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Ikuna Games

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A member registered Jan 07, 2026 · View creator page →

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It felt hard to land on platforms with how small they were and the lack of deceleration in the air, and even with double jump the vertical movement felt too clunky given how you have to go horizontally in the game, not vertically. I do like ducks, however, so I must commend you for your contributions; as the world needs more games, and more duck games. I did enjoy playing as a duck and delivering eggs, even if the platforming wasn't perfect.

Alright, I liked the lil' crab and enjoyed the music :). The platforming wasn't particularly that fun given the limited vertical mobility of the player and the levels being more vertical. Certain powerups did give the player more vertical mobility, and I enjoyed the double jump. If the double jump was just the default I think this game would be a lot better. The tiles were also quite small, making tiny ledges and jumps frustrating when the only jump the player could do was a large jump, and the player hitbox feel large when it came to things like spikes or hazards. I do like the idea of a crab delivering packages though, and had a fair bit of fun delivering packages when I didn't have to go up or down like 5 levels to get to the delivery destination.

Really nice little game, it did feel like it got quite difficult quite fast with the invisible countdowns and varying speeds. Apparently I am horrible at counting haha. I found the hurt sounds pretty funny, but I also think some music would make this more enjoyable. Also when you lost, instead of saying "you lost" or something you kind of just went back to the main menu which I think was a bit confusing.

Really nice visuals, and the gameplay was pretty nice. Just wasn't entirely clear what things like the void or the orange column did, trying to figure that out in fact-paced gameplay would've taken a few tries. I do like the multipliers and leaderboard, that was definitely a pleasant surprise. Overall I really enjoyed it, nice!

"Carl on Duty" has got to be my favorite fake title for a game haha. It was my first time playing this sort of game. and I thought it was a good recreation. I liked the titles and art for the fake games, but do think more sfx and music would've been nice. I was also a bit confused for the narrative, as it seems a bit counterintuitive. 

I assume you are recording the movements for the ghosts, as opposed to their position? The ghosts were often quite different from what actually happened, causing me to quit on level 3. Saving the positions of the player instead of the movements I think would make this alot better and more consistent. I do think a puzzle game like this would be fun to play if the ghosts were more consistent. I also do feel level 3 was a large jump in difficulty from the previous levels, and couldn't figure out a solution, especially considering pressing R reset all the ghosts, forcing you to jump off the platform to keep them if you wanted to restart. (perhaps a full-reset and a soft-reset would be better?)

I liked the cats, though the minigames felt really hard, especially the count down/up one. I liked the cool particles in the background alot, and the cat puzzle minigame was cool. More minigames and some difficulty adjustment would make this a pretty fun minigame collection game with alot of variety I think (especially if there are more cats!)

Survived 7 days with just a beer drum and a TV haha. Seems similar to the start of 60 seconds. I think the items having certain effects when put in the bunker was a cool idea, it made the game alot more interesting. That said, the game was really short and I didn't notice any sound? It would also have been nice to be able to throw the objects, as carrying them to the bunker was really slow and boring.

Really interesting take on the theme, I liked the interpretation. The platforming and movement did feel clunky and slow, so I quit before I could complete it unfortunately. The art also felt a bit mismatch and basic, which I think better art could've really added to the game, as I really liked the interpretation. 

Interesting game, felt more like just (somewhat) limited movement not counting down at the end though. I liked the character "eating" the movements. There were a lot of weird things that happened, like keys seeming to take a long time to go in, my hitbox being stuck in the shrunk version while my character was normal, and overall weird collision things that happened. Restarting causing you to collect anything you were on before restarting was also a problem, and it felt tiresome to have restart to collect all the movements again. There wasn't any music in the web version, and there were very minimal sounds which I think it could've benefitted from. I did really enjoy the game, just not so much of a big fan of the later levels with the stompers, felt less like puzzles and more like awkward, infuriating platforming.

This was fun, I think the card aspect of this game was pretty unique. The camera not keeping up with the player was a bit annoying, so too were situations where all the cards I had led to lava, but this is a fun game! I wish it was a bit easier to count though, as right now counting blocks is really difficult if there aren't any items or hazards on the layers. Music was a jam :)

Fun simple game. The platforms eventually becoming non-solid for a while, the walls coming in from the sides, and the teleporting doors were a nice surprise, definitely made it more interesting. The only thing I didn't really like was the audio, it didn't feel very good to listen to.

Really fun game, just felt the lack of air control made it really difficult and unsatisfying when jumping. I laughed quite a bit at the dialogue, besides the jumping, I really enjoyed it! Also wasn't clear you could double jump, just kind of tried it out as there was no other way I would be getting high enough.

Definitely felt hard to control, maybe consider adding in coyote time and making the player hitbox a bit smaller would help? Also was a bit hard to see the black ant against the dark background. Overall though, nice one! Enjoyed it!

Really nice, enjoyed it! There were a few platform configurations which felt like you needed pixel-perfect jumps to do them the higher you got up. Definitely really challenging, with the tiny platforms and strict controls, but was fun. Missing any jump felt really punishing, and it was really hard to recover. Maybe making the water take one heart and bounce you back up, or just making the water keep up with the player more so it insta-kills them might work? I didn't really feel much pressure from the water, as it was usually way behind me. After the first area, you pretty much only have one option up. Maybe adding more platforms so you have different options would make it more interesting, and allow you to actually recover should you miss a jump? Overall, great game though, I really enjoyed it! If you do a post-jam update I'd be interested to see where you take this.

I liked the aesthetic and the idea, but just found the enemies really frustrating. Alot of the time I would suddenly die for no apparent reason, or hear a heartbeat, turn around, and have the enemy right there which was really scary haha. A better audio or visual cue to actually tell how close the enemies are would make this alot more enjoyable, also they definitely seem fast even if they are slower than the player, for such a small level. I first skipped the tutorial, as I hate reading, so after being completely lost for a long time I went back and read it. Given the circumstances, a text tutorial is fine, definitely would benefit from an interactive one though. If you do a post-jam update on this I'd definitely be looking forward to it, I really enjoyed it! Just think the enemies could use some tweaking.

I wasn't able to get past the 2nd battle 2nd phase, I tried many many times but couldn't come up with a strategy to beat it. Very cool game from what I saw, unfortunately I don't think I enjoy the platforming aspect enough to continue with it :( The player felt too slow horizontally for me to skillfully dodge chalk coming from both sides and from above, and the hitboxes felt massive with how big the chalk was. I did enjoy it though, just find the platforming aspect really frustrating.

Really enjoyed it, do feel the time running out and taking damage lacked a bit of feedback audio-wise though. Also the shift time felt really short for the 2nd boss onwards, with me running out of time unless I got a really good run/extra shift time. Really fun, good, solid game though!

Thanks for the feedback! Deceleration is definitely something I felt needed adjusting, and I think wall jumping being more intuitive if you could press either horizontal key is good point. I think I will try making an invisible hitbox specifically for the dangers, as I agree it's way too big right now.

Good job beating it! I definitely might have made it hard for me, someone used to the game, and that probably made it super difficult for a new player haha. In the post-jam version, I removed the Y button visual at the very top to make sure the player doesn't accidentality press it.

Glad you liked it, I might have made the game a bit too challenging as I also raged at it a fair bit myself haha

Really enjoyed it! I got to 41206m before the lava was just too fast for me to outrun. I felt there was alot of repetition, I frequently saw the same area spawn three times in a row for some reason, maybe making it less random might fix that? The differing pixel sizes of the spikes and enemies, which were quite higher resolution than the terrain, felt off to me. The movement felt good, though the dash felt like it went too far to be of much use in most situations. 

Alright, definitely fits the theme. I don't see why there aren't any obstacles anymore at the moving platform part, at that point you could've just ended the game there. It was definitely a challenge to get past the starting obstacles though, just don't feel like the assets you used really fit together at all.

Really awesome game, loved it! The lack of feedback really bothered me, I never knew if I actually hit a note or not, and still don't know if I was playing it correctly. Really liked the aesthetic, nice one! Managed to get position 1 on both, though I feel they both were really easy aside from a few parts where they suddenly became really difficult.

Really cool game, I played it a few times through and the fastest I got was 241s. Wasn't entirely obvious at the end that you can land on the text. I also feel the really scary cave ambience was a bit much, I felt like I was playing a horror game. Really cool game, did find the spike area to be the hardest part, with it suddenly getting super easy after that. 

Fun game, enjoyed it! I really liked the lizard animations and that you could sit in chairs haha. I managed to get a time of 23.82 after a few attempts, seems there's only three CEO spawns, but where he spawns is random. Good job, do wished the music looped so I could listen to it longer :(

Very nice, the all ice part definitely made me change up my strategy. Does the "coming soon" part at the end suggest you will be making more? I'd definitely be interested, really enjoyed this! A bit on the more difficult side, but it was a compelling challenge for me.

Found it a bit weird that you use arrow keys but use space to jump, but can't use the WASD keys. Also didn't know you could drop down from platforms, maybe atleast putting a section on how to control the game on the itch.io page? Cool game, definitely fits the theme. I collected (all?) 107 coins, very simple and easy to understand, like it!

Interesting survival game, I did find it a bit confusing when my tools broke though. I see that the tool gets black when it breaks, and deals nearly no damage, but a sound and a popup saying that your tool has broken would be a much clearer indicator of that. I also found the difficult was really easy, you barely take any damage and can easily manage the stamina if you spend a while hunting. Nonetheless, I'm a fan of survival games so I enjoyed it! I like how there was a boss at the end, though definitely wasn't any harder than the animals that fight back.

Thanks for the feedback! The daily income thing definitely could use explaining, and it actually is tied to the villager happiness! If their happiness gets too low they stop producing anything, and if high enough they produce more. I definitely do intend on adding some kind of indicator for when their production changes based on their happiness in the post-jam version! Glad you liked the idea, I definitely continue to expand on it in the future!

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Hey, cool game! I managed to get a time of 72.09! I also decided to record it! Just wish there was coyote time or jump buffering (pressing jump before landing still makes you jump, not just pressing it when on a platform).


Thanks for the feedback! Also glad you liked the vibe and music I chose! The events happing so infrequently was definitely an oversight on my part, there were supposed to be 4-7 a day but the event system had a bit of a flaw with creating events each day. I definitely plan on patching it and adding more events post-jam.

Thanks for the feedback! Glad you liked the music I chose, not really sure if it's my sort of game either but I definitely thought it was an interesting way to use the theme.

Thanks for the feedback! Some kind of indicator of when people were unhappy is definitely on my list of things to add post-jam. Glad you enjoyed it!

Thanks for the feedback! I definitely was aiming for a more unique interpretation of the theme, and thought managing a village would be a great way to visually show the weight of the "costs". Definitely plan on adding a tutorial sometime after the jam, glad you enjoyed it!

Thanks for the feedback! I think your idea of a UI with the number of unhappy villager is a good idea! I definitely plan to continue expanding on this game, adding a tutorial and way more events.

Thanks for the feedback! Making a god type game is a bit ambitious, especially since I've never made one before, so I can see why not many people would go for this type of game haha. Spent quite a bit of time figuring out the system side of things, leaving only time for me to create a couple villager events. Nonetheless, glad you enjoyed it! I definitely intend on updating it sometime after the jam with way more events!

Thanks for the feedback! The game getting more difficult each day was definitely originally planned, with the village gradually getting more and more chaotic as the days went on, but I spent so long on the systems I only had a handful of events I managed to make at the end :( The choices leading to other choices sounds like a funny idea haha, solving one problem just to create another. Also glad someone noticed the effort I put into the current day number getting better, I definitely was planning on making the final day the "boss" of the game and wanted to show you gradually getting closer and closer to that final day.

Thanks for the feedback! Definitely too easy right now, I plan on releasing a post-jam version sometime in the future that fixes bugs, balances things, and adds more content. Definitely plan on adding an in-game tutorial and a bit more story behind the game to give more reason to the player. Adding village development is a good suggestion, definitely would make the player more attached to the village and their decisions more meaningful.

Thanks for the feedback! There were supposed to be 4-7 events a day but I overlooked something and there are usually only ever 3 or less each day as a result :( After the jam I definitely intend on balancing/tweaking everything you've mentioned, thanks!