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Submission to GMTK Game Jam 2025
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Note: Sometimes the web build lags. If it does, try
our PC build!
_____________________________________________
Coming to you live, broadcast to millions around the globe, this is...
SHREDMILL
In the year 30XX, your only shot at glory is on four wheels. Welcome to Shredmill, a televised bloodsport where
fame-hungry technopunks skate across an endless, crumbling loop. With every lap, more of the track collapses
behind you, turning the loop ahead into a perilous deathtrap.
The stakes are high, the falls are fatal, and the only rule is: skate or die.
_____________________________________________
Controls:
WASD / Arrow keys Move left and right
Space / W / Up Jump / Buy upgrades in shop / Leave shop
R Restart
M Mute
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Items:
Repairs holes while you skate
Kills the next enemy you touch
Destroys obstacles in your path
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Upgrades:
Repairs random holes in the loop
Gain a double jump for one loop
Attract coins and items for one loop
Increases max health by one
Replenish three lives
____________________________________________
Credits:
We are Jamadoo Games:
Zachary Richman – Director / Game Designer
Frogrammer – Programmer / Game Designer
Sid Fish Games – Programmer
Fartfish (Adam Chean-Udell) – Artist
Crase da Crise – Artist
Amorphous – Artist
CWeed420 – Music / SFX
Kira – Additional Support / Testing
In-game fonts created by Slime and somepx.
Low-poly City Buildings by smooth998 (CC BY 4.0)
All other assets created by us.
More information
Download
Download shredmill_windows_02.zip 12 MB
Comments
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panda01real 18 hours ago
nice game
Reply
&james 2 days ago
Simple and well executed idea, awesome
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zybex242 3 days ago (1 edit) (+1)
Great game!!!! Doesn't lag for me, I`m using Opera on Windows 11.
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Coden 3 days ago (+1)
this really feels like a hidden browser game, and i adore it for that
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LUA COMPUTA 4 days ago (+1)
Simple but fun :]
Art is really cute and damn does the music go hard
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the average PT fan 4 days ago (+1)
i'm shreddin the mill!
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synical 5 days ago (2 edits) (+4)(-1)
awesome game! i realize this is a game jam (not the cleanest of code), but your
leaderboards have the private key embedded inside the client, allowing for fake
scores.
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Zachary Richman 2 days ago (+1)
Thanks for playing! Our next update will have a fix for the leaderboard. Would
you like to test out a new build before launch to see if you can still crack it and
add a fake score?
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manuuu37 5 days ago
Esta muy bueno aunque va un poco lento desde PC :(. Sencillo y entretenido.
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theGak 9 days ago (+1)
well made
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bradsgamedev 11 days ago (+1)
Really cool! :)
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Thane9009 11 days ago (+1)
A bunch of attempts later... I'm still trying to get on the leaderboard.
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Lazy Duck Games 🦆💤 11 days ago (+1)
super fun!
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Scary Monkey Incorporated 11 days ago (+1)
Super fun little game, I was not expecting to get as sucked into it as I did, fun
time waster with satisfying controls.
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minidavid 12 days ago
nice game
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minidavid 12 days ago
also please release the music, it’s really good. Like something I’d like to have
listen to regularly
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CheeseOnCheese 12 days ago (+2)
This game is GREAT!
I'm very curious how y'all got global leaderboards set up for a game jam game.
I'm always looking for simple free solutions - any tips?
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Sid Fish Games 11 days ago (+1)
Hi there. For the leaderboard we used HTTP calls to a web host (PHP page with
MYSQL database). This tutorial covers the steps:
https://forum.gamemaker.io/index.php?threads/online-highscores.4291/
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CheeseOnCheese 11 days ago
thanks!
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JECHTOFF 12 days ago
this game NEEDS a feature
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BitWarrior 12 days ago
really fun game got a place in leaderboard ! keep up the good work
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CODER-J 12 days ago
I love this game! Linux/Mac builds would be very much appreciated, my
computer couldn't manage for long with the web version.
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Church Basement 14 days ago
i want to go faster :(
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Julian 12 days ago
I guess, use items, to go faster
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thejoni 14 days ago
There is bug (I think it's a bug) that most of the time when I buy something at
the store it automatically makes me leave the store after I bought it.
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Zachary Richman 14 days ago
Hey there! Yeah, that bug appears after restarting the game. It will be fixed
soon in the post-jam version of our game. Stay tuned :)
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thejoni 8 days ago
BTW another (I think) bug.
Each game it just picks a random multiplier to all coins I take.
I believe you intended it to be random every coin.
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nolam05 14 days ago (+1)
great concept great execution!
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Rando-Malo (RegisRquoi) 14 days ago
2nd try: Loop 19 - Score 2019
Very cool !
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Toast 14 days ago
Love the music!
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Let'sGetCooking 15 days ago (+1)
Truly awesome great work
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pessimystic_hippie 15 days ago (+1)
Yay! We got SKATEWELL :D
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GothicLordUK 15 days ago (+1)
Fun little loop, I'd love to see more upgrades like slowmo after taking damage,
or elements that appear randomly on top of the persistent looping floor, like
grind rails or ramps for bonuses.
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maymotothebone 15 days ago (+1)
Cool game! I love how natural the difficulty curve feels since it's my own fault
when a section of the loop is full of holes. My best score is 1892!
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ratala321 16 days ago
which engine did you use ?
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Zachary Richman 16 days ago (+1)
Gamemaker!
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Ichit 17 days ago (1 edit) (+2)
Hey there! My name is Ichit. I've done some QA for games like The Sims and
Gears of War!
I played the game for an hour and wrote up a small report with some feedback.
Feel free to reach out to me if you want further testing on this product or any
other products!
Feedback:
- Pixel art is solid reminds of me GBA! I also like the way the tiles flip up when
you start to wear them down
- This game is hard, but fun!
- Didn't know I had to click to pass the dialogue
- I like the idea of it looping and getting harder. It reminds me a bit of fall guy's
hexagon map haha
- At beginning - I was expecting if I had tons of coins I could buy out the whole
shop.
- I like the idea of the shop in between each loop. Gives players respite and
possible strategies.
- Would be neat to have more upgrades. So far I only saw magnet, replenish,
miner, and toolbox
- How did you make the endless map? Just curious if you used a tilemap, or
instantiated singular blocks in front of the player.
- I am a bit confused about the UI on the right, with the "YOU" tag. As it seems
like "YOU" are not moving, but the yellow piece is. Also not sure if the blue
bottom half has any bearing or if it's a stylistic choice
- I am a bit confused how the loop counter increases. I went from loop 1 to loop
11. Sometimes I go loop 1 to loop 5
- Often times when the shop owner talks I end up missing it. I think the text
may be moving too quickly or the text could be more towards the middle area
to player does not need to dart their eyes to the left.
- Sometimes character smush into each other for the font used.
i.e. Magnet => M and A are connected. Wings => W and I are connected.
- You can purposely hurt yourself with a crystal and continue moving to save
some tiles. Not sure if intended.
Bugs:
- The song prior to the gameplay does not have a seamless loop. There is a bit
of a hiccup at the end of the song.
- Dialogue on shop keep has a missing bar on the right (or it could be intended)
- Sometimes the SFX of pickups get loud for half a second. Happens alot on the
heart gain pickup
- When player is full life, they can still get heal in shop
- Sometimes it freezes for a bit before you can play another round.
- Shop item UI can be overlapped by money pickup
- When player gets hurt and spawns back, they can spawn again off the map
while moving off map in ghost mode
Suggestions:
- To appeal to more casual players. I might make the first loop or two easier, to
get them acquainted. (Less enemy / rock spawns)
- Had an idea maybe when you die by a particular thing like falling, an
animation of the guy falling into the infinite could add some flair haha (still
showing the scoreboard of course)
- Could be neat to have some things that work with the looping mechanic.
i.e. a chest that spawn on the track, and you can buy a key to unlock it if you run
into it while holding a key.
- Maybe a small feedback like a quick one time ring when you on last life might
be good -- to give player extra notice it's their last life.
- I think some additional animation of the tile falling down more noticeably
might help the game juice.
- I think powerups could look a bit more different in the shop. They all look
similar due to the color used. Also could use different coloring based on on
rarity.
- I think coins on the UI on the right should use the icon instead of text. It'll help
player miake the connection faster.
- Minor issue: tip says arrow keys to move, but it's more like only Left or right
arrow key to move
- Idea - Can get upgrades to slow / speed up track
- Idea - Player can increase track length or transform parts of the track over
time with stronger enemies or obstacles
- Idea - song can slowly change over time or ebb / flow to help reduce
repetition of the music. It's a good song, but after a while it can repetitive.
- Could be neat to have different tracks to unlock if you loop enough in a level.
- I think there could be more sub track variations. i.e.
--> Player needing to veer hard left / right
--> a 2 way and player can choose.
--> small monument or broken pillars to help add more visuals
--> A small little boost tile that player can jump and get a speed boost (i.e. Mario
Kart 8)
- The ability to pause might be good. Especially when you are trying to reorient
your screen mid run or by accident.
- Adding some SFX when you are riding on certain types of ground might help
add a bit more crunch. i.e. when you are on grass, it's subtle and soft. When it's
partially broken, make a more obvious crumble sound. It might also give more
feedback to let player know they are on a skateboard or something haha.
- Some SFX when shop keeper talks (like mumbling you'd hear in undertale /
animal crossing) might help give player more feedback to know shop keeper is
talking
- A little trail of particles while player is moving could add some more visuals to
help give player understanding how slow / fast they move.
- I feel like the heart UI should be near the player when they are hurt as after I
get hurt. I tend to dart my eyes to the right to figure out how much hits I got left.
- Could be cool to be able to reroll shop or upgrade it with to have better
upgrade chances with the excess money I have.
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SpeeDy_G 16 days ago (+1)
Agree with a lot of this I also wanted to suggest a few things but seems like you
got most of what I wanted to say covered and a ton more. I can see buying a
polished version of this game that plays like Downwell. Keep the GBA artsyle
and color palette, add more biomes, more enemies, more upgrades (for
example upgrades that incetivize jumping over normal skating and vice versa),
more interactable enviroments (like rails for the skate), more modes (infinite
mode, story/arcade, or lean on the roguelike aspect and make it a full game like
that).
Man this game is great I can see it going a lot of ways all of them good real
props to the devs.
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Frogrammer 16 days ago
Very kind of you, thank you so much! More interactable environments is a good
idea.
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Frogrammer 16 days ago (+2)
Hey, first things first wanted to thank you for dedicating your time to think this
all through and break it down for us, it really means a lot! You have great ideas
and spotted a lot of things I haven’t noticed, would definitely love to have you
on the testing team if we get to make a proper update for it! Thanks again :)
Reply
Ichit 16 days ago
Glad to have helped. Feel free to reach out if you end up doing so <3
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Dilly 17 days ago (+3)
Gave you some live feedback, this one's got some serious sauce and some
serious polish, this is a tough one to compete against, happy jamming!
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Pitacoolgam 17 days ago (+2)
amazing
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GarbageHaus 17 days ago (+2)
11/10 Totally radical dude
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FISHBONE Dev 18 days ago (+2)
Amazing game, super polished, and the art is fantastic!
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MatheusCunegato 18 days ago (+2)
Excellent game as always from Jamadoo! The polish is, as usual, spot-on, but
the game design is shining more than ever. I loved the take on the theme and
how each loop has a sense of permanence, making you think not only about
the micro decisions (avoiding stuff, picking up collectibles) but also the macro,
crafting a good route to avoid making things harder for yourself on the next lap.
One thing I initially thought, but turned out not to be the case: I assumed that
“painting” the ground gave me more score, so from one loop to the next I’d
need to take different routes and optimize the painting to score better (making
it harder and harder as the clean tiles became rarer). But if I understood
correctly, the dirt is only showing the last route and which route will disappear,
right?
Reply
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