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Jacobloon

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TimestampSince previousGameJacobloon's comment
Apr 22 19:21:55 Traffic ♥ 2 Always love me a good traffic simulation game, even if it always ends in numerous road fatalities. I think a good addition would be changing the locations of the police headquarters/hospital, or the layout of the intersections as time goes on. (And as a personal preference I would love keybinds for cycling and flipping the intersections. Something like clicking one and pressing 'e' or 'r' maybe)
Apr 22 19:34:07 12m 12s Signal Defense ♥ 0 At the start, I severely underestimated just how beneficial the pause button would be during my playthrough. Fun game! I would personally like a harder difficulty option that really emphasizes the need to pause and consider where/when you place your towers. That mixed with complex, intentional level layouts could turn this into part tower defense, part puzzle game I believe.
Apr 22 19:56:07 22m 00s Miner 3D ♥ 0 image_2026-04-22_145125043.png I am FREEEE Simple concept, but the mining-selling loop is always enjoyable. A cool addition could be a timed mode that pressures the player to retrieve ores faster and possibly take more risks around the mines.
Apr 22 22:28:10 2h 32m Lost Crab in the Great Sand Labyrinth ♥ 3 Super fun, and the tile movement felt extremely satisfying especially when exiling a group of raccoons to the corner of the map.
Apr 23 19:39:34 21h 11m FLOCX ♥ 1 Short, straight-forward, and quite polished. I enjoyed sending my enemies to the shredders. I also appreciated the enemies designed to ignore the signal, forcing you to move. Although, after a certain point I had so many sawblades I barely had to move for those either. Like other comments have suggested, I'd love a more difficult mode or maybe after winning it shifts into endless mode with difficulty scaling each round post victory.
Apr 23 23:23:18 3h 43m BounSynth ♥ 2 I LOVE WEIRD CONTROLS I had to take it slow as trying to manage all the dial sets at the same time melted my brain
Apr 24 01:10:40 1h 47m Tooth Fairy ♥ 2 Spectacular. It doesn't get better than a !>murder quick time event
Apr 24 23:01:31 21h 50m GIMME TV ♥ 1 Very fun and clean game! I loved the boss fight, and honestly wish there were more parts like that. (Maybe throwing a meteor shower AND alien swarm at the same time might bring some fun, panic inducing gameplay)
Apr 27 22:22:39 71h 21m Signal Cipher ♥ 3 finished.png I have finally conquered the beast. Through a mix of translation, python scripting, and brute forcing I managed to get all the words as well as the 'post velocity noise' pattern. I'll put the python script I used below; maybe it'll help others ;) The way I used the script is by first manually calculating the shift value from the first word, then plugging those into 'cur_shift'. Then I put all the unsolved words into 'word_list' and ran the script. It prints out possible answers showing which direction it shifted the cipher and noise pattern. 'left-to-right' starts from index 0 of cur_shift, and moves along the ciphered word from left to right. 'right-to-left' starts from index 1 of cur_shift, and moves along the cur_shift values. ``` # Add shift value from known cipher in the positive form. # ex: 'rgdjvf -> signal' would be [1, 2, 3, 4, 5, 6] (r = 18, s = 19) cur_shift = [0, 0, 0, 0, 0, 0] max_num = 122 # z in ascii min_num = 97 # a in ascii # List of unsolved ciphertext from the game. Use lowercase word_list = [] for to_shift in word_list: # Print the original print(f"Original: {to_shift}") start_pos = 0 end_pos = 0 print("left-to-right") while start_pos < 3: shift_pos = start_pos arr_pos = 0 cur_word = "_" * shift_pos while shift_pos < len(to_shift): temp_num = ord(to_shift[shift_pos]) # Shift w array temp_num += cur_shift[arr_pos] while temp_num > max_num: dif = temp_num - max_num - 1 temp_num = min_num + dif cur_word += chr(temp_num) #Increment shift_pos +=1 arr_pos += 1 start_pos += 1 # whats the word print(f" {cur_word}") print("right-to-left") while end_pos < 3: # Don't need to check full 6 sub end_pos += 1 shift_end = len(to_shift) - end_pos shift_pos = 0 arr_pos = end_pos cur_word = "" while shift_pos < shift_end: temp_num = ord(to_shift[shift_pos]) # Shift w array temp_num += cur_shift[arr_pos] while temp_num > max_num: dif = temp_num - max_num - 1 temp_num = min_num + dif cur_word += chr(temp_num) #Increment shift_pos +=1 arr_pos += 1 cur_word += "_" * end_pos start_pos += 1 # whats the word print(f" {cur_word}") # Break between words print() ``` Definitely not the best or most thorough helper script, but it worked for me™️ Apart from the helper script, I must say I really did enjoy this game. I love challenging 'ciphers' like this, even though they definitely aren't for everyone. If anything, a good/convenient addition may be an interactable noise tool in game. One where the user could input values for the noise, and they could enter/move the ciphered text along noise positions to check for words/parts of words. That could 'gamify' it a bit. example.png
May 7 15:27:12 233h 04m Module Overload ♥ 1 Love this game! Super fun and stress inducing (in a good way). I hate that balloon module with a PASSION
May 8 21:04:23 29h 37m Rail Director ♥ 1 Love this concept, and I had fun playing through the few levels available. After discovering the color distinctions on each sign I definitely overthought the level I was on, ha. This may just be me, but I think this would be great with some extremely complicated levels. I can imagine the difficultly spiking exponentially the more trains and crossovers the tracks have.