Looking to team up with Pixel Artist for this jam. Already got a music guy on board. Discord: pixigb
pixigb
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Hi, went through some of your work and I have to say I'm quite impressed! Would you like working with me? I program. Here's my work: https://pixigb.itch.io/
I really enjoyed this one-such a clever twist on Blackjack and turning biscuits into cards made the gamble feel strangely addictive. I loved how every choice carried real tension, especially with the power-ups that could help me or bust the baker. The visuals are fantastic and super charming, they pulled me in right away.
That said, I think a couple of things could make it even stronger. I didn’t always notice when the chef’s abilities were triggering so a bigger visual cue or effect would help make those moments pop more. Same with plated upgrades: it’d be great if their value showed more clearly on screen, since I wasn’t always sure at a glance.
The music is catchy, though after a while I felt the loop starting to repeat on me and the menu button sounds came across a little louder than the rest of the mix. Not a big deal, but some small tweaks there could really polish the experience further.
Overall though, I had a lot of fun with this. it’s original, well executed and has so much charm. Definitely one of my favorite jam entries I’ve played so far. Great job!
Really creative twist on the theme! The stealing minigame is well thought-out and fun. Love how the arrow mechanic keeps you engaged. The art style suits the vibe nicely, too.
One thing I noticed: it wasn't always clear what to do after collecting the ingredients. It also felt like there might be an opportunity to add some sneaky enemy elements. Maybe the developer ran out of time, but such additions could elevate the stealth feel even more.
All in all, an intriguing concept with solid execution. I’d love to see this expanded with more layers of challenge or stealth. Great job!
This was a really fun mix of strategy and survival! The constant push between saving up enough biscuits and meeting rent really kept me on edge, and I loved the quirky style which gave the whole thing a lot of charm.
One small hiccup I hit was getting stuck in block placement loops. The right-click workaround is helpful, but maybe adding a small “undo” or a limited block-removal tool could make it smoother without losing the tension.
It already plays well, but I think having small random events (like surprise rent changes, or bonus biscuit deliveries) could spice up the replayability even more. Great work for a jam entry - simple, stylish and very addictive!
Really clever little platformer! I love how the more ingredients you grab, the more time it costs you, and that trap items can slow you down. It gives every decision real weight. The unique-biscuit crafting adds a fun layer of replayability, too.
It reminded me of an old-school browser platformer with a nice soundtrack. One thing to note: the Java runtime requirement (JRE 24) was a hurdle for some players. Having a clearer download process or a browser version could make it more inviting to try.
Super impressive for a jam entry. Solid mechanics, charming concept, and thoughtful design.
I really felt the thrill of speed here delivering that biscuit down the risky road gave me major F-Zero X vibes (as one player also noted), and the chase camera absolutely sells the sense of acceleration. It’s impressive how much polish is packed into a solo jam effort.especially considering it’s your first non-tutorial project, nice work pulling it all together in just one week.
The driving mechanics feel tight and weighty, which makes sense when there are no guard rails. You really need that precision. That’s both the charm and the challenge; it keeps you engaged, but if the road had subtle boundaries or clearer visual cues, it might help players who feel “butt-clenchy” about falling off too easily.
I love how this has the bones of a full game. Maybe in the future you could lean into that Mario Kart “Rainbow Road” energy, with stunt-driven paths or sections where you perform tricks just to keep the road extending ahead of you. It already has the momentum and feel adding levels, stunt challenges, or even collectible bonuses could turn this into a standout arcade racer with real character.
All in all, this is a strong little jam game that stuck with me. Great job on the core experience. Definitely interested to see where it goes next.
Really clever game! I can tell a lot of thought went into making this fun and rewarding for speedrunners. I especially appreciated the precision and timing aspect. It’s a neat little challenge that keeps you engaged.
One small thing: when red and blue beams are introduced, I initially thought it was a bug. The prompt to press T to see what to do (like hitting Q) only shows up if you press it, and that felt a bit hidden. Maybe adding that tooltip directly in the level (rather than requiring T) would make that moment smoother and less confusing for new players.
Overall, this is a strikingly original mini-experience especially impressive given it’s all made in Scratch. Kudos on the design and polish! Can't wait to see what you build next.
This was such a charming and surprisingly deep little game! At first glance, the cozy pixel art and upbeat music immediately pulled me in...it has that inviting, polished look that makes you want to stay a while. Once I started playing though, I realized there’s actually quite a lot going on beneath the surface.
The loop of gathering, preparing, and then frantically throwing the baked goods is both fun and stressful in the best way. It’s one of those mechanics that feels chaotic at first, but then you start to get a rhythm, and that’s when it really clicks. I especially enjoyed how the throwing system adds this layer of risk. Sometimes it feels like a perfect shot is the difference between a smooth run and total disaster. It gives the game a great balance between cozy vibes and frantic kitchen energy.
That said, there were a couple of moments where I struggled to keep track of exactly what was already on the table versus what was missing. Some kind of clearer visual cue or indicator would make it easier to manage the flow without breaking immersion. The pacing also gets pretty intense when orders pile up. Fun in short bursts, but maybe a gentle ramp-up in difficulty would make the early stages feel more welcoming.
For a jam game though, this is honestly super impressive. The polish in the art and audio makes it feel like a finished product, and the core gameplay loop is strong enough that I could see this expanded into something bigger. Multiple stages, different types of customers with quirks, or even a co-op/competitive mode could push this into something really special.
Overall, Cloud Top Bakery left me smiling and a little sweaty, which is exactly the right mix for a game like this. A really memorable entry. Fantastic job!
I really like the concept of playing as a skeleton collecting cookies and completing little quests. It fits the theme in a fun way. The quest system gives some direction, which I enjoyed, but there were moments where I felt like I was just waiting around for the next task to finish. That downtime, combined with the looping music, made the pacing feel a bit slow after a while.
That said, the core idea and progression are solid, and it’s impressive this was done solo in just a week. With some tweaks like giving the player more to do between quests and smoothing out the combat pacing, I think it could become really engaging. Nice work!
This one really hooked me. The core loop of diving down for chocolate chips and racing back up to feed the wizard is simple but super addictive, and the smooth movement makes it feel great the whole way through. The art and sound give it a cozy yet tense vibe. Definitely got that “should I go deeper or play it safe?” Minecraft/Terraria suspense that others mentioned.
If I had one piece of feedback, it’s that sometimes the timer feels a little unforgiving when the chips spawn deeper, which made a few runs feel more about luck than planning. I’d also love to see little quality-of-life things in the future, like an arrow pointing to the furnace or maybe upgrades that improve mining/cooking speed so the late game doesn’t slow down.
Overall though, super polished for a jam game, and one of the most fun mining entries I’ve played. Great job!
This is such a clever and polished take on a dice game. The mix of different colored dice with unique effects kept every round fresh, and I loved how quickly the strategy ramps up after the first turn. The sound design (especially the tactile dice rolls and cat paw animations) makes it super satisfying to play, and the chill music ties everything together nicely.
That said, I definitely felt both sides of the randomness...sometimes it made me feel brilliant for pulling off a huge score, other times one unlucky roll ended my entire run. I don’t think that’s a bad thing at all (it’s part of the charm), but adding a little more player agency, like synergies between dice, or a “second chance” mechanic instead of an instant reset could push the strategic layer even further.
Overall, it’s one of those “just one more game” loops that had me replaying way longer than I expected. Really impressive entry, and I’d absolutely love to see this fleshed out into a full release with more dice, upgrades and balancing around the risk vs reward. Fantastic work!
Really liked this one, it fits the theme nicely and the tension works well. The light mechanic especially adds to the atmosphere, though it can make things pretty tough when he finds you so quickly. I saw the note about holding E/LMB to open doors and containers silently...that definitely clears things up, since without it he was on me every time.
I think what’s here is already fun, but you could take it even further with clearer stealth cues (like subtle sound/visual hints showing how much noise you’re making), or maybe a way to briefly counteract when the lights go out so the player has a fighting chance. Overall though, really cool concept and definitely worth replaying!
Really cool concept, the atmosphere hooked me right away. The glowing eyes/wings of the enemies against the pitch dark background were such a striking visual choice, and the sound design ties it all together. I also loved the health-as-ammo mechanic, it fits the theme nicely and creates a natural tension.
That said, I think the risk element could shine even more with a few tweaks. Right now the constant darkness can sometimes make the experience feel more restrictive than tense, since you lose sight of the enemies and feedback on hits/melee. Having light dim gradually instead of cutting out entirely (or having some passive illumination) might balance the atmosphere with playability. Similarly, clearer visual/auditory cues for melee cooldowns and hits would really punch up the combat feedback.
Still, this was a genuinely fun loop, and I caught myself replaying just to see how far I could get. The core idea is strong and the art direction sells it hard. I’d love to see you push it further with more weapon variety or upgrade paths in the future. Great job!
This was really engaging. I wasn’t expecting such a polished mix of deduction and risk management in such a short jam entry. The art style is a huge standout, it gives the game a really distinct personality and immediately draws you in. The overall loop definitely reminded me a bit of Buckshot Roulette, but the card-based twist makes it feel fresh.
I do think the “risk” side of the theme could come out stronger. Right now it often feels like you’re pushed into probability decisions rather than weighing real risk/reward. Maybe mechanics where kind cards heal, or the option to discard/skip so you have to decide whether to gamble on damage/heal effects, could really elevate the tension. I also ran into the same issue others mentioned where items didn’t always work in the web build, but the concept of items is solid and could add a ton of depth if expanded.
That said, for a jam entry this is really impressive. The presentation, music, and core idea all mesh beautifully, and I’d honestly love to see it fleshed out into a full deckbuilder/roguelike down the line. Amazing work!
The platforming felt fun and challenging, and the presents mechanic added a neat twist. I do wish there was more art and music to bring the atmosphere alive, plus some extra juice like sound effects or screen shake to give jumps and collisions more impact. Still, it’s a solid entry and definitely has that classic web-game charm. Good work!
Pretty charming little game! The art is consistent and I really liked the movement sprite. It gives the character a lot of personality. I did find the map a bit too large, so most of my run was just wandering until I accidentally stumbled onto the biscuit and won (I think others also faced the same issue). Maybe a slightly smaller level or some subtle cues to guide players would help. The music was lovely, and I could totally imagine layering it having an extra channel kick in when the monster is nearby to add more tension. Nice work!
Thanks so much for playing and leaving such thoughtful feedback! I’m really glad you enjoyed the territory mechanic. It was fun to design something a little different from the usual “each territory = reward” style. You’re totally right about the Snackrifices; we’ve heard a couple of people mention they didn’t feel essential, so we’ll definitely look into either upping the difficulty curve a bit or making their benefits clearer (maybe through a quick tutorial prompt). And yes, FMOD was a blast to experiment with, happy you noticed!
Really like the concept. You’ve got a fun mix of shop management and a darker twist with the demon debt. The art style fits nicely too. I did feel after a while the loop got a bit repetitive, but that’s mostly because I was enjoying it and wanted more variety. Some extra mechanics like upgrades, new recipes or different demon demands could make it even more addictive. Still, for a 2-day jam entry, this is a solid start!
Really fun concept! Controlling a car as the bowling ball felt surprisingly natural, and the physics gave it some satisfying weight. I could definitely see this expanded into a full arcade style game. A couple times I felt the camera could’ve been smoother but honestly that didn’t stop me from enjoying it. Great work!
Hi there, thank you so much for the incredibly kind words about Hollow Trial! I’m thrilled you enjoyed the aesthetic and that it gave you a bit of a fright haha
I really appreciate you reaching out and adding me on Discord. Unfortunately, with the jam ending in just a day, I don’t think we can put together a proper project for it. However, I would absolutely love to keep in touch and collaborate on a future jam or project.
Let's definitely chat more on Discord about ideas when we both have a chance!
Hey everyone! I’m a writer and game designer looking to team up with some awesome folks to create something dope. I’ve got experience in game jams, project management, and 3+ years in game design, so I’m ready to bring ideas to life!
What I bring to the table:
- Efficient communication (I’m all about listening and collaborating!)
- Game design expertise (level design, numerical design, overall vision)
- Storytelling skills(published author since last 5 years)
- Huge gaming library (400+ Steam games for reference and inspiration)
- Project management skills (keeping things on track and organized)
- Positive vibes (let’s make something fun and memorable!)
I’d love to work with a team who’s passionate about creating something unique. If you’re working on a cool project or just want to brainstorm, hit me up! My Discord is pixigb. Let’s make something awesome together!






