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[GMTK 2026] I'll play yours if you play mine! 🎮

A topic by JustAGameDev created 40 days ago Views: 511 Replies: 17
Viewing posts 1 to 9
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Hey everyone! I’m looking for some honest feedback on my entry, DUMLAB. I’m happy to return the favor—if you leave a rating and comment on mine, link your game below and I’ll play/rate it ASAP!

Update: I might not be able to play the games as the Jam has ended and im not very active here unless its the GMTK Game Jam because of how busy my life is and can participate very rarely. But I will try to be a bit more active so I can stay true to my words but may be super duper delayed.

Hey, review for review, I’ll be playing your game soon, hope you like mine too! If you could also leave a review, the demo is for free too! 
Game page

Sure ill give it a try

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Hey! I just played the game and managed to collect 22 out of 26 files. I had a lot of fun with it, and I wrote down a few observations in case you decide to continue developing it:

  • I was really happy to see a Tutorial button on the main menu, especially since many GMTK entries place their onboarding in the itch.io description instead. That said, the tutorial mostly explains the controls, and I found it difficult to remember everything once the game started. Introducing mechanics gradually during gameplay could make them much easier to learn.
  • The camera felt very responsive, to the point that it made me a little dizzy after playing. The mouse and keyboard controls also felt quite sensitive at first. I later read in rating comments that there's a sensitivity option, but it never occurred to me to look for it while playing. Starting with a more moderate default sensitivity and letting players adjust it afterward might create a smoother first impression.
  • I wasn't immediately sure what my objective was. I only understood that I had to collect files after breaking down a few doors and finding them by accident. Even a short message like "Collect all the files before time runs out!" at the beginning would make the objective much clearer.
  • While playing, I noticed that collecting files extends the timer. The game communicates this through audio feedback, but it took me a while to connect the sound with the extra time. Adding some visual feedback alongside the audio could make the reward much more obvious and encourage players to keep the chain going.
  • Near the end of my run, when I only had four files left, I found myself wandering around trying to locate locked rooms that might still contain files. At that point, the challenge felt more frustrating than rewarding. A simple minimap or even an in-world map could help players spend more time making decisions and less time searching aimlessly.

Overall, I really enjoyed the game's fast pace, and the soundtrack is definitely a banger. Great job!

If you found this feedback helpful, I'd really appreciate it if you could leave a comment on my thread as well. It helps other developers discover my reviews. Thanks in advance!

Ive been looking for this type if feedback.

I completely forgot to upload the windows version which may have been better in overall smoothness of the game and sensitivity too. The files adding to the timer was a last minute call literally.

In this jam i worked on my weaknesses which took a lot of time (lighting and map generator). It did needed more polish which i had plans for and should have worked on it first but i quit a few hours early because i was super fatigued from working late night.

The narrative is a mess because it was supposed to be something else but went through multiple changes to become, well, this.

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It's alright, I can't imagine how much work it is to pull this off in such a limited time! I'm glad the comments were useful (≧◡≦)

This platform works well, but I guess it only works for braziliam people: legiaobeta.com.br

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Im not Brazilian though

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Hey, I really loved your game. The music is awesome, I love how fast paced it is. It really adds to the game. It did take me a while to fully understand what i was supposed to do though. The gameplay is otherwise seamless and it's really fun.

Could you give me honest feedback on mine too? It is a top down zombie shooter made using Godot, and it is my first ever published game. It has the main core game loops, and i would love feedback on the how the controls feel, the difficulty, whether the gameplay is fun, and any features you'd like to see in future updates.

Project Outbreak by Chi2568

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I reviewed the game. Its quite early for me to review. Its super early in prototype.

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The game itself is interesting. I would like to point out several points that should be improved.

Firstly, the sensitivity of mouse movement. Yes, it is there. If you turn the slider, it's either the leftmost position or the extreme position. It rotates too slowly or it rotates too quickly. It's better to make several adjustments to this so that you can adjust it better. Play this game. Try what will be optimal and set it as the default, not the extreme right position.

Secondly, from the web version itself, set the resolution much higher, at least 720p, so that your eyes don't hurt from the low resolution when you expand the game, so that it takes up more of the screen.

What I also wanted to add is that when you break a door, from the moment of the first hit, there should either be a counter, after a certain number of hits, the door should disappear, or at the first hit, a timer should start that will remove the doors, because the debris can remain for a very long time and interfere with the passage in the room, they cannot even be moved, or make a feature so that, for example, when the door is split, the Elk places it as a separate object and when you press the blow on it, it simply flies off


I hope my reviews helped you.

This is a link to my game: https://king25gpro.itch.io/the-black-mouthed-fortune-teller

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Ill check it out

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It reminds me of a game: Perfect Vermin. Your game builds a great atmosphere with a clear objective, but I think some interactions still need polish.

  1. I didn’t realize my bare fists could break doors. A big hammer would feel more intuitive, and you need sound effects to distinguish what can be broken from what can’t.
  2. “Click to smash” isn’t covered in the control tutorial, it should be added.
  3. Having separate buttons for “click to smash” and “E to collect” can get confusing. If this is the gameplay where players need to press the right button, better add distinct sound effects or visual cues to tell them apart. If not, consider merging the two into one input.
  4. Consider adding a prompt at the very start, to tell players they need to find files, so they don’t assume the goal is to escape the room(the Backrooms movie is so popular lately).

If you’re interested, you can try my game: https://gamefang.itch.io/tramp-become-president

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Guys! I may not be very active on itch nowadays because the GMTK Jam is now over and i rarely participate because of how busy my life is currently. Because I opened this post I will do my best to play test whenever I can. I daily drive Linux and have windows on another drive so when I switch to it ill play those games. I do apologies as i didnt know it would last this long.

Dont worry u can still upload your games. Ill play it whenever I can and I hope the community can back me up and play your games as well.

If you are still doing reviews for reviews let me know.

I am running linux also and you can play mine in a web browser.

https://mercstudios.itch.io/startalon?secret=m8ATWJJ9ZRNzxJTPUtq6Dy9ncs

"If you are still doing reviews for reviews let me know."

I am also doing reviews for reviews. 

I have a browser sokoban puzzle game that I will like feedback on:

https://codergenius72.itch.io/dualspace

I left my reviews in your game page comments. Hope it helps as I was confused at times because of my lack of experience in this genre.

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Your game is cool! S tier for sound design and music, A tier Game design, C- tier for UI. You might have to look into UI design. A tier for VFX.

The Player animation is simple; I’d rather not have it and keep it static like the other enemies which is more consistent. Player feedback is missing like camera shake. Its basic but does a lot and makes it feel responsive.

I think there should be a life system because things can get difficult later on and a full reset becomes annoying since your playing it for the first time and dont know what to expect or a checkpoint system.

UI does make it look cheap otherwise this is a really fun and polished game. There is a lot of HUD elements which I think are unnecessary because you dont need all of that to keep track of the game so a minimum hud would really favor it.

I can see this being a good steam release. It has potential. Btw no comments on, on your game page.