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Clark Padmore

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A member registered Jan 27, 2022 · View creator page →

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That was a very cool demo! The art is beautiful, the atmosphere is relaxing, and the abilities are fun to use together.

The extra jumps HUD after a successful dash attack is both stylish and helpful—it made the worm boss easier to avoid.

White cannonballs and white cats are a bit hard to see against the cloudy backdrop.

I found that it's possible to get stuck if you cancel out of rolling into a tunnel at the last possible moment. I was able to reproduce it and recorded a video of it.


All-in-all, great work! I can't wait to see what's in store.

What an interesting technical demonstration! Great work.

That was cool! The lo-fi / hi-fi contrast is quite evocative.

TIME : 08'57''

What a charming little game! I especially like how increasingly grotesque the enemies become towards the end.

Oops; I realized I wrote incorrect information in my original comment. For some reason, I missed the fact that (logically) colors can exist in rectangular patterns as long as all tiles connect to each other with lines. I apologize for the misinformation!

Exceptionally charming creatures you have there! The atmosphere is serene and cerebral, and the concept is adorable.

The audio is mixed a bit loud; it regularly clips above -0 dB.

Great work!

That is such beautifully rendered art. Great work!

Congratulations on becoming a father. I wish you the best!

YOU ARE LUCKY TO SURVIVE

That was neat! Rough, but neat. A creepy little sci-fi platformer with a cool premise!

The posterizing effect is impressive, but it makes the world quite sickening in motion. 

For some reason, it seems that I could only double jump on every other jump, instead of every time.

All-in-all, good work! Congratulations on the submission!

What a gorgeous prototype; it's absolutely flush with charm! Congratulations on the submission!

That was a neat prototype! The sprite art invokes a strong hand-drawn quality, and the character art is charming. Congratulations on the submission!

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"My mirror. Broken, like our family..." 🔥✍

That was a neat prototype! Rough around the edges, but the art is nice, and the concept is intriguing. The digitized face at the end added a nice creepy edge. The room swaying beforehand was also a cool effect!

Good work! Congratulations on the submission!

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What an awesome little game! A competent use of the theme, with stylish art and triumphant music. The final boss is especially charming!

Enemy bullets were hard to track sometimes. I think they could have stronger outlines.

The audio is mixed a little loud; it regularly clips above -0 dB in the later music sections.

Fantastic! Great work!

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What a wonderful little puzzle of luck! The atmosphere is immaculate, and the mechanics click together nicely. I was thoroughly engaged!

I think it could've done with a couple of smaller board choices, to help ease players into the logic of filling the board correctly. A couple of outright tips might also be warranted (like the fact that colors can never exist in a 2x2 square, or that directing dashes and solids into the same square is an instant lockout).

Fantastic! Great work!

[EDIT 2025-10-06]: Struck out incorrect information. Colors can exist in squares and rectangles if all tiles connect to each other with lines.

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Score: 136

That was fun! A solid arcade-style game, especially for being made in only 3 days. I think the two colors being separate inputs is a reasonable part of the difficulty; it adds a bit to the concentration element of the game. Congratulations on the submission!

Thank you for playing! (the prototype)

That was fun! A bit visually disjointed in places, but overall competently implemented with an intriguing premise and charming art. I love the mushroom fellows!

The camera isn't aligned with the pixel grid, which means the character appears to shake when the camera moves.

All-in-all, good work! Congratulations on the submission!

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I agree; it's an appropriate tribute!

You Escaped Elevator 13. Total Time: 382

I enjoyed myself a lot! It's janky, but very competent, with a lot of good level design instincts and a charming adventurous spirit. It reminds me of old Flash platformers, in a good way!

I think it would have been wiser to not include the darkness and CRT filters. Also, the elevator sprite is both off-color and has a lot of noise in it, for some reason. If you plan to participate in color-limited game jams in the future, it would also be good to learn how to render single-color bitmap text, since the text contains many different colors (especially with anti-aliasing) that are off-palette.

This might be an inexplicable error on my end, but the audio seems to be mixed quite loudly; the audio regularly clips above -0 dB. Also, holding the continue button on the elevator screen causes the sound to stack on itself, becoming very loud.

I'm going to say something that will probably baffle you; it baffled me when I first figured it out. The "music streaming specific" events in GDevelop play the music using streaming behavior. As in, like a literal streaming service, which means I can pause the music with my headphone music controls, a behavior you probably don't intend to be possible. I'm not sure why it's set up like that, but it's why I just play music using the sound events and then make sure to unload music as needed.

All-in-all, great work! Congratulations on the submission!

You cleared Row 13! Final Gold: 23

Neat prototype! The mechanics are competently implemented, and I like the softly colored palette. Congratulations on the submission!

Quite ambitious! It's not easy to make a full adventure game in 10 days. Exceptionally rough, but with charming art and a fun fantastical premise.

Congratulations on the submission!

HIGH SCORES: 316 CLP

This feels like one of those bootleg Game Boy games, and I love it! The art and programming is exceptionally competent, the musical covers evoke the originals without being overbearing, and the mishmash of cultural iconography is cerebral and surreal. Very janky and very fun!

The art is both well-made and quite inconsistent. While it's a neutral stylistic choice in menus and cutscenes, the constant mix of drawn toon-style art and high-fidelity posterized renders can make it difficult to read obstacles against the background in levels.

This is one of the most technically proficient GB ROMs in the jam. Parallax scrolling, animated cutscenes, and smooth mechanics! The choice to run on GBC while sticking to the graphical jam limitations was a wise choice; it runs as smooth as butter, which helps make the difficulty fairer.

Great work! Congratulations on the submission!

I apologize; that was an area loading error. Thank you for playing; I'm glad you enjoyed it!

YOU WIN! 40

I was pleasantly surprised that the boss turned out to be the final goal. When the sacrifice mechanic was revealed, I thought I was going to have to exile—er, sacrifice the entire enemy deck!

What an exceptionally charming little game! The art is adorable, and the mechanics are simple and addictive without being overbearing. Both decks being bespoke opposing creatures was a nice touch I wasn't expecting!

While there could be potential nitpicks on the simplicity of the difficulty curve later on, I think erring on the side of easy was probably the right choice for this concept. It was definitely fun being able to pull potentially endless dragons for 5 cents a pop!

Fantastic! Great work!

That was cool! The mechanics are simple, fun, and addictive. I like the grimly fatalistic music track!

The sound effects stacking on top of each other can get quite loud; it regularly clips the audio above -0 dB. Perhaps large groups of activations could be represented by a single, more weighty sound effect?

Fantastic! Great work!

I agree; readability, context, and clarity got botched in a lot of places. Thank you for playing; I'm glad you enjoyed it!

That was cute! The mechanics are interesting, the level design is competent, and the character art is charming. Unfortunately, I got stuck and had to reset quite a few times; once when I got pushed into the ground by a pot, once when I jumped and couldn't land again (even while touching the ground), and once when I couldn't push a potted plant past an opening.


The audio is imbalanced; the sound effects are a bit loud compared to the music.

Objects, the player, and the camera are not aligned with the pixel grid.

All-in-all, good work! Congratulations on the submission!

That was neat! The character designs are charming, the music is ambient and spooky, and the mechanics are rough, but competent. That's definitely an unlucky fate!

The text seems to break size and unalign from the pixel grid if the browser is zoomed in or out.

All-in-all, good work! Congratulations on the submission!

YOU WIN! Score: 4020

Combining with enemies to make seven? That's cool! I had a similar idea when I made a dice-themed game for a jam. This was a neat entry with charming art!

Unfortunately, the platforming was quite unpleasant: both slippery and heavy, and made much, much worse by the consistent slowdown. With how much lag there is, and with how big the character sprite is, I think there should have been at least a frame or two of coyote time.

Considering how difficult the levels are, I'm not sure why it uses a three-lives system. It could have simply subtracted a large amount of score upon death.

All-in-all, good work! Congratulations on the submission!

What a gorgeous little game! The art is exceedingly charming, and the mixture of top-down and platforming is fun. The world is flush with character and detail, and it was nice being able to move around it. I know it's probably not possible to get the key, but I still tried regardless.


For some reason, this menu is a different set of colors from the rest of the game.

Good work! Congratulations on the submission!

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That was a neat premise! Well-communicated mechanics with charming art and a nice jaunty tune. I enjoyed myself!

With how long the game can last, I don't think the difficulty increases fast enough. It gets a bit stale after a while.

That ringing sound is quite loud; it regularly peaks the audio above -0 dB.

All-in-all, good work! Congratulations on the submission!

That was a neat prototype! Quite rough, but with a lot of spirit. The cat robot is cute; they have a nice angularity about them!

Good work! Congratulations on the submission!

Thank you for taking more of your time to test the desktop build. I don't receive as much feedback on desktop compatibility as with web, and I'm satisfied to hear that the audio issues did not persist.

I'm glad you enjoyed it even more!

That was cute! The cat sprite is exceptionally charming, and the mechanics are competently implemented.

The subpixel space between the player and the platform.

The player isn't aligned with the pixel grid.

All-in-all, good work! Congratulations on the submission!

That was cool! The mechanics are fun, the art is charming, and the tone is at a nice low level of cynical detachment; I laughed quite a lot while playing! I particularly liked the reserved use of cursing, the sometimes flipped genders on the stock gambler sprites, and the pure consistency of The Man encouraging peoples' worst habits.

The coin that gives you extra health also seems to heal you to full health if you put off and on again.

Look where the character meets the carpet.
Several objects, including the camera, don't align with the pixel grid.

All-in-all, fantastic! Great work!


Despite the roughness of the implementation, this is an exceptionally engaging high-concept puzzle game; a Murphy's law spin on pseudo-RNG systems often found in older computer RPGs. I had a lot of fun figuring this one out. Fantastic! Great work!

Exceedingly competent for a first effort; the mechanics are fun and comprehensible, and the graphics are readable. The roughest aspect is the musical track (and even that part is inoffensive as far as first times with music composition goes).

Good work! Congratulations on the submission!

That was neat! There's a pleasant lightheartedness about the whole adventure, and the music is soothing and atmospheric.

The audio is mixed a bit loud; any combination of music and sound effects clips the audio above -0 dB.

Good work!

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Victory! Worm found in 581 eggs.

That was neat! A bit imbalanced, but competent nonetheless. Congratulations on the submission!

What a fun little game; an absolute blast! And, of course, the original soundtrack by Dāku is phenomenal!

I'm really torn on the issue of difficulty and goals. After having spent a good chunk of time to clear level 3, I think the mix of caution and speed being asked for is... fairly reasonable. It's a good difficulty for a game you're willing to sit down and grapple with. I was quite engaged and satisfied as I gained a better understanding of what the controls were asking of me.

That being said, it is still a bit jarring that the specific mixture of score + clear is the only goal at stake. It might have been wiser to have pure score, pure time, and the original score + clear represent three different methods of clearing stages, each with their own associated goal, score, and "medal."

Most of the core problem with difficulty is in telegraphing and memorization. The levels themselves are fine—I think, anyway—but there's a lot of time spent trying to parse and memorize level layouts that could be cut down in various ways. Maybe each level could start with a little map and camera overview (that could be skipped, of course). The houses could emit smoke to increase their vertical sight-line. A bunch of little touches.

That said, level design polish is easily the hardest thing to do in 10 days, and I think the final result is still a reasonably understandable—and deliriously enjoyable—experience.

Fantastic! Great work!

Do you happen to be playing on Safari browser? I am aware that Safari does not support the widely used ogg Vorbis audio file format... for some reason.

Thank you for playing; I'm glad you enjoyed it!

That was fun! A bit rough, but the mechanic is inventive, and the art is charming.

The text is a pure white #FFFFFF instead of the palette white of #DAE0EA, meaning the text creates a fifth color.

All-in-all, good work! Congratulations on the submission!