably the most unique take on the theme yet. Great work!

https://www.twitch.tv/videos/2810799288
02:40 and i retried at 02:08:55 again.

You'll have to forgive me, i genuinely didnt get it. Like, I understood everything. i think half grid spots are really cool and unique to me (although you said they're not in the comments.)

But, i genuinely from level 4 onward was completely stumped. Especially level 4. Both paths out of the start completely seem to block the finish. Maybe if I get enlightened Id be able to come back and solve it but that makes my feedback:

Extremely challenging puzzles, unique (to me) concept. Maybe a smoother curve where some braindead puzzles give you the patterns youll need later could help?


Either way, good work :)

I think a lot about this is very novel
You don't see box possession very often in a sokoban. nor the ability to push multiple blocks. Not sight lines as a mechanic either.
Lots of fresh things to work and create with, and all done in puzzle script makes it feel even more impressive (to me). because at a glance, it seems very limiting.

I think the art as well, you've done a lot with just 25 pixels that you wouldnt expect to work so well visually. But it does. Music loops nicely and isn't grating. Some of the puzzles stumped me.

I think, in the spirit of constructive criticism, i wont leave it at just that. Few things fell flat for me personally.The biggest one. Possession didn't feel like, amazing for a few reasons. Pressing space and having to snipe it felt finnicky to control. Lots of times Id walk forward and then snipe forward and my movement would then throw the box in a way I didnt want. Thank god for undo. it also led to some tedium, especially as I'd know the solution for a puzzle. Then it became just possess, move. Move, possess move. And with some of the levels being pretty large, just implementing a solution (working or not) would take a few minutes. Im not really sure how to make it feel better in that way. But it was just something I noticed. Like that last level. Once I knew the solution pattern, it genuinely was back and forth loops nonstop to get it working.


But thats just some criticism because only positive feedback isnt as helpful. Want to lament that you did a lot of novel things in a restrictive engine space. And it all works well visually and cohesively as far as puzzles go. Just some details I didnt like about pacing of play. All in all, great work :)

A very direct entry.

Arguably, the most unique thing about this game to me is maybe not unique, but ive never seen it.
Ive seen sokobans with ice.
With pull.
With magnets.

But a shove mechanic? New to me.

The way you ease players into concepts was good, I never felt myself struggling to understand a concept. Except maybe that shove progresses parity. I had to sorta stumble into that one, as I had just sorta exhausted every other option. Those options being, walk around aimlessly and dying to lasers. That said, probably a me thing.

Every mechanic was utilized well from its introduction, and used often. These layers then stacked over eachother to create more dense, packed puzzles. Only mechanic maybe utilized less often was destroying turrets.

I will say that, of the puzzles that stumped me for a bit. 12, 15, 18,19 and 20. 20 was the most lackluster. It sorta felt like loud = funny of the puzzle scene. It sorta was just a "Here yo go everything puzzle" that was large and hard to visually parse because the grid went from maybe 12x12 to like 20+x20+ immediately. And yes, despite the overwhelming size and a sorta smattering of 4 puzzle quadrants into one, it didnt really have that many dilemmas. By dilemmas, i guess I mean that moment in puzzle games where you're assured of one thing, and then you run into the "why not"for the solution.

Regardless. giant overwhelming visually final puzzle aside, i think you took lasers to an elevated height, and made 20 levels that managed to use them all very differently. The door stop and shove to me were the very unique, and elevated the puzzles they were in.

Oh and visually the style was nice, and the laser especially looked cool.

Didnt realize that was toggled off.
Full screen is now openable.

I suppose 1600x900 is a large locked size lol
And yeah the concept is pretty conceptual, and entirely UI based. So if you can't open the UI and see it all, it hardly works.

I see, didnt know it was puzzle script. Looks VERY different from the average puzzle script game.

That does make preview probably extremely tough. But I just kinda meant simulating it invisibly each change. The sim is very instant, so it wouldnt be hard (in most tools, not puzzle script) to instantly run a lil sim and display the positions each ball color hits.

But yes, the trial and error is the fun part. Especially with the splits. Seeing the splits feels nice

Here is the VOD. I got cut off because I had someone in chat requesting their game, so I just decided to come back. But I think, especially now knowing this is puzzlescript, that its a even cooler of an entry. Turning sokoban rules into a "light" sim of sorts. Very tuff 

https://www.twitch.tv/videos/2808714995

An incredible amount of mechanical depth, even in just the first four or so levels. Thats all I got through.
I actually happened to stream your game. Other people were there and asked for me to play theirs. I can get you the VOD if you want to watch.

Few pieces of feedback
Not sure if this is a pro or con, but this game REALLY dumps you into the deep end. Every level is immediatley a new mechanic. Which made it a hard think, which is good. Especially that splitter level. Generally, progression feels nice to me personally when I get to master a mechanic with increasingly hard puzzles using only it. Then, the wrench of a new concept is thrown in.
This one is harder to really render conceptually. But you can already just sorta tell if a win is a win or not before even firing it. not the player, but you can. Itd be nice to get a better preview of firing before shipping it to see success. As especially for long reflection chains. Even bunny isnt fast enough.
Perhaps order can be determined with some UI. That way the preview can just sorta show each grid space a ball will enter with its order, so that I dont have to so granularly test, especially when just trying 1/3rd of a solution out to try and understand a piece.

Thats just me rambling though. I actually really loved each puzzle, and struggled my way through them, If you want the VOD, reply and Ill link it.
Great work :)

Despite the controversy, a cute concept with fun wordplay. Everyone will have their opinions on what real creativity is, and that making bad things is better so long as you made them yourself.
But what I can tell for sure, is that regardless of how, you had an idea, executed it well, and the idea works.
Good stuff.

Some general constructive feedback, although its hard for a game as simple and polished as this is:
Hints are nice. Maybe reveal a single letter of the words at random every few minutes its stared at without a fill. Capped at maybe 3?
Thats the best I could do. Like hangman, basically. But it auto fills it for you.

Worldle like input would be nice. To fill and leave filled in letters I know are right. That way I can play with the letters I dont know.

The level of depth from this 16 bit puzzle game is crazy.
Even with a very small subset of mechanics, the level of difficulty on some of the puzzles were real thinkers.
I think all the "can be improved" feedbacks are obvious. Make it a little better to look at. Especially just for visual detail delivery. But this isnt one of those games that also needs real fidelity.
Althouuugh one-armed bandit 3d could go crazy.

Regardless, you clearly have a talent at puzzle design. Or stealing puzzles from baba if alu was right. Regardless. great submission. Really stumped me, as you saw.

From the description: "You can make your jam game using whatever tools you like and for whatever platform."
So yeah probably, although submissions made with care and effort are probably appreciated more. So probably dont generate every asset and then vibecode the entire game in a day and submit.

Wonderful jam entry, recorded myself playing and giving live feedback if you were interested in seeing that (even though its postmortem)
If I am too boring, which is likely, I have distilled feedback in the description. Great stuff :)

Recorded myself playing, because why not.

I'm not much of a content creator, so its not the most entertaining video of all time; so I left some distilled feedback and thoughts in the description just incase you couldn't make it more than 30 seconds into the video. That and I was rambling without structure anyways, so its better to read the distilled version

Great stuff!

You're too kind, thank you!

yeah, i suppose they could be wrapped into one button. they have different costs associated so they’re different modes. i suppose a better UI than a trash can would have worked better lol. thanks for playing 

This game is basically cities skylines, but without the features, polish, and years of engineering that went into that game :)

https://itch.io/jam/game-off-2025/rate/4071834

Wish I could rate your game. Poorly setup jam with a bat rating system.
That aside! Probably my favorite entry in the jam, said so on the discord lately.

There seems to be some bugs when it comes to restarting levels. It auto wins or swaps don't reset etc. But other than that the core loop is very fun and satisfying when you get a strong combo. Amazing work!

https://valengo.itch.io/gateway-town-tycoon

A humble city skylines clone-- but worse!

Will play and rate your game thoroughly as well!


A very cute and charming platformer with a great look.
I will say that the wall hugging / jumping felt very clunky. But everything else controlled smoothely and was great fun. I even enjoyed how non-linear it felt. I was sorta just exploring a big open level and thats a fun feel for a platformer as opposed to a basic level to level set up!

Great work!

For sure, I wanted a real guiding tutorial, but those are hard to make! Something I'll leave more time for next jam

Generally, it’s about maximizing the number of businesses you have. more businesses of any kind is more visitors. more visitors is more profit, assuming they’re connected to roads.


strategy aside, yeah this game needs a lot more expanatory UI and flare, i just go so bored of making UI by the end lmao. and it is a good idea to maybe explain the businesses a little better, as duplicate businesses don’t directly create more profit on their own. Thanks for playing :)

Oh, maybe its entirely coincidence, but Twinleaf is the name of the starting town in Pokemon Diamond and Pearl (fourth gen)

Beautiful town lol, and Gen 4 is my favorite generation!

Thanks for playing :)

I'd say the amount of strategy is suuuuper limited. Mainly because the traffic management and business capacity elements of gameplay got thrown out because car AI is hard.

So really its just popularity maxxing.

Yeah, more UI was needed too! I agree lol. But it was such a UI heavy game and I was soooo over making it by the end of the jam. Will give your game a go about and review it tonight! Or maybe better, I'll probably stream myself playing it tomorrow afternoon and drop a VOD link if you can't make it.

Noon CST, check the discord if you're interesting, I'll link there. 

Ah thanks, thats totally on me! I kinda chose 1600x900 randomly during dev, and a lot of the required visible world space relies on that size. No scrollable camera meant no screen size changes lol

It also works on mobile if you do the same thing, just gotta massively zoom out. Or atleast I did in testing! :)

Thanks for playing!

Very cute coloring book like art style! 

https://itch.io/jam/game-off-2025/rate/4071834

I think the flute playing mechanics for the boss fight were very cool as a attack method and think more of that should have been done. The movement was a little imprecise for dodging the mermaid lady's attack. Cool fight regardless, and good submission!

I can't say I have much commodore 64 knowledge or history, so I can't say whether or not its accurate. But its really cool you made the tracks compliant to the specs of the time. Very cool and visually appealing entry!

Moving your character along a sine wave was one of the first ideas I had too! And using it as a skateboard tricking ramp is a good extension of that. Nice work!

Using shock waves to move the ball for this jam is a fun interpretation of the theme! Great first game ever

A very classic feeling platformer. Some things that could improve it immediately would be:
Coyote timers
Some level of jump control (ie tapping space does a light jump, holding jumps higher)

The art is very cute, and this could easily be expanded into a more complex platformer and you could learn a lot adding these QOL features!

This game was a very surreal and fun experience. The midway point level up in difficulty was cool.
I will say, there were many points where you cannot see your boat towards the end, and steering was not so easy to control. Those gripes aside, I thought it was a visually pleasant cool game with a very mysterious aura. Who was pawn gong guy? What is the spiral? Not sure. Didn't manage to save anyone because I was crashing nonstop for the last 5 minutes. But it was very cool regardless

Can you make it so we can rate any game? I did a live stream today and people linked me their games, but I am unable to actually rate them due to the queue system.

I dont mind forcing us to rate some random games, but restricting any rating to things not found via queue is harsh. And people who review games can't get their game reviewed back in kind for the same reason.

Love the palette and how you really ingrained the theme into the title + art. One quick adjustment that would make platforming feel a bit better is reducing friction on your rigidbodies (assuming you used them) to zero when non-grounded, such that you dont get stuck to walls when jumping at them, and will slide down them unimpeded.

Seriously cool! Great work

reset is in an esc menu I forgot to mention, and they take damage I just didn’t get visual feedback for that in. Takes about 4 Tesla hits I think?


regardless, thanks for playing and the feedback! Definitely reworking a lot of the UX features to make it a smoother experience all around for a future reupload