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| Timestamp | Since previous | Game | lloydlobo's comment | |
|---|---|---|---|---|
| Apr 21 01:27:31 | The Nexus Hope Mission | ♥ 1 | Great approach to the signal theme. I enjoyed how it tests your patience with the signal lock. I liked how both our games approach the same concept with different approaches. This gave me few ideas, so thanks for that!!! Very chill, very focused, and top notch oscilloscope meets world map remix. It's very cool! | |
| Apr 22 03:34:39 | 26h 07m | ECHO | ♥ 1 | ldjam.com_events_ludum-dare_59_echo.png That was fun! You captured the unpredictability of what lies ahead, and also at the same time that it was safe to go ahead. Also loved the idea of blooming signals via varying light oscillations - adds to the juice of this game. Will see if I can use that idea for my game too! If you ever plan to extend this and make it a full fledged game, I found a few ideas pop up while playing: - What if the bat could glide up when the mouse is held down? - What if - after a few lucky escapes; the bat grew an armor and break through a few barriers (while armor lasted)? - What if there were other bats perched up/down and their eyes flickered or they signal to player bat "INCOMING!!"? Great feel to the game! |
| Apr 22 04:52:55 | 1h 18m | Finnicky Fourier Toy | ♥ 1 | Excellent way to show how waveforms interact!! Puzzle 4 was my favorite so far as of writing this (still grinding puzzle 5) - using just one signal to modulate itself and appear like a sine wave was used was mind-blowing!!! I couldn't figure out stuff past puzzle 2 - the solutions really came in handy (thanks for that!) This really has the potential to be a great game if you ever plan to extend it post-prod!! Few ideas/feedbacks for those extensions: - What if there were sound or visual feedback initially when getting closer to the target wave? Atleast, in the initial or mid stages as a bonus to the player? - I found a tiny little bug just after level 4. I disconnected the triangle wave signal source first, however, the signal was still transmitting to the output. I was like wow! this remembers stuff like a memory foam thing would do ^_^ Leaving the screenshot for reference, I assume that you know about it and that last minute "finnicky" bug fixes can be handled later nathmate.itch.io_finnicky-fourier-toy.png |
| Apr 23 07:38:57 | 26h 46m | Sine Factory | ♥ 1 | Quite a soothing experience! I lost track of time playing. Got stuck at level 11. Some ideas/suggestions for easier play option if you choose to extend it: Ability to rotate parts, lane splitter/wires that go underneath + generator/capacitor like Factorio. I also see what you meant by sfx and music - while giving me feedback; after playing yours. Solid game! |
| Apr 23 08:06:32 | 27m 35s | Cleared for Chaos | ♥ 0 | I liked the concept and execution. Wish you make an additional open sandbox version. This has great potential for tinkering and modding! Good job! |
| Apr 23 08:35:12 | 28m 40s | Radio Head | ♥ 4 | I had fun playing this. I found it funny when the boss chimed in. You captured the whole Orwellian-like concept well (wonder if there are more easter eggs in there). Initially, I was a bit confused about getting it right. I would have preferred if the dialogues on day reset were optional. However, this felt so refreshing and immersive to play. Great job! |
| Apr 24 11:22:35 | 26h 47m | Echo | ♥ 2 | I had fun discovering the world as the crab moved along, willy-nilly, spamming sonar. I was impressed by how the use of sonar and the crab’s position changed the world around it. Some “doors” (i.e., paths) opened while others closed. ldjam.com_events_ludum-dare_59_echo-3.png I would like to see (if possible, in post-production) more feedback from the echoes on other life forms, along with sound effects and music, some dash-like movement, and, as others have pointed out, a cooldown mechanic. Loved the game. Good job! |
| Apr 24 13:04:58 | 1h 42m | Finsternis | ♥ 4 | I spent more time than I expected. This was a lot of fun! Love the Factorio-meets-signal genre and admire the amount of polish that went into it. I couldn’t find the end of the game, maybe the hive? I spent most of my time building things and figuring out the mechanics, lol. Good job! |
| Apr 28 06:05:50 | 89h 00m | Mixed Signals | ♥ 2 | I am in awe! When I reached this antenna, I was blown away by how smoothly you combined the two waveforms. I’m going to look it up. I loved how intuitive the knobs, faders, and phase direction setters are. Also, the pulse intensity idea is something I’m looking to steal. Got stuck once or twice while timing the pulse at the exact moment. I like arcade games, so I’d love to see a version of that in the future. Great execution. latcarf.itch.io_mixed-signals-jam_password=password (1).png |
| Apr 28 10:31:58 | 4h 26m | Switchboard Sprite | ♥ 1 | That was a wild ride. I enjoyed playing it. I could have done better with an actual mouse; the trackpad clicks had some issues, so I missed a few calls. If it had more distinct color variations, I’d have an easier time connecting calls. That said, that ambiguity seems to be part of the appeal. |
| Apr 28 14:34:04 | 4h 02m | Last Frequency | ♥ 2 | Really happy to see a game like this in this jam. I love the pacing, level progression, sound effects, and the brief interludes between each level. My only feedback is that I found some frequencies a bit too high for my liking, and some quick volume balancing or limiting could fix that. There’s so much more that could be done with this game, and I’d love to see it on Steam and/or mobile devices. catanus.itch.io_last-frequency.png |
| Apr 29 06:32:27 | 15h 58m | transmission.nil | ♥ 1 | Interesting game once I got the hang of it. There is a lot of potential in this style of game; I haven’t played something quite like this before. I had a rough time reading the target IDs, and that could be resolved easily with a bigger font size or by adjusting contrast and color. If extended, this would benefit from some automation or a loop where scanning continues and the player focuses on tuning parameters. I understand the constraints of a compo, and based on that, it was enjoyable. Good job overall. keysole.itch.io_transmission-nil (1).png |
| Apr 29 06:47:52 | 15m 25s | Signaliens | ♥ 2 | This feels like an upgrade of the game I worked on, with added urgency from driving the cars around. I liked the interface you built for matching signals. The idea of generating audio for each signal that needs to be matched is strong. This would benefit from adding mechanics like shooting lasers or breaking barriers, so the drive toward the jammers isn’t interrupted. That could also support systems like fuel, armor, and similar extensions for more advanced play. I did get stuck on one level where the DC offset knobs were disabled, which made it impossible to move a simple sine wave to match the target. Good job overall. an-otter-game-studio.itch.io_signaliens (1).png |
| Apr 29 07:10:35 | 22m 43s | Mayday - Keep the signal alive | ♥ 1 | After a while, I started seeing the fun and humor in the multiple mini-games. It feels like running a gauntlet, with many ideas layered together. I appreciate the effort in handcrafting all of that; it likely wasn’t easy within the time constraints. The rescue mission wasn’t clear to me even after a few tries. I ended up pressing back and the game completed, which was amusing in its own way. The ideas here seem reusable and worth developing further. Good job overall. |
| Apr 29 07:25:13 | 14m 38s | Survey | ♥ 0 | This feels similar to the one I worked on; however, you’ve taken it further with the physics and the combination of multiple waveforms. This would benefit from a more forgiving tolerance, although that is somewhat subjective. I started to get the hang of it after survey 10. A retry feature to correct errors would also improve the experience. Good job overall. ldjam.com_events_ludum-dare_59_survey.png |
| Apr 29 07:45:11 | 19m 58s | Switch Happens | ♥ 2 | Challenging game. It’s impressive this was built in a jam; it looks simple at first. Maybe it’s my habit from using signals in Factorio, but I had a difficult time changing lanes. This would benefit from allowing crashes to be cleared or bulldozed, so the entire network doesn’t need to be rebuilt from scratch. Good job overall. |
| Apr 29 08:27:08 | 41m 57s | Signal Breaker | ♥ 1 | Almost reached 1000, that was so fun. I wonder if everything is spawned randomly. The laser effects combined with the pinball-like mechanics are fun to watch. At times, while launching, mouse sensitivity caused unintended changes in projectile direction, which could be looked into. Very high playability. |
| May 3 18:36:43 | 106h 09m | Message Received? | ♥ 1 | I had a lot of fun playing this. It took me a while to figure out that you need to press space to set up signals. I really enjoyed the movement mechanics, where you lock into targets to travel. After a while, the blue signals converged into smaller and smaller circular areas. However, my game instance got stuck and I saw the following console error: ``` Uncaught TypeError: Cannot read properties of null (reading 'currentTime') at SampleNode._pause (index.js:1:157346) at SampleNode.pause (index.js:1:154413) at SampleNode.pauseSampleNode (index.js:1:152555) at Object.sample_set_pause (index.js:1:164637) at _godot_audio_sample_set_pause (index.js:1:169708) ``` Good job overall. timhugh.itch.io_message-received.png |
| May 3 18:53:11 | 16m 28s | Pulse | ♥ 1 | That was such a blast. I like me some arcade. This needed more precision. I enjoyed how you have to scan those pesky targets to spot them. I wish we had more weapons, or that the projectiles were slightly larger. I had a similar game in past jams and really like what you have done here. Great graphics, and I liked the intensity. It gives me PewPew vibes, although I do not think that had the signal feature, at least on mobile. Might be worth looking at it for inspiration if you ever go that route. Good job overall. jswhitten.github.io_ld59_.png |
| May 3 19:16:17 | 23m 06s | Signal Keeper | ♥ 1 | I like these minigames like a bag of goodies. Signal detection was clear enough to keep the game going. I would like to see more difficulty as the levels progress. I liked the variety though. I wish we could use rooms, or objects from rooms, to interact with other elements. That would be a lot more interesting while not making it too puzzly. Some sense of urgency, like power loss or another kind of failure state (for example saving the city), would be great for pacing. Great job overall. indiepandagames.itch.io_signal-keeper.png |
| May 4 13:34:41 | 18h 18m | Signal Surfer | ♥ 1 | That was a unique experience. I played both versions. Once I got the hang of it, I realized the mouse needs to be moved gently, almost like a wave. A subtle mouse trail could help visualize that and guide players. The tutorial was well handled, and the slow motion while landing felt great. That could be used more in the main game as a form of grace when the player is struggling. The visuals are strong; a light vignette and small changes to saturation or brightness based on speed or a meter could improve feedback. Beyond time-based play, a chasing element or ghost mode for best runs could add depth, though that’s more of an extension. ausstein.itch.io_signal-surfer-post-jam (1).png |
| May 7 13:35:11 | 72h 00m | Panik's Trip | ♥ 2 | Loved this line from the description: “Luckily, the forest is a simply lovely place to be!” Kudos to the team. Beautiful aesthetics right from the start, and the twist in the middle genuinely caught me off guard. Would be interesting if there were a few subtle hints/guides for when the player gets stuck. Also really curious how the card shuffling/adaptive system was handled. Made me want to try building a mini-version of something similar someday. The way the props moved around felt very dreamlike too. Loved the humor in the quotes and the irony behind how situations unfolded from player choices. “Wish for fish” genuinely made me laugh 😄 The whole thing sparked ideas for me. Something like blending bits of The Witness with Balatro, where smaller signals/combinations build toward a larger final signal or state. Feels like the game already has all the ingredients for even more layered audio and juicy shader effects too. Really cool entry. |
| May 7 14:53:07 | 1h 17m | Digital Squirm Processing | ♥ 2 | You got the cute and instructive thing down to the dot!!! I had loads of fun playing this, in fact I played it again 😄 The little wiggle animation is ridiculously charming. Also really loved the transitions showcasing the effects, super inspiring presentation. Curious what sparked that idea. I kept wishing there was a way to preview/hear the target wave more directly while tuning toward it. Gliding into the right frequency already feels satisfying, especially with how the visuals react when hovering over the keys. Lovely execution there. Had fun messing around with the controls to make weird shapes and sounds: ldjam.com_events_ludum-dare_59_digital-squirm-processing.png Would honestly love a sandbox mode too. Just vibing with the worm, chaining together a whole pile of effect pedals and making chaotic signal creatures out of it. Almost like a Balatro of audio effects 😄 |
| May 8 05:04:10 | 14h 11m | Points | ♥ 1 | So simple at first glance, but the difficulty ramps up fast 😄 Great concept. It's so fun to watch the trains just go in circles. If you continue extending this post-jam, I think directional hints/path previews for each train could really help readability and predictability during the later chaos. A high score or speed-solving system would fit nicely too. The procedural music was a really nice touch. Feels like it could go even further with automation reacting to gameplay/events as things get more intense. I also agree with the other comments about clearing crashed trains faster to make room for incoming ones (even if that’s not exactly realistic 😄). And frankly, a planning/sandbox round where we can place all the pieces first and then hit play to watch the whole system unfold would be super satisfying. penteract.github.io_ld59_points.html.png |
| May 8 05:30:56 | 26m 46s | RAVTZN | ♥ 0 | Interesting game! It could benefit from subtle hints on the third level; similar to how Wordle indicates if a character is in the right position or exists elsewhere in the cipher. I couldn't quite crack the last level, but I learned a lot about making ciphers engaging through gameplay. |
| May 8 05:46:28 | 15m 32s | Wave Matcher | ♥ 1 | This is a solid take on the waveform matching game 👍. The analog vibe is effective. The knobs would function more efficiently with toggle modes for speed or step-locking. Since the gameplay requires extreme precision, adding transparency to both waves would help the player manage the current tolerances. The humor is a functional addition; it is an approach that would appeal to a character like Homer Simpson. 😄 |
| May 8 07:40:26 | 1h 53m | Packet Panic | ♥ 1 | You brought the whole kitchen sink to this jam 😄 Enjoyed this a lot. Honestly got so absorbed figuring things out that I completely forgot I could switch levels. ldjam.com_events_ludum-dare_59_packet-panic (1).png I eventually had to stop as I kept obsessing over optimizing the throughput and making the system “cleaner” every run. This feels super replay-able and like one of those games you can casually lose hours into while experimenting with combinations and strategies. A little guide/encyclopedia of good combo synergies or discovered interactions would be sooo helpful too, especially for newer players trying to understand the deeper mechanics. |
| May 8 11:37:59 | 3h 57m | Plug n' Play | ♥ 1 | Enjoyed the game 😄 Never imagined synth cables being used as tower defense mechanics, but it works surprisingly well. Would love an extended version where the remaining colors/directions become playable too. Feels like there’s a lot more room to expand the routing and puzzle possibilities from here. mortusnegati.itch.io_ld59 (2).png |
| May 8 12:04:19 | 26m 20s | Peace : 165 | ♥ 1 | Simplicity meets beauty 😄 Really enjoyed the twists with the birds, they kept me on my toes the whole time. There was also a lot of symbolism woven throughout the game that I probably still haven’t fully deciphered. The timer ended up being way more exciting than I expected too, especially tied together with the fading lantern light. It reminded me of mechanics like maintaining a campfire or feeding fuel into a signal to keep it alive. Cute and adorable characters as well. Feels like a lot of care and work went into the whole presentation. |
| May 8 12:24:07 | 19m 48s | Signal Mini Keepers | ♥ 1 | Replayed level 1 a few times 😄 The art direction, music, and characters are all on point. Even the transmission mechanic itself felt satisfying while dodging opponents at the same time. I did have a hard time figuring out where to go next sometimes, mainly because the towers felt pretty far apart, but the atmosphere and aesthetics carried the experience really well. With some extra work on movement and combat feel; things like dashing, smoother dodging, or some defensive mechanics against opponents; this could become even stronger post-jam. Also, SFX reacting to how far the player is from either end of the signal could be really cool for tension and navigation. |
| May 8 12:40:46 | 16m 39s | Lightning's Sideline | ♥ 0 | The main menu theme hooked me in immediately 😄 Didn’t even want to figure out what was going on at first, just vibed with the atmosphere for a while. Will definitely play it again to get the mechanics down a bit more. (Edit: Ahh, so one can follow its movement and check whether it is in the light or not. I do wish the game paused a little longer during the initial shape reveal though.) Really enjoyed the overall mood and presentation. And sometimes, one simply has to mash some buttons and embrace the chaos 😄 Great game! catandcat.itch.io_lightnings-sideline (1).png |
| May 8 13:13:33 | 32m 47s | Pulse | ♥ 0 | Such a fun and exciting concept 😄 Really glad I played this. Beating the hardcore mode felt super satisfying. I especially liked the irony of the opponents slowing down while inside the darkness. Small detail, but it made the mechanics feel more cohesive and memorable. Feels like the game could support a lot more levels and mechanics too. I played another jam game recently that generated levels procedurally around sonar/navigation mechanics, and something along those lines could fit really well here too. Though admittedly… I never managed to finish that one 😄 quietchili.github.io_signal_.png |
| May 8 18:28:13 | 5h 14m | Crowbar and Sonar | ♥ 0 | What a surprise to come across in the final hours of jam feedback browsing 😄 This felt like Batman sonar tech mixed with Daleks and Weeping Angels from Doctor Who. Super cool mechanic. I got pretty stuck in some of the lower levels though, just running around searching for the switch in panic mode 😄 The wave/sonar feature was a really good addition. I kept wishing there was a tiny bit of lingering footprint/memory from where the sonar last revealed things; even a short cooldown fade could help reduce cursor spamming while still keeping the tension intact. Maybe later levels already do that, not sure. Focused light fixtures or environmental interactions could also be interesting later on. Stuff like damaging machinery with a crowbar and having sparks/current briefly light up the surroundings. Great job! |
| May 8 18:47:51 | 19m 38s | Lit Up! | ♥ 1 | A cohesive and charming game 😄 Really enjoyed jumping around, dodging the rain, and watching all the little character animations. The movement and overall feel stayed playful throughout. Would love to see even more signal/beacon interactions expanded across later levels too, especially with stronger visual cohesion between them. The leaderboard was a nice touch as well. Those highscores genuinely surprised me 😅 I managed around 129 on a first-ish try. The ambience, visuals, and music tied everything together nicely. A darker/night variation with little beacons lighting up the path ahead could be a really cool direction too, especially for readability and atmosphere. Good job team! flask.games_play_ld59_web_.png |