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Tesseract

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TimestampSince previousGameTesseract's comment
Apr 30 19:32:54 Electrician Simulator ♥ 1 It took me a while to build it on linux (for other archlinux users, here's what I did: ```sh git clone https://github.com/AkutaZehy/electrician-simulator.git pacman -S godot-mono pacman -S godot pacman -S scons # may not be necessary curl --location 'https://downloads.godotengine.org/?version=4.6.2&flavor=stable&slug=mono_export_templates.tpz&platform=templates' -o Godot_v4.6.2-stable_mono_export_templates.tpz # ~1GB download godot-mono project.godot ``` - Then from the ui that opens, click Project->Export; - then tell it about the export templates you downloaded - and create an export option for Linux - then export it. (should create `Electrician Simulator.sh` and `Electrician Simulator.x86_64` either of which can be run to play the game) ) This was a fun game, I really liked it once I worked out what was going on. It did take me until the end of the game to realise that clicking on the message box gave more exposition/explanation. I wouldn't have minded some harder puzzles after the test panel lets you work out what things actually do; but it's the right length for a jam game.
Apr 30 20:18:01 45m 07s Trot in the Poly-verse ♥ 0 Inverted mouse controls are not for me, particular in an environment where they keep sending me back to the start. I eventually got past the first level. The music and graphics were cool though.
Apr 30 20:28:43 10m 42s VOID ♥ 1 Beautiful graphics and mechanics. What kind of goals/objectives for a gameplay loop did you have in mind?
May 6 16:40:29 140h 11m They Devour Signals ♥ 0 Very fun. The difficulty curve felt right, which is something I always struggle with when I'm too familiar with a game after testing it continuously over a weekend.
May 6 19:26:07 2h 45m The Homing Crows ♥ 0 This is a great idea - orders taking time to arrive is something rarely modeled in strategy games. Being able to cut units off from receiving new orders leads to interesting gameplay, I'd like to know how a game between 2 human players goes. Here's a stalemate I managed to reach: Screenshot 2026-05-06 at 20-17-18 ldjam_59.png It could do with clearer controls: - A highlight/circle would be more obvious than just making the selected city slightly bigger. A selected city should look noticeably different from one the mouse is hovering over. - There should be some feedback when an attempted order is valid/invalid (one way to do this would be to draw an arrow when the mouse is hovering over a valid destination). - It's not clear exactly when the animation has ended and you can start to issue the next order - it's tempting to click on the first city of the next order early, and there's usually no reason the game should prevent that. The suggestions above would make it more obvious when the first click didn't count because the previous turn hadn't ended. - It would be nice to have a bit more information on what your units have been ordered to do, e.g. count units moving through a city separately from those staying in the city. On the other hand, you could say that remembering what's happening is part of the game.
May 7 18:38:50 23h 12m Mixed Signals ♥ 2 When I saw the option to set waveform, I was disappointed that the game wouldn't involve combining waves to make a more complex waveform. I pleasantly surprised multiple waves did show up a few levels later :) . I really like the idea, and it was very well executed overall - the controls are clear, and introduced at a good pace. My one complaint is that for some challenges, it gets very hard to see the difference between the controlled wave and the target, although that does mean I then get a chance to adjust other settings in way that makes the difference clearer. I did make it to the end.
May 7 20:35:23 1h 56m Samband ♥ 1 A very good game. Given how easy it is for a Ludum dare game to be unclear about what you're supposed to do, I'm impressed you pulled it off when doing that deliberately.
May 8 00:53:37 4h 18m Switch Happens ♥ 1 I really liked this - it's fun to see other takes on the "trains crashing" interpretation of signals; they all end up playing fairly differently. I enjoyed the freedom of building your own tracks in this game, you made the controls work very smoothly. It's interesting that we both decided to be lenient about trains ending up at the wrong destination. I did notice what seems to be a bug where trains crossing each other didn't count as a crash - this means that if you have dedicated lines for each direction, then it never seems to crash. Screenshot 2026-05-06 at 21-41-42 Switch Happens by Joffl.png
May 8 23:16:01 22h 22m Mixed Signals ♥ 1 I like the idea, and found it fun. The original version was lacking some polish, most of which has been fixed in the updated version. Since it looks like you're still working on it, I'll give some suggestions for the updated version: Having less time for the later levels while new dials are being introduced is a problem, particularly at the point when harmonics are introduced. This is improved a bit in the updated version, with the ability to restart a level rather than the whole game, but it still doesn't give a good opportunity to experiment - in the tutorial, there isn't any motivation to explore the variety of wave shapes that can be created with harmonics. One fix might be to give the player more time for the earlier rounds of a level (or remove the timer altogether, and just have speed affect score). I don't think the noise slider adds much to the game - having looked at the code, if you're trying to match a signal with random noise, you're better off ignoring the noise - adding noise of your own just drives it further from the signal you're trying to match, since a random number between -1 and 1 is usually closer to 0 than it is to an independent random number.