Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

AngeloDev (ツ)

292
Posts
4
Topics
41
Followers
15
Following
A member registered Apr 07, 2023 · View creator page →

Creator of

Recent community posts

OMG tysm :D 

it’s not like it’s a limited edition ☠️ u can get it rn :D but that’s all up to u

I usually don’t enjoy story driven games, but this one really surprised me in a good way! It had a unique story, and it kept me interested from the start.

A lot of story-driven games tend to have little to no actual gameplay, mostly just choosing options, which sometimes makes them feel passive. I was worried this would be the same, but... Even tho it had 100% only dialogues this game actually kept me engaged! The story was really well done, and I felt involved rather than just watching things play out. Definitely glad I gave it a shot! :D And also if you want you could've added some voice acting as this game feels Very boring just reading the dialogues :/ Overall good job :D

well the steam achievements are there bc this is steam all along ,if you check your steam account rn you will see all of your schivmenets from this game! :D

The theme was spot on , and you got the movement just right!

A few things that could make it even better:

  • Wing collision should be removed ,it makes the game feel unfair.

  • The difficulty is a bit too high right away ,maybe start with a bigger gap?

  • Some sound effects & music would help a lot! A flap sound, a hit sound, and some chill background music would make it feel more polished.

  • A little screen shake or particles when hitting obstacles would add some extra "juice" to the gameplay.

Overall, great concept! Just a few tweaks and it’ll be even more fun! 🚀

Hey! I tried out your game, and I think it has a lot of potential!

First off, I really like the art style ,the visuals are simple but charming, and everything is clear and easy to read , and I can see the effort put into making everything visually appealing.

At the start, the game was really fun, and I enjoyed clicking and upgrading. However, I noticed that the prices for upgrades increase really fast ,for example, the price jumped from 50 to 200 after just one purchase, and then from 200 to 1K. This made progress feel a bit frustrating since upgrades didn't seem to keep up with the price scaling. Maybe balancing the economy a little more (similar to games like Cookie Clicker) would help keep things rewarding and engaging.

I also noticed that the upgrades felt slow, meaning that buying them didn’t have as much impact as expected. Maybe tweaking how much they improve gameplay or making them feel more powerful could help! And maybe making the "Sell" button give u more points Maybe can help :D

That being said, I think the core idea is really solid, and with some balancing tweaks, this could turn into a really fun and addictive game! I’m excited to see how you improve it. Keep up the great work! 🚀

Hey! I checked out your game, and I really like the environment and atmosphere ,it feels like a lot of effort went into making the world! The visuals and setting are definitely a strong point.

That being said, I ran into a few issues with the gameplay that made it a bit tricky to enjoy:

  • The controls felt a little delayed, like it took a second or so for the player to stop moving. Smoother movement would make it feel much better to play!

  • There wasn’t much direct interaction, and it seemed like the game relied mostly on exploration. While that can be cool, having some clearer guidance or objectives might help players feel more engaged.

  • I found a bomb and clicked on it.. And Idk if i will still be alive after that explosion xD

Overall I enjoyed this game :D Good job! 🚀

This game Accidentally turned it into a horror game. Music was pretty good! Some feedback on the movement speed of the enemies and your player, they move a bit faster than we do, unless we move diagonally, and moving diagonally when implemented correctly shouldn’t make you move faster. I talk about it a bit in my playthrough of your game. Overall, very solid entry though!

Although this game was "Good"..

... Wasn't this game submitted into another jam? https://itch.io/jam/micro-jam-036/rate/3418049 xD

Hey! I gave your game a try, and I think there's potential here! I really like that you're working on top down shooter, and I can see that you've put effort into making something fun! There are a few things that could make it even better, though.

  • First off, I noticed that I couldn't die, which made it feel a little too easy. Maybe adding health or some kind of challenge would make it more exciting!

  • The screen shake was really strong—while I like the idea, toning it down a bit might make the gameplay feel smoother.

  • The shooting mechanic works, and I like that I can fire as much as I want! But adding some variety (like different weapons, power-ups, or enemy types) could make it even more engaging.

  • I did have a little trouble telling apart the player and the enemies since they looked the same. Maybe changing their design a bit could help with clarity!

  • There were a LOT of enemies on the screen at once, which was kind of overwhelming. Maybe tweaking their speed or spawn rate could help balance the challenge.

  • Sound effects and background music would be an awesome addition! Right now, the game feels a little empty without any audio.

  • I also noticed a small bug—when I went fullscreen, the screen shifted to the left. Just something to check out!

  • The enemies sometimes covered the UI elements, which made it hard to see certain things. Maybe spacing things out a little more could help.

That said, I think the concept is cool! I can see this turning into something really fun with a few improvements. Keep going, and I’m excited to see where you take it! 🚀🚀🚀

i am VERYYY sry :( I stole ur game idea by accident for a jam.. now there is 2 games called “The bob parable” :( Anyway yours win :D

Yh… it happens…

NOOOO 😭 btw the web version is highly not recommended bc it doesn’t have the ultra deluxe version (that has 3 more endings)

The visuals in this game are really well done! The potions look great, and the overall presentation is clean and polished. Everything feels smooth and intuitive, making it easy to dive in and enjoy. The animations really bring the game to life, and the overall atmosphere fits perfectly with the concept!

One thing that could make this even better is adding sound effects and background music. Some subtle audio cues when selecting or drinking a potion would make the experience even more immersive, and a bit of background music could really enhance the mood. Even something simple, like a mystical bubbling sound when the potions appear, could add a lot to the charm!

Overall, this is a fantastic concept with a strong foundation. A little extra polish with sound design would make it even more engaging, but as it stands, it's already a really fun experience! Great job!

I hope i wasn’t rude in my comment bc people tend to think that xD ur game was by far the more creative one ☝️ 

Ah yes, the ultimate test of endurance ,rolling endlessly while my energy slowly fades away, hoping to keep going just a little longer. A surprisingly relaxing experience!!

I really like the simple and fun concept! With a bit of extra polish, it could feel even more engaging. Some sound effects (maybe a gentle plop when energy runs out?) and some background music could make the experience even more immersive. Also, I wasn’t sure if I missed a tutorial, but having a restart button instead of reloading the page might help keep the flow going!

Overall, this was a fun and oddly calming experience. 10/10 would roll again (until I lose energy again :( ).

Btw spread the long ahh comments to ALL the games with me ,we need to DESTROY people with feedback ,so we can stop those "Cool game" ahh  comments >;]

(3 edits)

First off, I just want to say: game development is an incredibly difficult process, and the fact that you created something from the ground up is already a huge achievement. No matter what feedback I give here, please know that I genuinely respect the effort you put into this. It takes a lot of courage and dedication to not only make a game but also put it out there for people to play. That’s something to be proud of!

Now, onto my experience with the game.

Visuals – Needs a Little More Clarity

Your color palette is really bold and eye-catching, and I can tell you had a specific aesthetic in mind. However, I found myself struggling a bit with visibility ,at times, it was hard to distinguish between platforms, background elements, and decorative details.

One small improvement that could make a huge difference would be increasing the contrast between foreground and background elements. Maybe slightly darkening the background or adding a faint outline to platforms could help players recognize them more easily. This isn’t about changing your artistic vision ,just refining it to make gameplay smoother.

UI – Functional, but Could Be More Readable

The UI is very distinct and has a style that fits the game. That said, some of the text was a little tough to read because of the font choices, colors, and placement. I think just a bit of tweaking ,perhaps adjusting spacing, or simplifying the font—would make everything feel much cleaner and more user-friendly. And Adding a color pallet that the whole game can follow! :D

If possible, consider testing different UI layouts to see what feels the most natural. A well-designed UI doesn’t just display information; it makes the player feel comfortable navigating the game without thinking about it. You’re close to that already, and with a few small refinements, it could be perfect!

Gameplay – A Strong Foundation for Your Game

I see the vision behind your mechanics, and I love that you tried to create something unique! The gameplay is engaging, and I can tell there’s potential for something really fun here. But I did run into a few things that made the experience a bit challenging.

  1. Enemy Feedback: One thing that could really boost the feel of combat is adding some kind of response when hitting enemies—whether it’s a tiny knockback, a quick animation, or even a little sound effect. Right now, hitting enemies doesn’t feel as satisfying as it could be because they don’t react much.

  2. Movement & Controls: The controls work well, but a little fine-tuning ,maybe adjusting the jump height slightly or adding a tiny bit more acceleration—could make movement feel even more fluid. It’s already on the right track, so I think just a bit more tweaking will make a big difference!

These aren’t big problems, just areas where small adjustments could turn a good experience into a great one!

Sound – More Variety Would Make a HUUUUUGE Difference

I really appreciate that you included sound effects because audio plays a big role in making a game feel alive. The sound design does its job, but right now, it’s a little repetitive. If there’s only one sound effect playing over and over, it can become a little distracting for the player.

Adding just a few more variations in sound effects (maybe some different impact noises, footsteps, or even subtle background sounds) would create a more immersive experience. And Even tiny changes in pitch or layering multiple sounds can go a loooong way. The good news is that this is one of the easiest things to fix, and once you do, it will immediately make the game feel more polished.

The Ending – A Bit More Closure Would Go a Long Way (Optional)

I got to the end of the game, and I was really curious about what kind of conclusion I would get. And then… it was over. Just like that.

Look, I love minimalism when it’s done right. But even if you want to keep things simple, a slightly more satisfying ending would make a huge difference. It doesn’t have to be a long cutscene or a complex finale—even just a small animation fade into black, to let the player feel like they’ve truly completed something would make the experience feel much more rewarding.

Final Thoughts – This Game Has So Much Potential!

I want to emphasize again: this game is a great starting point! I see what you were going for, and I really think that with a few adjustments, it could be something truly fun and memorable.

What Could Make It Even Better:

Improve contrast in visuals so the platforms and background don’t blend together too much.
Refine the UI so it’s easier to read and navigate without strain.
Enhance gameplay feedback so jumping, attacking, and moving feel more responsive.
Expand sound variety to keep the experience from feeling repetitive.
Add a more satisfying ending that gives players a real sense of accomplishment.

This isn’t me saying the game is bad ,far from it! I just see a ton of potential here, and I want to see it reach its best form. With a bit of polishing, I truly believe this could be a game that people will love and remember.

Sry for doing this long comment if I came as rude I wasn’t trying to be 😆 

This game is a perfect example of how simplicity can be turned into something visually stunning. The black-and-white palette, despite being so minimalistic, somehow creates an aesthetic that is both striking and engaging. It’s fascinating how such a simple choice in design can make the visuals feel so polished and appealing. The mechanics are solid—every movement, every interaction feels smooth and intentional. Nothing about the gameplay feels out of place, which shows just how much thought went into crafting a well-rounded experience.

One of the standout aspects of this game is the sound design. The music and sound effects blend perfectly with the gameplay, adding an extra layer of immersion. Whether it’s the subtle audio cues or the impactful sounds of the game’s interactions, they all contribute to making this feel complete and polished. Although I have no idea what inspired or influenced this game (seriously, what did you “knock-off” here? 😆), I can confidently say that I really, really like what you’ve created.

Now, onto things that could be improved! One of the main issues I noticed is that the enemies can sometimes be way too fast—like, borderline flash levels of fast. There were moments where I felt like I had no time to react, which could be frustrating, especially for new players. If there were a way to balance this speed ,maybe by making enemy movement more predictable or adding a slight delay before they launch at you ,it could improve the overall fairness of the game. And the enemies looked identical to the player :/

Another thing I really liked was the penalty system for getting hit ,where the enemies are way harder and faster. It adds an extra layer of challenge. However, I do think that being instantly punished for a single hit is a bit harsh. Maybe implementing a heart system or a way to take multiple hits before facing a real consequence would make the experience more balanced. That way, players could have a bit of room for mistakes while still keeping the game challenging.

That being said, I had an absolute blast playing this! I managed to reach a score of 50 (because I’m just that much of a sigma, obviously 😎), and I can easily see myself playing more to try and beat my own high score if it had more content. The combination of a simple-yet-effective art style, satisfying mechanics, and engaging gameplay makes this a game that truly stands out. With just a few tweaks and improvements, I could see this becoming an even bigger hit! Great job! 👏🎮

(2 edits)

Wow, this game absolutely nails the simplicity and excitement of sumo-style combat while maintaining a level of polish that’s honestly insane for a 3-day jam. The mechanics are so intuitive yet have depth, making every round feel unpredictable and dynamic. The way movement and momentum interact creates this really satisfying balance between control and chaos ,sometimes you feel like you have perfect control over your ball sumo guy, and other times you’re just trying to recover from a massive push from any direction. That kind of dynamic play is exactly what makes this style of game so fun.

The minimalistic art style really works in its favor. By keeping things visually clean, it ensures that every movement and interaction is easy to read. The lighting and shadows give just enough depth to make it feel polished without overcomplicating the aesthetic. And let’s talk about the physics—there’s something incredibly fun about watching these little sumo balls bash into each other with just the right amount of weight and responsiveness. The slight bounce-back effect when they collide makes it so satisfying to play, because it keeps the motion fluid rather than just stopping on impact.

On top of that, the competitive potential here is HUGE. This is one of those games that feels perfect for couch multiplayer, Where you and a friend are laughing, shoving each other off for hours ,until the laughter turns into rage, the rage turns into a full-blown fight, and next thing you know, you’ve lost both the match and your best friend… totally worth it.. The fact that it already works so well in its current state means that even minor additions—like different arena layouts, slight variations in movement mechanics, or power-ups ,could take this to a whole new level. But even without any changes, it’s just so fun to mess around with.

Also, I have to mention the sound design. The little impact sounds when you bump into things add a lot of personality to the experience. It makes every interaction feel more engaging because there’s a tangible sense of force behind each hit. I totally get why people keep bumping into stuff just for the sound effects—it’s those little details that make a game memorable.

I noticed that sometimes obstacles crash into me out of nowhere without any clear warning, which can feel a bit frustrating. Maybe adding some visual or audio cues before they strike would help players react better. Also, I found it a little difficult to distinguish between the enemy and the player at times ,perhaps tweaking the colors, outlines, or adding some subtle effects could make it clearer. Lastly, I couldn’t help but notice the complete absence of music, which left the game feeling a bit empty. A simple background track or even some ambience!

For a jam game, this goes above and beyond. It doesn’t just feel like a prototype—it already feels like the core of a fully realized game that could easily be expanded. It’s simple, addictive, and incredibly well-executed. Seriously, amazing work!

Glad you enjoyed it! 😂 Bob’s indecency is a feature, not a bug. And yes… black fart is VERY real. Thanks for playing!

Ah yes, truly the handsomest, coolest, Devs ever.. Except a dev called "Noobernoobnoob" Literally did nothing ,and he keeps commenting stuff like "the people that worked on this game must be super handsome and cool!" xD

Yeh :D Took us a while BUT WE DID ITT

Cool snake game ,I like the graphics it was solide for being made in 3 days :D 

That being said, your execution was still solid! The game felt smooth and polished for something made in just that amount of time, and it was fun to play. The visuals were clean, and the mechanics worked well.

One thing that could improve it is tweaking the movement speed—it felt a bit too fast, making it harder to control. Slowing it down slightly or adding some acceleration could help make it feel more responsive. And da apple ALWAYS went to the corner for some reason ,please make it so when u go the corner u just teleport back to the other side xD

Overall, even if the idea wasn’t super original (I blame the theme), the game itself was well-made, and you did a great job putting it together in such a short time! If you ever expand on it, maybe adding a unique twist could help it stand out more. 😊

Oh no, you played the web build? xD I did add a warning, but yeah… WebGL kinda butchers it—no working lights, missing textures, and probably a ton of lag.

But honestly, hearing your comment makes me feel like those 25 hours of no sleep were totally worth it!

Maybe try reducing the floor friction to prevent the AI from getting stuck. Instead of directly modifying its position, use Rigidbody (if ur not using that) to create a more natural sumo-style push.

If the AI has trouble repositioning itself after getting bumped, consider using a NavMeshAgent (if you're using Unity) or a built-in pathfinding system like the one in Godot. This will help the AI navigate more intelligently and react properly to obstacles, preventing it from getting stuck or moving unpredictably.

This game was really well made! The graphics were great, and everything felt super polished. The attention to detail in the visuals made everything feel alive, and the art style fit perfectly with the overall vibe. The voice acting was a standout part for me it really added personality to the characters. The fact that it spoke in Chinese was hilarious (Even tho I didn't understand ANYTHING from it xD), and even though I didn’t understand it, that somehow made it even funnier. The gameplay itself was smooth and enjoyable, and I never really ran into any frustrating moments. Everything just worked well together, making it a super fun experience from start to finish. Honestly, I couldn’t find anything to complain about. Great job!

There are two sumo games in this jam, and I had to compare them! Your game easily wins in the graphics department ,the visuals were polished, and the sumo characters looked great. I also liked the presentation overall, and it was clear that effort went into making it look nice. Definitely one of the better-looking games in the jam!

That said, the gameplay didn’t feel as engaging as it could be. The other sumo took a really long time to beat, which made the match feel a bit repetitive rather than tense or exciting. When I finally managed to win, I was expecting some kind of phase 2 or twist to shake things up, but it never came. That left the experience feeling a bit short and unfinished. Adding some kind of progression or challenge curve could really help keep players invested. Also, the mechanics could use a bit of fine-tuning to make the combat feel more dynamic.

But despite that, I think the foundation is solid! The graphics and theme are already working in your favor, and with some balancing and additional mechanics, this could be a super fun and competitive sumo game. If you ever update it, I’d love to see where you take it!

Oh, this game definitely had a funny concept, I’ll give it that. The idea of knocking on doors but losing if you knock while it’s open is actually pretty creative and led to some hilarious moments. I also liked the unpredictability of the characters that would appear ,it kept things interesting! My favorite guy is definitely the hand!

Now, onto the mechanics. They were a bit rough. The game didn’t feel very smooth, and sometimes it felt like my inputs weren’t registering properly, making me lose unfairly (or maybe that was just my mouse acting up). It also wasn’t always clear when I had actually lost, so adding clearer feedback ,like a more noticeable lose screen or a distinct sound effect ,would help a lot. I know there is a losing screen, but it disappears too quickly and jumps straight back into the game. A restart button after losing would make things feel a lot better!

And yeah… the art. It was definitely a choice. But honestly, I liked it A LOT! It was super funny at times, and it gave the game a unique charm. Still, even just a little more polish would help make the game feel more visually engaging.

That said, the creativity and humor really carried this game. It’s one of those games where the concept alone makes it worth playing, even if the execution is a little rough. With some extra polish and better responsiveness, this could turn into a really solid little comedy game! (This took me a while to comment xD)

Wow, that's really impressive! :D Good job! I love the pixel art & how the algorithm actually tracks how similar your painting is to the other one ,I'm curious about how it works and what kind of logic it follows. It must be doing some crazy calculations behind the scenes xD! That said, I did feel like the game threw some of the hardest drawings at me in such a short amount of time. It was a real challenge, and I barely had time to think before moving on to the next one! :P But honestly, that's part of what makes it fun. The pressure adds to the excitement, and it keeps me engaged. Overall, really cool experience!

Thanks :D

No for each door it resets ,so door 1 ,u can click 99 times ,but door 2 will still be in 1 :P the audio just doesn't work :D

tyy i rly appreciate it :D

just don’t sleep for 3 days straight ,black mail your teammates to work on the game ,manage a whole team ,and uhh idk 🤷 Ty tho :D

Bro rly complimented himself ☠️ 

He actually is ,he looks like Phineas and Ferb :D

peak comment 🔥 

Yep! To restart Level 1, just press 'Quote Left.' And haha, the voice acting? All thanks to our SFX guy he really went all out xDDD. Thanks a ton for playing, really appreciate it! 🙌🔥

This game totally gives me Dani vibes! 😆 Super well-made, and the beans were easily my favorite part—so polished!

That said, the difficulty was wild—the big guy’s bullets took me out at least 500 times. 💀 Maybe some more upgrades could help balance things out? Also, the voice acting was such a nice touch! (I thought only my game was the only one with that xD).

Overall, you absolutely COOKED with this one! 🔥🔥

"Simple fix for the music and SFX ,just lower your PC volume. 😎 (Don’t worry, I’ll actually fix it after the jam!) As for the puzzles, yeah, I kept them easy since most people wouldn’t stick around for a hard-as-hell game. (Navy literally rage-quit and didn’t even finish my game because it was too hard xDDD) ,anyway ty for feedback really appreciate :D

This game was seriously impressive! The graphics were amazing, the idea was super creative, and everything just felt really polished. I was hooked from the start! And the Alien was just too scary 0-0

If I had to nitpick, I’d say it was a bit short ,I would’ve loved to see more! Also, the story was a little hard to follow at times, but it still kept me engaged.

Overall, an awesome experience. Definitely one of the coolest games I’ve played in this jam!