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Valengo

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A member registered Mar 16, 2021 · View creator page →

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yeah, i suppose they could be wrapped into one button. they have different costs associated so they’re different modes. i suppose a better UI than a trash can would have worked better lol. thanks for playing 

This game is basically cities skylines, but without the features, polish, and years of engineering that went into that game :)

https://itch.io/jam/game-off-2025/rate/4071834

Wish I could rate your game. Poorly setup jam with a bat rating system.
That aside! Probably my favorite entry in the jam, said so on the discord lately.

There seems to be some bugs when it comes to restarting levels. It auto wins or swaps don't reset etc. But other than that the core loop is very fun and satisfying when you get a strong combo. Amazing work!

https://valengo.itch.io/gateway-town-tycoon

A humble city skylines clone-- but worse!

Will play and rate your game thoroughly as well!


A very cute and charming platformer with a great look.
I will say that the wall hugging / jumping felt very clunky. But everything else controlled smoothely and was great fun. I even enjoyed how non-linear it felt. I was sorta just exploring a big open level and thats a fun feel for a platformer as opposed to a basic level to level set up!

Great work!

For sure, I wanted a real guiding tutorial, but those are hard to make! Something I'll leave more time for next jam

Generally, it’s about maximizing the number of businesses you have. more businesses of any kind is more visitors. more visitors is more profit, assuming they’re connected to roads.


strategy aside, yeah this game needs a lot more expanatory UI and flare, i just go so bored of making UI by the end lmao. and it is a good idea to maybe explain the businesses a little better, as duplicate businesses don’t directly create more profit on their own. Thanks for playing :)

Oh, maybe its entirely coincidence, but Twinleaf is the name of the starting town in Pokemon Diamond and Pearl (fourth gen)

Beautiful town lol, and Gen 4 is my favorite generation!

Thanks for playing :)

I'd say the amount of strategy is suuuuper limited. Mainly because the traffic management and business capacity elements of gameplay got thrown out because car AI is hard.

So really its just popularity maxxing.

Yeah, more UI was needed too! I agree lol. But it was such a UI heavy game and I was soooo over making it by the end of the jam. Will give your game a go about and review it tonight! Or maybe better, I'll probably stream myself playing it tomorrow afternoon and drop a VOD link if you can't make it.

Noon CST, check the discord if you're interesting, I'll link there. 

Ah thanks, thats totally on me! I kinda chose 1600x900 randomly during dev, and a lot of the required visible world space relies on that size. No scrollable camera meant no screen size changes lol

It also works on mobile if you do the same thing, just gotta massively zoom out. Or atleast I did in testing! :)

Thanks for playing!

Very cute coloring book like art style! 

https://itch.io/jam/game-off-2025/rate/4071834

I think the flute playing mechanics for the boss fight were very cool as a attack method and think more of that should have been done. The movement was a little imprecise for dodging the mermaid lady's attack. Cool fight regardless, and good submission!

I can't say I have much commodore 64 knowledge or history, so I can't say whether or not its accurate. But its really cool you made the tracks compliant to the specs of the time. Very cool and visually appealing entry!

Moving your character along a sine wave was one of the first ideas I had too! And using it as a skateboard tricking ramp is a good extension of that. Nice work!

Using shock waves to move the ball for this jam is a fun interpretation of the theme! Great first game ever

A very classic feeling platformer. Some things that could improve it immediately would be:
Coyote timers
Some level of jump control (ie tapping space does a light jump, holding jumps higher)

The art is very cute, and this could easily be expanded into a more complex platformer and you could learn a lot adding these QOL features!

This game was a very surreal and fun experience. The midway point level up in difficulty was cool.
I will say, there were many points where you cannot see your boat towards the end, and steering was not so easy to control. Those gripes aside, I thought it was a visually pleasant cool game with a very mysterious aura. Who was pawn gong guy? What is the spiral? Not sure. Didn't manage to save anyone because I was crashing nonstop for the last 5 minutes. But it was very cool regardless

Can you make it so we can rate any game? I did a live stream today and people linked me their games, but I am unable to actually rate them due to the queue system.

I dont mind forcing us to rate some random games, but restricting any rating to things not found via queue is harsh. And people who review games can't get their game reviewed back in kind for the same reason.

Love the palette and how you really ingrained the theme into the title + art. One quick adjustment that would make platforming feel a bit better is reducing friction on your rigidbodies (assuming you used them) to zero when non-grounded, such that you dont get stuck to walls when jumping at them, and will slide down them unimpeded.

Seriously cool! Great work

reset is in an esc menu I forgot to mention, and they take damage I just didn’t get visual feedback for that in. Takes about 4 Tesla hits I think?


regardless, thanks for playing and the feedback! Definitely reworking a lot of the UX features to make it a smoother experience all around for a future reupload

Thanks! Biggest thing ive learned is complicated code does not make a game approachable lol. I got so engrossed in making the mechanics work well I forgot to actually explain the game properly lol

Thanks for checking it out! Will make good UI and UX in the future update to this I am planning

Never realized how often it could have happened until thinking back either, truly a miracle! Great stuff

Streamed my review live on twitch

Amazing intro cinema, extremely well polished result. 

Amazing entry, music, art, everything. Honestly gross you can even submit this for a jam. Seriously amazing! Not much feedback at all. Id suggest aiming to polish/extend and publish this somewhere and become mildly rich niche indie developers ASAP.

Review starts around 2:44:30

https://www.twitch.tv/videos/2529218932

Streamed my review live on twitch

Dont see text adventures much these days! 

A very fun text adventure game with great writing! Im not entirely familiar with the religion present in the game, so no idea if its based on anything real, but it was very cool. And some of the artistic techniques present are really good. loved the 2d pixelart dithering! Timed scenes in text adventure are really cool too, i wouldnt call them tense necessarily, but they add to the immersion for sure. Maybe if the decisions in those didnt reset the timer (like grabbing shoes and a cane) the decisions would be more tense. Great work!


Review starts around 2:18:33

https://www.twitch.tv/videos/2529218932

Streamed my review live on twitch:

Lovely 2d puzzle game, palette was great. Felt nearly as cool as one-shot. Looking forward to a revisit, this is very polished and well done! Maybe do a bit more and steam upload :o

Starts at 1:39:00
https://www.twitch.tv/videos/2529218932

Streamed my review live on twitch!

Loved the paint-ish art style, and the puzzle choices were satisfying. Didnt see every outcome yet, like the padlock for the barn? and the golden ring of bad omens, but I got a good ending! Great work and super creative submissions

Review starts around 1:10:00

https://www.twitch.tv/videos/2529218932

Streamed my review live on twitch

Fun, and very unique concept, for a jam game. I found it to be a lot of fun running around and finding her favorite things. It'd be cool to have some randomization so that each run I am re-incentivized to go find the keywords, rather than remembering between runs

Starts around 53:00

https://www.twitch.tv/videos/2529218932

Streamed my review live on twitc

A fun puzzle game about quickly sorting items! Could use a graphical overhaul for the items, and the movement could maybe be tweened to be less harsh, but its quite fast and satisfying to get it right! Great work on this jam game

Starts around 46:00

https://www.twitch.tv/videos/2529218932

Streamed my review live on twitch


This is a good basic for a 3d speed platformer, can always be expanded with more mechanics, hell even after the jam when you can forego the theme, more movement spells! Great work.

Starts at 28:00 or so

https://www.twitch.tv/videos/2529218932

Streamer my playthrough on twitch!


The note-book paper visuals are extremely good looking, and its a fun "idle" game experience. Could for sure be expanded behind the funny lore you guys wrote for the game, but as it stands now this is a great high pressure timed idle game.

Starts at 08:15

https://www.twitch.tv/videos/2529218932

Streamed my play on twitch!


Cute concept and very cute scene transitions / slime animations. Could definitely go for some sfx and music, but thats just how jams go. Would be fun to see other ways you could grow this concept, like fans to "jump lazily" or other interactibles. Great work!

Starts at 00:00
https://www.twitch.tv/videos/2529218932

Fun daily math puzzle game, once i really got it, getting the daily and then some binges was satisfying. In general, itd be cool for some hard modes with other geometric shapes. This concept could easily expand into a rhombus too for for complexity.

Great concept and execution!

The RNG jumps felt like it'd be more frustrating than it really was, but you tended to accrue a bunch of jumps relatively quickly!

Loved the death effect of splattering, and that the spikes were d4s, and it was d10s or d20 enemies, hard to tell when moving fast. Fun idea, well executed. 

A fun roguelike game! I think a partial indicator of your shooting line would greatly improve UX. Even if it fades to not entirely spoil the trajectory, I tended to whiff extremely because I just had no idea if I was pulling far back enough. That said, restarting the level is fast, so it was never that frustrating!

Nice work!

I had always intended on making UI for hovering over the tower to get a range/ some info, but I just didnt really have the motivation/time. Being solo is hard! But if/when i extend this that is an intention of mine for sure. And a better tutorial to teach the mechanics. The witty meta dialogue was my substitute for a real tutorial lol!

Thanks for playing!

Yeah, my brain jumped to limiting undos as for some reason it felt like infinite undos killed the puzzle aspect. Like somehow that forcing the player to restart if they made a mistake is a requirement for a puzzle lol. I have come around on this and intend to do a lot more UX. Like restarting when you lose from where you were, rather than a fresh puzzle slate. And of course, infinite undos. Thanks for playing!

thanks for the kind words! Making it solo was hard, but first thing I intend to do post jam is clean up and make the UX better. Tutorial, UI for towers, etc. not a 1hp crystal. More undos. Retart from where you left off after a fail. All those nice things. Then after that? Improve and add things. No idea! Could go anywhere 

Ha yeah, I’ve gotten a lot of feedback that intent is hard to figure out. I kinda knew I needed a tutorial but didn’t make one. Threw in the witty super meta dialogue to hopefully guide the player, that and the “no path warning”. Tutorial will be in the works later when I continue