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Sodoj

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A member registered Oct 10, 2021 · View creator page →

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heyo, thank you for playing and for kind words!

the first three levels in world one should describe controls and how to access the menu. level one tells you how to move snake, level two explains how to move the tiles and level three suggests using P key on your keyboard if you wanna access the menu.

these instructions should be located at the top of the screen for each level. did they not appear/render for you at all or did you just happen to miss them? if it's the former, could you provide a screenshot so i could look into it?

thanks in advance!

the fish would be perfect, i never even knew they could make sounds! i really do like the concept and id like to see more of it and to see it a little bit more gamified, it would be great supplementary material for biology classes or homeworks!

very cool idea with a lot of speedrun potential. as it is currently its a little basic and too easy, you can eventually win by just spamming the click/tap, but if you try to do it as fast as possible it actually becomes challenging. a points or a life system couldve made this even better, but as it is its still pretty cool!

this is a cool little game with a lot of potential behind it, with some tweaks it could become a great incremental clicker game. having different food for different animals is a great idea, but i feel like some depth in that system would've been interesting. for example, if rabbits arent fed, they would go and steal grass from the cow or maybe if wolf isnt fed for some time, he'd go after other animals. the shop could've also included some standard incremental game stuff like auto feeder, food having a bigger value once you pick it up, auto pick up etc. as i said, a lot of potential, i suggest playing with this project further!

i have to admit, this took me way more to get used to than i initially expected, there are a lot of things you need to make food and drinks with its a bit overwhelming at first, but once i got into the groove this game became a neat little cozy cafe simulator. the visuals add a lot to the coziness!

very fun for what it is! balancing the little dude between what i believe is traffic is surprisingly engaging on its own. the rng can be a bit unfair on both sides, sometimes i could chill in one spot while other times i would face a certain death no matter how i managed my moves. that didnt detract too much from my overall enjoyment so well done!

pretty cool box slider, the characters are pretty cute and it feels good to play. i'll echo the sentiment left by others and say that a lot of tiles look alike, some variety in color would've elevated the game so much!

surprisingly educational game, i learned more about pallas and salt marsh harvest mice then i ever thought i would! the title screen is pretty cool, it might be a weird compliment, but i really like how its laid out. the concept of the game is also simple, but neat, survive the cold while catching the food. it's a shame there are only two levels in the entire game that go on a loop. i don't mind that, in fact it's a very economical idea for a game jam, but some gameplay variety in those two levels would've been rad, something that would increase the challenge in subsequent loops. i also found having an entire different game behind the first level very interesting, i would try my best to explore as much of it as i could every time i started a new loop. there are some neat mechanics in there, like ladders and breakable blocks, it would've been nice if they were used more. overall, not too shabby!

heyo, i used default html and css for the ui!

yo, another snake game besides mine, that's awesome! i like the concept of this game a lot, it is actually pretty challenging. the visuals confused me a fair bit at first, i thought the green blocks were supposed to be walls that blocked my movement so i treated them as such for a fair amount of time lol. once i got over that hurdle, i had a great time juking the mongoose and collecting the fruit. i also really like how you need multiple fruit to recover a segment, that's a nice touch. the game can feel a little bit button mashy, i would've preferred if the snake moved automatically just like in a regular snake game. overall, not bad at all, great job!

as someone who owns four cats, despite them not being dogs, i can still relate with this game. it can often be quite a challenge to try and give everyone an equal amount of attention and this game portrays that perfectly! great little idea and great little jam game!

that was a neat little arcade game done pretty faithfully in the style of some of the earliest arcade games. the gameplay is pretty simple and it may seem limiting to some people, but i did have to think about my positioning due to jabali's limited moveset. i noticed that the levels started to loop, which is a great and resourceful idea for a game jam game, but i think it would've been amazing if the game somehow escalated in subsequent loops. more enemies, more hazards to avoid, more things to collect, with those i feel like this would be a great arcade title!

this was an interesting adaptation of a famous tale from the bible! the gameplay was very interesting, at its core its an idle game, but every once in a while player needs to get involved for a perfect game which is what i appreciate, i love that noah can and needs to get involved, it kept me engaged and it solved a problem of enemy animals keeping my buddies at one side for a long amount of time. i also appreciate that you have to save certain animals and get them on the ark and that you made flood one of the main mechanics, very few of noah games actually do that (yeah, ive played a dozen lol). the ending sequence is also really sweet, nice reward for players journey. with less modest presentation, some rebalancing and more interesting upgrades, i could see this become its own thing. well done!

oh wow, this game is actually huge! there are surprisingly a lot of units and actions you can perform in this, it's honestly very impressive for a jam game! it took me a long time to get used to it, but i eventually started to sprawl my village with a lot of animals helping me out!

it really did take me a long time though, while the game tries its best to explain how it works, the general ux and presentation often make things a lot more confusing than they should be. for example it took me a while to realize you can actually move the animals, i had a couple of dogs and cows stacked at the beginning wondering when i'll get to move them. it also made no sense to me at first why should i leave animals idle or let them go and so on and so forth. the game has a lot of going for it, but it unfortunately comes off as very intimidating, even though the game itself is pretty simple and enjoyable to play, cozy even. a better introduction of mechanics and introducing them when they get relevant would be amazing and it would definitely soften the learning curve!

this game was tough, i couldn't make the jump towards the first platform with collectibles for about 15 minutes. but then, i discovered its best to jump straight up to gain height and then move towards the platform as you are ascending/descending from the jump. once i got that figured out the game was pretty manageable,  i did manage to beat the game, although i would've heavily preferred arrow/wasd controls on pc.

i found animals represented with names on small squares hilarious, it makes the concept of beating up wild animals with bats and pistols much more tame than it really is. i think the procedural generation is cool and it gives some much needed variety to the gameplay. the progression is kind of odd since you dont really proceed forward unless you die, i feel like standard "get n amount of xp to level up" would be a better way to go. also, while the bat is pretty effective weapon, esp with some upgrades, i found no way to use a gun after several rounds of playing. anyway, good job on making this, even though its bare bones in its current state i can see it growing!

maybe have beavers trying to fend off vampires in a cold winter day or something like that, as with the ui, id make it look nicer, if you are gonna use beavers you might add some wood texture to them or something to that extent.

i have encountered many skeletal enemies, its just that they are too easy to fend off. this isnt really a bad thing for me, as i enjoyed the rather peaceful base building with minimal casualties.

i never expected to see a title screen that intimidating in the jam where most of the games revolve cute and cuddly animals so this game got me hyped as soon as it loaded! the gameplay is very ambitious, but also pretty simple to pull off and understand despite intimidating menus. building a base was always my favorite activity in old rts games like age of mythology and c&c generals and i was really happy to see that's pretty much what this game revolved around, especially with it being turn based instead of real time. i grew a pretty decent empire filled with houses and guardposts, but unfortunately at a certain point my camera got stuck and i couldnt move it. the presentation could also use some work as im sure the menus, despite how simple they really are, would be intimidating for a lot of players the way they are right now. its also a shame the game has very little to do with animals, i read the description and i understand the circumstances, but i still feel you could've pulled something off even with combined themes of two jams. despite that, this is still a valiant effort and i thank you for pulling me back to my early years of conquering the entire skirmish maps in rts games with just myself and no enemies whatsoever!

i actually first played this one a couple of days ago before the submission deadlines so its mind blowing to see all of the rough edges mended and addressed! the game looks adorable and the concept is pretty neat, i like the music track that plays now and the tutorial is straight to the point and easy to skip this time! i also enjoy how you simplified the toolbox puzzle without compromising the solution, i was playing the first version with my friend and he eventually figured it out after we scratched our heads for a while, but this is much better! i also appreciate how you don't have to select an item anymore before performing an action that requires an item. the post bridge content is pretty neat, i was pleasantly surprised to see a cool little fishing game. maybe have a wolf encourage the player to return to previous area to fish because i thought i only had to catch fish in the pond at first and i was confused as to why he told me to bring him the fish that i already had. i also wish the maze was a little bit larger and more labyrinthian in design, it would make for a neat final challenge. overall i can see a lot of work being put into this game and it was fun seeing it evolve in real time. good job people!

i had fun with this game, at first i thought being so vulnerable, not knowing your health and having combat you can't win without taking a hit was a bad idea, but then when i started to form and execute a plan through trial and error, i actually had a lot of fun. bait this guy into falling down then trade blows with that other guy, jump over the third guy, etc, it made me feel like a real ninja. i did not mind the heavy controls, but the camera movement made me nauseous, i have trouble with motion sickness so i had to power through some really bad jumps. i also wonder why there is not support for arrow key movement. littlejs treats wasd and arrow keys as the same by default i would've preferred if i had an option to control the doggo with the arrow keys. overall, this was a nice effort, good job on pulling it off!

this is a cool project, the aesthetics are authentic to the old machines in times where displaying a color and letters on a computer screen was a miracle. while the experience is authentic, i wish it had some interactivity, maybe in style of old jeff minder games you could have players have a horse walk through the snowy valley discovering pieces of the robert frosts poem you used, i think the silent walk couldve really elevated the concept

cool game, the ostrich seems like a great protagonist for a platformer, a bit too tall, but it makes up for its height by being able to fly. the atari vibes are strong with this one, from minimalist visuals to very authentic sound effects, if i wasnt playing on my keyboard  and if there wasnt a transparent ui and gradient in the background, id probably mistake it for a real thing! in true atari fashion, the levels are simple, yet they provide challenge. i actually had trouble going past the magma wall in level 2, so im thankful i can choose any level i want. nicely done!

this game is a great time, having a jetpack wearing machine gun wielding gator in a game is an absolute win! i enjoyed the action and the pico-8 inspired presentation fits the game so well. the juice is also pretty good! its unfortunate that sometimes rescued animals had trouble following me, but that is just a mild annoyance. also, i really wish there was more of this game, just when things started to get interesting, when the path wasn't so straight forward and when i had to look out for hidden keys, the game ends. consider making more levels for this eventually, its pretty fun!

this game has a great concept that incorporates the theme of the jam very well, i really liked the twist in the chicken mode. mixing and matching different combinations in a chill mode is a way to go for me to enjoy this game at its fullest.

 it would be amazing if i could see what puzzle pieces are coming up in advance, as it is, i came across a multiple situations that i couldn't have foreseen and improvising only got me so far before i got to delete a piece which was super punishing for my score.  i also wish the score reduction was more lenient with how the game currently works, i did find myself a couple of times just waiting the time to run out because i didn't want to risk my score getting lower.

the presentation is clean and readable and i appreciate having multiple songs to listen to. the game is well explained both in how to play and the on screen control instructions provide all the info you need. i wonder if you can bring back the control instructions after you turn them off, i did that on accident my first time playing ;-;

overall, nicely done!

this is a cute and neat little score attack game. i love cats, i own four of them so naturally i love the premise behind this game. i also find it hilarious to pounce and speed through the level to catch cats as fast as possible. the sprites are adorable and visually clean. there are a couple of bugs i've noticed like how pounce start position gets messed up if you try to pounce while holding a kitten or how you can just straight up run over some of the kittens if you collide with more than one cat while pouncing, but that didn't hinder my enjoyment of this game that much. great job!

this game helped me learn how cats sound!

seriously though, i had no idea these animals made those sounds so this was a very educational experience for me! i wish there were more animals to choose from and some complementary mechanics like difficulty progression or maybe having to choose between two sounds instead of two pictures.

overall, this was a neat little project!

this was a nice spin on the vampire survivors formula! the graphics are totes adorbz, but i feel like the weapons clash with the rest of the aesthetic. the enemies are also very tiny, they can be hard to make out. i also think the game progresses a bit too fast, while getting new weapons every upgrade is super cool at first, it gets overwhelming really fast. regardless of those things, i enjoyed my time with this game!

i enjoy incremental games and this one is not bad at all! its gameplay is very engaging, but i feel it lacks some visual flair and as frank said, id really love to see the animals i collected. besides that, i had fun and i think you did a great job on this title!

this was a quite intriguing game with an interesting premise that made me think about what i played a lot, but it ultimately left me confused.  i loved how the game looks and i love little touches like how sofo changes his expression if you picked all the tulips or how everyone wears party hats after you picked it up and reset the game. the ideas were compelling, a content society that lives in a middle of nothing whose main character attempts to do something and gets reprimanded is a novel idea, but i really thought that there is much more to it with characters hinting to certain concepts and places. regardless, this is still pretty neat for what it is and i have enjoyed my time with it!

this was a very interesting idea, combining a classing match the same tile puzzle game along with a cute little farm management is a unique concept that warrants further exploring. i feel you got something here, but right now it might be a little too confusing for an average player. it might be a good idea to have a button to switch between the puzzle and farm management parts of the game instead of ambiguous grey area (i missed the farm management game completely my first time playing, i only learned of it because i felt like checking the description)


great work and good job on managing to put so much in such a little game!

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thank you for the kind words frank and thank you for organizing this jam, im really glad to hear you are having a good time! you've made a great tool and i had a blast developing the game! 

you brought up some valid points and i've already addressed some of them, like removing the watermark and removing the messages when the worlds unlock and enabling the itch page settings. looking forward to updating the game more and more as i get more feedback.

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Still having the issues, on my crappy laptop at least. I'll switch to another PC later and see how that goes.

EDIT: The game works on PC, but I seem to be stuck in a cave when you get the prism. I'm not sure what to do and how to proceed.

Don't pressure yourselves too much.  Take your time and don't stress over it. After all, jams are supposed to be for fun! :)

That was a nicely made and finaly polished platformer. Felt great to play, the mechanics were neat and the level design was rather nice. Good job!

I gave it another spin, but this time the lighting seems not to work, every object on the screen is completely black. You may want to take a look at that :o

Keep in mind that the time options persist throughout the rooms. You might find that useful ;)

For the first room in the box you'd want to push it to the left, down, right, jump over it and then right. After that I'm sure you'll know what to do! :)

I'm also waiting for this one to get fixed, let us know when you guys are done! :)