Pico8 is such a fun engine. Everything done in it looks so cute! Your game is pretty simple and has the potential to be engaging. However, I found the starts to be too overpowered. They spawned at a rate greater than the hearts, near the hearts and followed me to steal the hearts. So, it was nigh impossible to get enough hearts to win, at least i couldn’t. Other obstacles seemed fair. Overall, it is a cute and intuitive game which with a little balancing would feel a lot better. Great work!
Ardkil
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As the guy below mentioned I felt like I won and got three stars without maximizing my score, if i created a loop, it seemed to give me the auto win. You probably ran out of time (I reckon the editor and saving system took a lot out of you) but it would feel way better if getting a higher score rewarded you the stars or if you had to use all the resources to complete a level. My second criticism would be about the visuals. They do not feel like they belong together. The visuals could also be a lot more coherent even if you just changed the background to be not static and stuck to vector or pixel art. You don’t need great drawing skills, but I believe that coherence of your art is really important Other than these, gameplay is great and with more polish I believe this game has great potential.
I really dig the style!, but without an ingame map it is really difficult to play. With some luck and loops i got the sword but then I didn’t have the time for the key. I also feel that the theme is a bit forced in a way that it adds nothing to the gameplay and the story except one line of text (or maybe I just haven’t advanced enough)
Well, I thought it was well designed such that it didn’t require much thinking but instead showed how you needed to use the resetting timings mechanic to get some things right. It could be completed in about 30 seconds which i thought was ok… I might have been a little close minded tho maybe four would be less offputting, thank you for the feedback
Nice use of the theme and gameplay loop. It really is an addictive game loop however the game lacks juice and polish and could get a lot better with minimal improvements. Like getting money not from looping (since it is just one dollar) and instead getting it from killing enemies. The enemy death could release some particles and maybe an effect where the looping thing tweens its size a little (since this is kinda an idle game the juice is extremely important). Another improvement would be the cohesion of the artstyle. The background shouldn’t be just a single color, and the color palette should be cohesive. These were my criticizm on the style, however I think the balancing and the design of the game is well done, good job submitting to the jam!
The art and the polish are great; I love the look of your game and your unique take on the theme. It is sad that the music and audio could not be completed in time. My only criticizm is that with the amount of minigames, it does get repetitive after playing for a while, maybe the categories could have been a little cheaper or the pending time shortened (Since you didn’t have much time for a variety of minigames). Overall solid game and entry!
Wow, the concept and execution are superb, However, that art hurts my eyes, the non-pixel perfect art with even vector art mixed in really sets the game back. Amazing and fun mechanics and progression system, great concept, fun gameloop, hell you even have the polish!, but extremely inconsistent art. Still one of my faves, great job!
This is great for your first gamejam, even though the movement feels inconsistent (this is probobly due to too much friction or inconsistant collision shapes), the rest of the mechanics are well implemented, the visuals are cute and the sound and music mostly fit the game. I also found the balancing and world directive to be good. Very impressive for your first jam, Great work!
I made a cute falling sand simulation where you can build a little world and see the interactions of materials in pico8, might suit your taste https://itch.io/jam/gamedevtv-jam-2025/rate/3585111
it is polished and mostly well done, the movement feels good (in the intended spacey way), the shooting and hitting feels good, all is solid. The sound design also brilliant except the booster sound, a sound that will mostly be played should be more ambient, quiet and less noisy. However, the balancing is not great. I found the game too tough and unfortunately wasn’t able to finish Other than the balance, it is a solid game, great work!
This is actually such a great idea, such an addictive gameloop, this would become a very fun roguelike with abilities for both the player and the world and of course some actual polish. However, i must tell you that i hate that ui, if you plan to continue developing this game (which i think you should and inform me whether you will) make sure to change it, i also feel like the game lacks juice and polish, which is normal for a jam game but disturbs the experience Overall amazing job!
Very cute! I have finished the game by getting big and I think the texts and the story are very cute (which is the main point of the game), however the gameplay falls a little shallow, you only pick up items one by one throughout the game. I know this is supposed to be story based but a minigame for brewing the potion instead of just finding a battle would be a lot better and being able to pick up all the items while searching for the ingredients would be more intuitive.
I also found the lemonade stand duck reference :)
I like the style, and the game feels really balanced (like there is just the right amount of health flasks), However I think that needing to kill all the goblins or simple luck? in order to progress really undermines the experience(It would be way better without the invisible walls and pickups needed to progress like the dash should be pickable in the map and not from the 5 beads). Other than that the game is really atari-like, i also love that the goblins aren't just mindless and can jump. Good work!
I have found out that simply not stretching is the strategy, I was able to get past round 2 with that. The game definitely needs polish. The hits should feel impactful visually. Gameplay vise, the concept of platformer protector is interesting but as the others said, the game is difficult. The ending screens are fabulous and game art is cute, good job!
Very creative level design, However the game lacks a lot of polish and game feel. The slime feels so sluggish, When I play a platformer, i want to move fast. The pixel size of almost everything is different, which you really do not want to do. Maybe if this was a two week jam, you might have evolved this into a great game. I see the potential since the actual design of the second level is pretty fun and the mechanics are also expandable, good job!