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| Timestamp | Since previous | Game | rogual's comment | |
|---|---|---|---|---|
| Apr 20 05:05:03 | Holoduck | ♥ 0 | Screenshot 2026-04-20 at 13.35.52.png Hey, wait a minute! This exit is is totally fake! Great puzzle. Some of the levels were really hard, but I persisted and got to the end. The atmosphere created by the audio, art and lighting is really nice and helps you keep going through the more difficult puzzles. That first wide open one with the cat and a couple of blocks... if this was a silent programmer-art game I might not have kept at it, but I'm glad I did, because solving difficult puzzles is satisfying! Theme usage is super good with an original signal mechanic, well-implemented and nicely presented with the beams of light. Lighting on the background based on line of sight is a nice touch too. I did sometimes have difficulty predicting the cat's movement, which I guess makes it like a real cat. But because this is the kind of puzzle where you're often, like, counting how many squares you need to move and judging how far the enemy will go, I sometimes found the uncertainty diminished the puzzliness somewhat. The cloaked figure I think worked well, though; I was able to figure out how he moved and give him the runaround in the end. On the topic of puzzliness, I wonder what it would be like if you just couldn't leave the beam, rather than dying when you do? There were many times when I misjudged what would be safe and had to start the level again. Anyway, great work, great atmosphere, great puzzles, absolutely solid entry. Really enjoyed it. | |
| Apr 20 09:32:08 | 4h 27m | Notgate | ♥ 0 | Screenshot 2026-04-20 at 18.24.11.png This was my limit. Level 14, I think. I think I need to get the repeater to where the rightmost box is, but I just can't find a way to do it. Anyway, this is a good game. The puzzles are well-designed, which is like, the most important thing. The signal mechanic is a really nice implementation of the theme, and then you build on it with the repeaters, which is excellent. Maybe there are more mechanics for smart people on the later levels, I don't know :'( I don't really want to cheat and peek. Maybe I can do it if I come back to it. Graphics are basic but clear, no complaints. Oh, one thing, the undo is very welcome but it would be nice to have a key to just restart the level in one keypress. Why are you an F? |
| Apr 20 12:32:34 | 3h 00m | Signal Dungeon | ♥ 1 | I liked this one! Good use of the theme. The "signal to make stuff appear" mechanic is simple, interesting enough, and works great. Wall-jumping is very forgiving but I think that's fine. It makes the game feel casual and chill, and there's nothing wrong with that. Challenge level towards the end was just right. Died a few times but it was always my own fault. The bit near the end where you gotta climb the rope was neat. I was a bit apprehensive about the limited lives; I always think it's a bit harsh to make people start again. But I didn't run out of lives, so it wasn't a problem. Anyway, nice little game. Well done! |
| Apr 20 13:15:39 | 43m 05s | Signal search | ♥ 1 | I didn't realize at first that you have to tune in enough that the game recognizes it and then wait for the little pie chart to fill in. I was so confused at first because I was tuning to where I could read the text, but not enough for the pie chart to appear, so I thought that was all there was to see. But with the bottom guys, if you tune in properly there's extra text and you can press Z, and get the radio upgrade! Your tune-in mechanic is a genuinely great idea. I think it's my favourite use of the theme I've seen yet. It feels like something they might put in an Animal Crossing game or something in that genre; perhaps not as the whole idea of the game, but just like for one or two quests. I've never seen anything like it. It's really nice. Too bad there isn't more! |
| Apr 20 15:45:11 | 2h 29m | Misplaced | ♥ 1 | I love a game with good music! Well done on the soundtrack. I never leave an item behind if I don't have to, and it was great that Shiny McShinebottom commented on it. He was the highlight of the game for me. I enjoyed his rather world-weary, genre-savvy attitude. His little comments when you do something dumb are a nice touch; there's something about a game predicting what you might do that makes it feel put-together, like you (the creator) know what you're doing and I'm in safe hands. Graphics are nice too, I enjoyed the moody lighting. Though I kept thinking the beacons were Jesus crosses, haha. Anyway, yeah. Nice work! |
| Apr 20 16:33:31 | 48m 20s | Signal | ♥ 1 | Nice idea for a puzzle game! It's too bad you didn't have time to do the rest, because it really works. Elegant and simple, and fits the theme like a glove. |
| Apr 20 16:52:32 | 19m 01s | Speed Signal | ♥ 1 | The first time I hit the other character I thought I was gonna die and have to restart, but you did something much more interesting and, frankly, better: you just get your banana thrown around. It's great when the author is paying attention and doesn't just automatically reach for a tired mechanic like "lose a life" or "start again". Throw the banana! It's perfect. I really loved the sound. @nikiroz took the words outta my mouth — that's exactly how it feels! It's really nice. Don't get me wrong, I love sfxr, but the human touch of little self-recorded sounds is really refreshing, and you used them so well. Only negative I can really say is that the theme feels like a bit of a stretch. You clearly spent a lot of time on the character dynamics and general game-feel, and it really pays off. It just makes the whole game feel like a thing of quality; the character has real weight to it and is a joy to control. Because you got this so right, the game is just fun to be in, whatever's happening. I kinda wanted it to be longer, but I'm just being greedy. It's plenty long for a jam game. This is the first entry I've played whose author declared use of a coding agent. It's allowed, I know, and it won't affect my rating. I won't lie, I feel a certain sadness, like I'm still jogging along in what is now a motorbike race. But it's the future, and we're never going back. It is what it is. Anyway, really nice entry. Graphics, audio, gamefeel, all here in spades. Nice one! |
| Apr 20 17:10:44 | 18m 12s | Pawn Patron | ♥ 1 | The art is really good, but I'm afraid I just can't get started. The game starts, it shows me a chessboard and some diagrams on pieces of paper, and while I'm trying to read them, something explodes and it all disappears. I have no idea what to do or what the controls are. The game LOOKS great, so if you want to edit in some instructions I'd love to give it another go. Gonna hold off rating until I can play it. |
| Apr 20 17:45:05 | 34m 21s | Moon Moth | ♥ 2 | I loved this! Ludum Dare is full of programmers so it's a nice change to see an art-heavy game. And for this game, I'm using "art" literally, because it has so much character and really feels like visiting the author's mind for a few minutes. I feel like I got the same dream from two different yellow thingies on the first screen; or does it depend what things you catch? But if it does, then what's the difference between the yellow thingies? See, I didn't quite understand it mechanically. But then, of course I didn't, it's a dream! I dunno, I just love art, and I love seeing people express themselves. This feels like a kind of 'outsider art', and I absolutely don't mean that negatively. It's just so free of crates and guns and gamey stuff. It just felt like I dozed off between playing entries and had this dream, haha. Thank you for making it! |
| Apr 20 19:15:18 | 1h 30m | While You Were Here | ♥ 3 | I like this! Your character art is great, and full of personality. Did you ever play Abe's Oddysee/Exoddus? The atmosphere and gameplay (and the whistling) remind me a bit of those games, which is never a bad thing. The puzzles are rather good, doing a lot with only a few kinds of items. The last one stumped me for a while until I realized that the golem can walk through the wall, and that signalling while riding on him has its own effect. There's a bit of glitchiness: you can get stuck in certain places, and in fullscreen I couldn't manage to restart the level without leaving fullscreen first. But nothing major. I never did quite figure out the rule for when the golem comes when you call and when he ignores you. But it didn't get in the way too much. Would have been nice if you'd had time to make the environment art as nice as the character art. Really nice atmospheric game. |
| Apr 22 18:06:12 | 46h 50m | Signal Slasher | ♥ 1 | At first I did not understand this at all. There's a lot to understand and you have to understand it all pretty quick because the game is pushing you forward into death. I kept at it, though, and got into the rhythm of the signal, and really the turning point was when I realized you could swing your weapon to make the spinning saws move. Once you get a feel for it, this opens up and becomes a good game with a high skill ceiling, which makes the leaderboard a great addition. It's great fun to slowly get better at something and climb the rankings, and you designed it really well so there's always something you could improve, if you just do one more run... I think if you improved some of the initial experience to make it easier to get to the point where you "get it", that would really help. For instance: 1. At first I found it hard to look away from the action to the signal, and wished the signal was visible "everywhere"; like, maybe if it bathed the level in green or red light, or at least lit up your character red or green, or was attached to your character. As I got better, I stopped caring about this because I learned to just keep the signal in my peripheral vision, but as a noob it was rough. 2. It's hard to see the grid and judge exactly where you are, which leads to missed jumps and walking into stuff. The player floating slightly above the floor adds to this effect. 3. Perhaps some UI indication of your health and how many "free moves" you have. Though I guess keeping these hidden makes it require more skill, especially the free moves. 4. I'm not sure about the auto-move. It seems to function mostly as a time limit, where if you don't pick a move in time it fucks you up by pushing you forwards, often hurting you. Was this intended, or was it supposed to be helpful? The level design I thought was great. There was just one part I didn't understand, with three portals in a row against a wall. It just seems to kill you? The only way I found to pass it was to touch the leftmost portal then quickly move right twice. You take damage but get through. I have no idea if this is intended or how you're supposed to approach this part. Anyway, despite some rough edges early on, there is a good game in here, and it would just take a couple tweaks to bring it out. (Also, programmer fist bump for writing this in C++ with no engine.) |
| Apr 23 08:36:41 | 14h 30m | Wi-Fix It | ♥ 3 | Super solid entry here. I love love love the PC theming. Art is great and BGM is pleasant without being distracting. I found some of the levels to be cheesable; I think you can jump a bit higher than maybe you guys thought. But I'm glad, because the intended route on some of those levels was a bit much for me, haha. I didn't love Shift to dash; if your hands are on WASD and space, Shift is an awkward reach and you can only really use a weak finger. I missed a lot of dashes. Sometimes when you're standing near the edge of a platform you can just slip off later without touching any keys. Most deaths felt like my fault, but these were a bit frustrating. I liked what you did with the theme. It added something and elevated your game above being just another platformer. I liked how when you enabled the extra wifi, it stayed on even if you died. Smart decision there I think. The ending made me laugh. Did you guys play Deltarune? The whole vibe kinda reminded me of that one computer bit from that. |
| Apr 23 13:06:28 | 4h 29m | Laser Beat | ♥ 2 | Excellent, excellent, excellent! Lovely to look at, killer audio, and a great, original puzzle concept which I've never seen before. Each level was a satisfying solve. I was sad there were only a few levels. I was looking forward to some harder ones, then it ended. You could make a full game of this. The only complaint I have is that it took a minute or two for me to understand what I was supposed to do, but once I got it, wow! Great entry. |
| Apr 23 17:10:11 | 4h 03m | Smoke Diss | ♥ 3 | This is such a great take on the theme. It's hilarious. The face reacting to everything is just perfect, it makes this game. You guys get my first 5 for humour this jam. The art is great too. A bit more variety between the rounds might have been nice. |
| Apr 25 16:08:01 | 46h 57m | Signal Machine | ♥ 2 | This is great! Reminds me of the inventive things people used to do with Flash back in the day. The art style fits really well, too. I was enjoying it but I couldn't get past the hill. I could get most of the way up by repeatedly jumping on the button for the big wheel, but that doesn't get me over the steepest part, and I don't have time to switch to the propeller before I'm rolling back down again. I'll probably give it another go later because I want to see the rest! |
| Apr 25 17:55:23 | 1h 47m | SIGBLAST | ♥ 1 | I really like the chunky-pixel-art-on-cubes style. Just a really stylish entry. I got stuck for a while at the two pillars next to each other, but I don't mind a hard puzzle and it was satisfying when I figured out what I had to do. The game is short, but that's not necessarily a bad thing for a jam game. Nice work! |