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
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Valengo
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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!
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!
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 :)
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!
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
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
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
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
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
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
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




