Whoa thanks so much for featuring our game! Happy to see you had a fun time :D
Tomasz Wiercioch
Creator of
Recent community posts
bark bark
Seeing my swing trail turn into a star by the end and being able to just stand there and have everything walking into me get one shot was very satisfying. As was the progression in general, keeping the focus to mainly the chain ball was a good call.
The main font (the one used for the upgrades) while thematically fitting, was a bit hard to read. During the late game the streaks from what I think was the xp drops were also a bit rough on the eyes with how fast they were going across the screen. These are minor things that could use a little smoothing out but didn't impact my overall enjoyment however, I had a really fun time overall. Thanks for creating this cool experience!
I learned next time to test what the game looks like in full-screen on itch before submitting :p
Also to prioritize a tutorial next time. Towards the end I had a few irl friends playtest and saw how, without any guidance, what I thought was a relatively simple mechanic can still be confusing to first time players. We tried patching it with a quick last minute 'How to Play' graphic, which helped a bit, but next time I'm definitely making sure the tutorial is more than an afterthought.
Lastly this was the first time I worked on art for a fully 3D game jam. I've used blender to make pre-rendered stuff for 2D jams before, but this was my first time making something in real 3D and getting to practice that whole pipeline. I definitely got a lot more comfortable and quicker at pumping out a lot of assets in a short time frame lol.
That's really cool of you to do! Here's our team's game if you'd like to check it out: https://tomawash.itch.io/shrimpin-around
Solid foundation for a dungeon crawler here! I liked how the constant spinning and not having complete control of your aim puts emphasis on your positioning instead. The upgrades felt nice and powerful (especially love the twirl that fires bullets around in a circle).
If I may give some criticism, the difficulty ramp is pretty slow in the beginning, with the first few floors feeling the same with no increase in challenge. It isn't until the roomba enemies are brought in that things start getting a bit more difficult, and by then you may lose some players before things get really interesting.
Overall enjoyed playing it, very well put together!
I dig the chicken vs egg loop theming and all the unique mechanics you came up with. Dropping eggs down below to hit buttons while gliding over gaps is very satisfying. Level design was clever but a bit rough around the edges in terms of visual clarity and precision (things like buttons overlaying spikes, jumps that you just barely make, very thin platforms to stand on, knowing which chicken has what properties). It could definitely make for a fun full experience with some more polish. You cooked!
The dungeon looping and seeing secrets hidden in plain site on revisit felt good, left to a constant cycle of "am i stuck" into "aha!" moments. Loved the Mario 2 inspiration as well, a nice mechanic to pull.
My one criticism is the controls, having jump, pluck and unlocking doors being tied to 3 different inputs felt a bit un-intuitive and led to a lot of misinputs. Condensing it down to two buttons (as well as allowing for WASD movement) would be appreciated.
Fun game overall!
There's definitely a lot of room for polish, but your game is very playable and forgiving to compensate. Making crafting automatic was a good call, as well as keeping your resources with each loop. It reminds me a bit of early app store games like Pocket God where you combined elements to create new discoveries, but with an element of exploration. Nice work for your first jam!















