Absolutely nothing wrong with making clones of existing games. I've done that on numerous occasions with games like Angry Chickens, Battery Battery and Caveman Dash. Making clones also gives you the opportunity to make a game without having the burden of coming up with ideas as well.
Vmpwje
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Thanks for your reply. And, me too! I've been a software engineer for24 years now but, like many people, am getting used to what software engineering looks like in a world of AI. Using Claude Code + HTML+JS with an asset pack makes sense how this could be done in 3 hours now. You're absolutely right that there's nothing in the rules about using AI and KrisKuroni confirmed usage of AI is okay on a stream a while ago when someone queried about my use of AI artwork for a series of games I made (e.g. the menu/intro screens and 3D model in https://vmpwje.itch.io/flora-and-the-witch). I look forward to seeing your contributions in the future!
I like the concept, though it seemed like every time I saved up to buy a helicopter the enemy bought one too. Whenever you buy a unit there seems to be a percentage chance that the enemy will receive an identical one of what you bought. I think what I would have preferred is for the enemy to have an income, like you do, and perhaps it buys upgrades randomly when it can. Or maybe picks an upgrade randomly and then waits until it can afford it. Or something like that.
You asked for feedback, so I will give some. For a first game, this isn't bad at all! It has a clear goal, it introduces a new character, Lozo, that you could bring back for a future game, and you've learned how drag/drop, buttons and text works. All skills that can be used for future jams. For improvement, I think the first thing I'd add to it would be some sound effects - picking up an item, dropping an item and a click sound for when you push the button. I recommend ChipTone or jsfxr for sound effects and Incompetech for music (or BeepBox to make your own music).
Very nice game. Excellent level design. I like how it's necessary to "learn the level" through repeated replays. Once you've got the timing right for a specific bit then doing that bit a second time is much easier. I think adding just a few sound effects would have made a big difference though, like sounds for jumping, dying, arrow firing, lava bubbling (with volume dependent on height). Overall a very nice game though.
Another nice game from Coke Gaming Studios. I like the variation with the moving platforms, but kept finding the jump button didn't respond which led to my death multiple times. I found the sea movement effect a bit trippy. If you haven't discovered Shader Graph yet, I recommend this video which I used for the lava waves in Ug's Volcano -
I'm generally a big fan of your games, but have to admit I didn't really get this one (sorry). I first tried playing it according to the instructions, waiting for the enemy's damage circle to go down and then pass through it, pressing space to damage it and in doing so always seemed to take more damage than I was dealing. In the end I beat it by going straight towards it and spamming the space bar, which is kind of the opposite of what you seemed to be going for when you say, "something you deal with over time rather than instantly."
Love the particle effects with square particles and the subtle graphical effects you put in though, taking some simple shapes and making them more interesting.












































