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Corb

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A member registered Jan 28, 2025 · View creator page →

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This was a really fun and silly visual novel. The character designs were great, the dialogue had a lot of personality, and the “Faith Up” voice lines made me laugh. I also liked how the choices actually had different outcomes, and the random “do a little spin” option was a funny way to work the theme into the story. The item unlocks were a cool touch too.

My main feedback is that some parts could be clearer. I wasn’t always sure how the percentages or choices were affecting the story, and it would help if clicking during text revealed the full line instead of skipping ahead. The volume also felt a bit loud in spots, and some UI elements could use polishing. Overall though, this was creative, funny, and had a ton of charm. Great work! 

This was a really fun and polished racing game. The idea of office workers racing around on spinning chairs while trying not to get caught by the boss is super funny, and the whole office theme works really well. The UI, speedometer, combo system, visuals, and overall presentation all felt very clean for a jam game.

My main feedback is pretty small. The AI racers seemed to get stuck sometimes, and having Escape pause the game would feel more natural. I also had to re-press forward at the start of races sometimes, but it was easy to get used to. Overall, this was goofy, creative, and really well-made. Great work!

Great first game! The movement felt pretty nice, and I liked the sneaky trap/unfair platformer style. Some of the blocks genuinely caught me off guard, which made it fun to keep pushing through and see what would happen next.

My main feedback is that the game could use clearer feedback when the player gets damaged or dies. Sometimes it was hard to tell exactly what killed me, so a death animation, sound effect, or particle effect would help a lot. A checkpoint system or a small tutorial for the trap mechanics would also make it feel smoother. Overall though, this is a really solid first game, keep going!

This was a really fun battle top game. The hits felt super satisfying, especially with the sparks, sound effects, slow-mo knockouts, and screen shake. I also liked that you actually control the top instead of just watching it spin around, it made the gameplay feel way more active than some of the other Beyblade-style games in the jam. The customization was a really nice touch too.

My main feedback is that the game can get a bit hard to read once things get chaotic, and some input feedback would help. A line from the mouse to the top, or a clearer indicator that clicking/holding is affecting movement, could make the controls easier to understand. I also noticed some lag/stutter when certain effects spawned, but overall this was polished, juicy, and really fun. Great work! 

This was a really interesting and original game. The orb mechanic is easily the strongest part, and controlling it with the mouse wheel felt really creative once I got used to it. I also liked that there were different orbit modes and upgrades, which gave the concept more depth than I expected from a jam game.

My main feedback is that the game could use clearer UI and guidance. The controls take a bit to learn, and sometimes it was hard to understand what certain keys, doors, or interactables were connected to. Some clearer labels, visual links, or a stronger tutorial would help a lot. The combat also feels a little simple right now, but the core mechanic has a ton of potential. Nice work!

This was a really solid and unique dungeon game. The art direction and character designs stood out right away, and the whole spinning dungeon vibe felt very polished. I liked how the theme was worked into almost everything, from choosing attacks to defense and enemy encounters. The loading screen text and presentation also made the game feel surprisingly complete.

My main feedback is that the battles could use a little more pacing and feedback. Some attack/heal sound effects would make actions feel stronger, and the enemies could maybe be a bit tougher so the wheel choices feel more tense. Since you can manually stop the roulette, the randomness also becomes easier to control once you get the timing down. Overall though, this was a very creative and well-crafted entry. Great work!

This was absolutely hilarious. The Henry Stickmin-style choose-your-own-adventure setup worked so well, and the animation, sound effects, and jokes gave the game so much personality. Every option felt unpredictable in the best way, and I kept wanting to try more choices just to see what ridiculous thing would happen next.

The art is super expressive too, and the whole thing feels really polished and full of heart. My only real feedback is that I wish there was even more of it, because the style works so well. This was easily one of the funniest and most memorable games I’ve played in the jam. Amazing work!

This was a really cool puzzle game with a great visual style. The N64/retro 3D look was super charming, and I liked how rotating the camera added another layer to the puzzles. The gear mechanic fit the theme really well, and it’s impressive that you made this many levels for a jam.

My main feedback is that rotating the gears took a bit to understand, and sometimes it felt like they didn’t rotate from the point I expected. Locking the camera during gear rotation, or making the gear center the rotation origin, could make it feel more intuitive. Some extra sound effects would also help, but overall this was a really creative and polished puzzle entry. Great work!

This was a really tense and well-executed game. The Russian roulette setup is simple, but the pacing, sound effects, and waiting between actions made every choice feel stressful in a good way. I also liked that the other players could shoot each other and had different personalities, it made the game feel more strategic than just random luck.

My main feedback is that spinning the cylinder could maybe use some limits, since rerolling over and over can make the strategy feel a little too safe. It would also be nice to have clearer visuals for who is still alive or who is being targeted, but I understand keeping some uncertainty adds to the tension. Overall, this was clean, suspenseful, and one of the stronger roulette-style games I’ve played in the jam. Great work!

This was a really charming game with a lot of heart. I loved the premise of trying to impress Scarlett, and the serious narration/voiceover at the start gave it so much personality. The spider art and animations were great too, and collecting things like flowers and the top hat was a really cute touch.

My main feedback is that the controls and camera could use some polish. The gravity/camera rotation felt pretty fast and disorienting at times, and the web swinging mechanic was a little hard to understand at first. Clearer control/objective prompts before each level would help a lot. Still, this was a unique and funny first jam game with a really cute concept. Great work! 

This was one of the most unique entries I’ve played in the jam. The real-life photo/footage style gave it such a weird, personal, fever-dream feeling, and spinning the furniture around was oddly satisfying. It felt really experimental in a cool way, and the whole thing had a strange handmade charm that stood out a lot.

My main feedback is that the gameplay is pretty simple, and the file size is huge for a short jam game, so compressing the visuals/files would help a lot. But as an experience, it was memorable, funny, and genuinely different from most of the other entries. Really cool work!

This was a really fun and creative platformer. The washing machine idea fits the theme perfectly, and having the whole level rotate on a timer made the puzzles feel unique. I liked the pixel art, the laundry theme was funny, and the later mechanics like disappearing platforms and bubble walls kept things interesting.

My main feedback is that the game could use a bit more audio polish, especially stronger music and clearer countdown/spin sounds. Some levels also felt a little simple early on, but the difficulty got better later. I did notice a small bug where clothes/background pieces could stick to the screen, but overall this was a really solid and charming entry. Great work!

This was a cute and creative little minigame collection. I liked the idea of using the roulette/world-switching mechanic to travel between different puzzle rooms, and the art style was really charming. The jester design was great, and the constellation/grid puzzles were probably my favorite part.

My main feedback is that the game could use clearer instructions in some spots. A few mechanics took a bit to understand, especially the mouse controls, world switching, and the snail race. The snail race also felt a little too hard compared to the rest, mostly because of how much spinning it required. Overall though, this was a fun first jam entry with a nice style and some cool ideas. Great work!

This was a really fun and charming management game. The hamster power plant idea is hilarious, and the mad scientist voice acting gave it a ton of personality. I liked juggling the hamsters between wheels, watching their stats, and trying to keep everything running without letting them die. The hamster animations were cute too, and the voiced tutorial was way better than just a wall of text.

My main feedback is that some quality-of-life features would help a lot, like being able to unequip or swap hamsters more easily. It would also be nice if you couldn’t buy upgrades that instantly put you at 0 energy and lose. The tutorial could maybe use captions or a slightly faster pace too. Overall though, this was addictive, funny, and a really solid jam entry. Great work! 

This game is absolutely gorgeous. The hand-drawn organic art style is easily the strongest part, and it fits the plant/growth theme really well. The UI, cards, music, and overall worldbuilding all have a ton of charm, and I can tell a lot of care went into the presentation.

My main feedback is that the game is pretty overwhelming at first. There are a lot of stats, card effects, zones, and text to take in right away, so an interactive tutorial or easier “baby mode” would help a lot. Drip-feeding the mechanics one at a time would make it much easier to understand. Still, this is a really unique and beautiful strategy game with a lot of potential. Great work!

Rated and left feedback! Really ambitious space roguelike, the music and orbiting combat systems were super impressive.

This was a really impressive game for a one-week jam. There is a ton of depth here with the orbiting movement, spinning wheel, shop/items, fuel, combat, and wave systems all working together. The planet visuals were cool, the music stood out a lot, and the grabbing weapon was especially satisfying when pulling meteors into enemies.

My main feedback is that the game feels a bit overwhelming at first. The tutorial has a lot of information, so making it more interactive or letting players reread tips would help a lot. Some UI simplification, clearer wave/progress info, and better visual readability during combat would also make it easier to follow. Overall though, this is a very ambitious and creative entry with a lot of potential.

Hey everyone! I’m looking for more ratings and feedback on my jam game Reel Lucky.

It’s a cozy little fishing game where you catch fish, cook them, and repair your boat.

If you play, rate, and leave a comment on Reel Lucky, drop your game link below and I’ll do the same for you. I’ll play your game, rate it, and leave a real comment with feedback.

Game link:

Rate Reel Lucky by Corb for The Very Serious Juniper Dev Game Jam - itch.io

This was a really fun and original WarioWare-style game. I liked the office/corporate framing a lot, and the idea of playing spin-based minigames to crash your work computer and escape Monday was really funny. The variety of minigames kept it interesting, and the 90s CG/office vibe gave the whole thing a unique personality.

My main feedback is that a few minigames could be clearer or smoother to control. The car and fishing games were a little confusing at first, and the cursor/window input felt limiting in some spots. A skip intro button would also make retrying much nicer, and some light background music or extra sound effects could help the minigames feel more alive. Overall though, this was a creative, funny, and very serious entry. Great work! 

Rated and commented! Super funny and chaotic game, the intro and throwing mechanic were both amazing.

This was absolutely hilarious and easily one of the funniest games I’ve played in the jam. The intro completely baited me into thinking it was going to be one type of game, then it suddenly turned into pure chaos. The voice acting, cutscenes, music, and whole premise worked so well together, and grabbing/spinning/throwing enemies, bullets, and everything else felt super satisfying.

My main feedback is pretty small. Sometimes it was a bit hard to track the player during hectic moments, and the audio could use a little balancing. A tiny bit more forgiveness on grabbing would also help, since pressing just slightly too early or late could feel punishing. But honestly, this was creative, funny, chaotic, and really memorable. Great work! 

Rated and left a comment! Cool spinning top roguelike, the movement was tricky at first but really fun once it started clicking.

This was a really cool and challenging game. I liked the idea of controlling a spinning top and using speed/momentum to attack enemies, and the random generation plus upgrades gave it a fun roguelike feeling. The art style was great, the music gave it a nice dreamy atmosphere, and reaching the stronger upgrade combinations felt really satisfying.

My main feedback is that the controls feel a bit floaty and hard to get used to at first. More hit feedback would help a lot, since it was not always clear how much damage I was dealing or how certain upgrades worked. The floor texture/colors could also be toned down a bit so the action is easier to read. Overall though, this is a creative and solid entry with a lot of skill expression once it clicks.

Rated and commented! Super funny and creative game, the voice narration and weapon wheel idea were great.

This was a super fun and original game. The whole “trial by combat” idea with spinning weapon/defense wheels is hilarious and fits the theme really well. I liked trying out the different weapons and abilities, and the shotgun was definitely one of the most satisfying. The music fit perfectly, and the voice narration was easily one of the best parts, it gave the game so much personality.

My main feedback is that the visuals/UI could be a bit clearer. Sometimes it was hard to tell exactly what was happening during the chaos, and I wish there was a little more time to read what each weapon or ability did after spinning. More enemy variety, weapons, and polish would make this even better. Overall though, this was creative, funny, and really impressive for the jam!

Rated and commented! Really fun hamster ball platformer, the movement felt great even when the later jumps got tense.

This was a really fun little 3D rage-platformer. The hamster ball controls felt surprisingly smooth, and the idea of rolling/spinning through a cute obstacle course fit the theme really well. I also liked the design of the ball itself, it looked way more interesting than just a plain sphere, and the music gave the game a nice vibe.

My main feedback is that the mouse really needs to lock to the game window, since the camera can get stuck when the cursor hits the edge of the screen. A little air control would also help, especially around trampolines or tighter jumps where you can get stuck bouncing. Some parts near the end felt a bit slow or punishing after falling, but overall this was really impressive, especially for something made so quickly. Great work! 

Rated and left feedback! Super creative turn-based Beyblade idea, it has a ton of potential with more polish.

This is a really cool idea with a ton of potential. A turn-based Beyblade-style fighting game where both players lock in actions and then watch the fight play out is super creative, and I can definitely see this becoming really fun with more polish. The hit effects and particles were satisfying too, especially when attacks connected.

My main feedback is that the game needs clearer UI and instructions. The font was pretty hard to read, and it was difficult at first to understand what I had selected, how the direction input worked, and what each move would do. It would also help a lot to have CPU/online working, clearer end-of-match feedback, and previews for where actions will send you. Still, this is a very ambitious and unique entry, and I hope you keep working on it!

Rated and commented! Really addictive pachinko-style game, the arcade presentation and upgrade loop were super fun.

This was a really fun and addictive game once I got the hang of it. The idea of controlling the little animal inside the pachinko machine was super creative, and the upgrade loop kept making me want to try one more run. The 3D cutscenes and arcade machine presentation were also really impressive for a jam game.

My main feedback is that the controls and goal could be explained a little clearer at the start. It took me a bit to understand the dash, upgrades, and what I was supposed to focus on. Some stronger visual feedback when dashing, hitting balls, or getting points would also make the game feel way more satisfying. Overall though, this is a really cool concept with a lot of potential and a great arcade vibe.

Hey everyone! I’m trying to get more eyes and feedback on my jam game.

If you play, rate, and leave a comment on my game, I’ll play yours too and leave a thoughtful comment and rating back. I’m looking to actually check out people’s games properly, not just trade quick ratings.

Drop your game link below once you’ve checked mine out!

Here's my game, let me know what you think:

Rate Reel Lucky by Corb for The Very Serious Juniper Dev Game Jam - itch.io

Rated and left a comment! Really impressive car game, the roulette part system made each run feel chaotic and fun.

This was super impressive for a one-week jam game. The roulette system for car parts and abilities is a really fun use of the theme, and it makes each run feel chaotic and unpredictable. I liked experimenting with weird combinations like different wheels, wings, rockets, and other upgrades. The world, level design, tutorial billboards, and visuals were also really strong.

My main feedback is that the car handling felt a bit clunky at times. I think a more arcade-like controller with snappier turning and acceleration would make the game feel smoother, especially with some of the more chaotic part combinations. There were also some browser performance issues, but overall this was ambitious, creative, and really fun. Great work!

Rated and commented! Really polished action game, the music and boss fight were super hype.

Rated and left feedback! Really fun electrician game, the rotating mouse mechanic was surprisingly satisfying.

This was a really fun and creative game. The rotating mouse mechanic for fixing electrical boxes worked way better than I expected, and it made the theme feel like a real part of the gameplay. I also liked the music, story setup, and the whole electrician/horror-action idea, it gave the game a lot of personality.

My main feedback is that some parts felt a bit janky, especially getting stuck on enemies, wall clinging, and not always being able to exit the electrical box screen when an enemy showed up. The power box minigame could also use a little more variety than spamming space. Still, this was super enjoyable and impressive, especially as a solo project. Great work!

Rated and commented! Cool Buckshot Roulette-style concept, the spinning wheel added a fun chaotic twist.

This was a cool concept, and I liked the Buckshot Roulette inspiration mixed with the spinning wheel theme. The randomness from the wheel made it feel tense and unpredictable, even if it could feel a little unfair at times. For an unfinished jam entry, the core idea is definitely interesting.

My main feedback is that I’d like to see more information and choices for the player. Knowing how many shots are left in the gun would help a lot, and adding more card options, events, or ways to affect the opponent could make the strategy much deeper. Overall, good start with a lot of potential if you keep developing it!

Rated and commented! Really creepy and unique style, the monster designs and voice work stood out a lot.