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| Timestamp | Since previous | Game | ursagames's comment | |
|---|---|---|---|---|
| Apr 20 03:58:59 | Signal Strength | ♥ 1 | I enjoyed the ambiance and audio design in this! I found clicking the activator on the towers a bit tricky until I figured out it was easier when the mouse was unlocked and I could click around to get the activator. Unfortunately, the game ran out of memory on my browser tab right before I was able to get 500 currency to see what happens when you unlock the upload speed. I dug the vibe though! | |
| Apr 20 05:47:07 | 1h 48m | Satellite Days | ♥ 1 | Love how well the progression through the levels introduces something new and fresh while upping the difficulty naturally! As always, the charm levels are through the roof and the build up of the narrative pays off well throughout. I tend to have an urge to move paddles quickly to send things flying in these type of games, so I think that might be what was throwing off my controls as the gameplay example you have is smooth and more relying on bouncing and aligning angles, while the act of moving the paddle to hit the bolts made it harder for me to align my shots. All in all I thoroughly enjoyed playing through this! Another excellent Hayden game! |
| Apr 22 04:02:40 | 46h 15m | A Signal In The Forest | ♥ 1 | Pleasantly reminded me of outer wilds! Following the signal was pretty intuitive for me and felt good to use those mechanics. I did wish the buttons on the Simon game clicked in when you pressed them, I feel like that might have helped me a bit. I'm very bad at Simon though, but I managed to get through all of them until the very final one, it was just too tough for me and I had to record my video and write down the patterns lol. I think it also goes pretty fast at the final round, my partner also had a hard time following it and she's way better than me at Simon. Personally I think the game might have been a little more effective with maybe one or two fewer puzzles. I did really enjoy the pipe puzzles though! The fallen out pieces were really clever way to spice up that up. The narrative was fun, but I feel like a little bit more between the puzzles might have made it feel more engaging as well. |
| Apr 22 04:20:15 | 17m 35s | Vibe Check | ♥ 3 | I loved the aesthetic! The audio was great too! It felt like a fever dream to play, I wasn't entirely sure what was going on, but I was enjoying it. I could only find a couple baddies, but I really liked the getting the phone knocked out of your hand mechanic and having to pick it back up, the audio design there really sold it! |
| Apr 22 04:31:44 | 11m 29s | Sensible Mr. Snake Goes for a Stroll | ♥ 2 | Very interesting mechanics! I found the North map was challenging to finish if you died after activating the first pattern, as it was really hard for me to replicate it while being charged and the switch was flipped so I couldn't get back to the second lightning bolt anymore, I think resetting the switches on death would have made that area easier to complete, or maybe make the first pattern a bit shorter. |
| Apr 22 04:47:14 | 15m 30s | Bloodbane: The Crimson Nocturne | ♥ 2 | Gorgeous pixel art! The combat animations had some nice weight to them! I wish I could preview the building descriptions before I bought them. I noticed I could hover over them once they were in the world, but couldn't figure out how to read what I was choosing beforehand. I definitely didn't feel like my servant was in much danger most of the time I was playing, I think it might have been interesting to make them go feed to replenish health, or maybe my passive regen was too high? |
| Apr 22 05:00:34 | 13m 20s | Signal Steve | ♥ 2 | Really neat take on the theme and puzzle application! I also had the issue of not reading instructions first and didn't figure out how to interact with anything without reloading lol. I think a little sign or something with the interact button near a door might have saved a lot of people from that as the rest was very intuitive! The puzzles weren't too hard but were still fun to progress through! |
| Apr 22 05:07:23 | 6m 49s | A game about a radio, vessels and bombs | ♥ 1 | Great audio design and implementation of the theme! I had a bit of an issue fine tuning the radio frequency, so I wish there was a way to control with keyboard for turning the knob left / right. Most likely would have been because of my mouse sensitivity and screen resolution though! All in all had fun with it! |
| Apr 22 06:01:57 | 54m 34s | First Contact 3000 | ♥ 2 | Very satisfying idle game! The popping sound is rather pleasant as your buildings produce, starts to sound like popcorn going off. Having the screen full of buildings definitely feels good. |
| Apr 23 04:08:25 | 22h 06m | Wi-Fix It | ♥ 3 | Such a charming platformer! Platforming felt very solid! I really liked how the dash let you squeeze through tight spaces. Definitely a lot of routing options to try to speed through it quickly. Some of the platforming definitely gave me a bit of a challenge, but nothing felt unfair or too rough with the generous checkpoints. |
| Apr 23 04:17:54 | 9m 29s | Signalchain | ♥ 2 | At first I thought this was going a cute lemmings game, then I got hit with a crazy twist that rocked my perception of the world. Audio design was perfect and the sprites sold the narrative well. |
| Apr 23 04:28:57 | 11m 03s | Cash Harbor | ♥ 3 | Very satisfying interface, although at 4K resolution monitor the text and icons were a little tough for me to see playing it on ldjam embedding, it was a lot better on itch.io! The trading was an interesting mechanic that took me a little bit to figure out. Would have loved to have more buildings to upgrade, but that's how these games always go! Was satisfying to make it to space :) |
| Apr 23 04:38:22 | 9m 25s | Drum`n`Ice | ♥ 3 | The voice acting and art are great! I agree with others feel like a 4 beat rhythm without starting with an arrow key would have made it a lot more accessible and feel more natural. I also think some tutorial enemies that don't hit back would be good to maybe require you to get a combo before moving forward to practice without getting punished while learning the timing and controls. Huge props for doing a rhythm game for a jam though! I've done those in the past and getting everything working is a giant task! Definitely one of the hardest genres to make in a jam! |
| Apr 23 04:50:01 | 11m 39s | Signadle | ♥ 0 | The objectives added an interesting mix to thinking about how you want to build out your signal, great design and I liked how it kept getting more and more complex as it went on with more buttons etc. I think you could have streamlined the tutorial by starting off with just a couple options like one switch / button and one dial and slowly add more as you progress. |
| Apr 23 05:03:52 | 13m 51s | Signal: Genesis | ♥ 1 | This had a lot more narrative than I was expecting! Very interesting use of Conway's game of life to make a puzzle game! Was always such a fun comp sci program to implement during college. The art was great! I wish the first intro also had the "next" button as it seemed to be based on time and I hit the refresh button once and had to wait for it all a second time. All in all I really enjoyed the game though! Very strong atmosphere and take on the theme. |
| Apr 23 05:21:23 | 17m 31s | Sinking Signal - Physical Rules Edition | ♥ 2 | It's awesome to see some well thought out board games in the jam! The rules make sense and seem to flow well and the art for the game is great! It gives me some of the Forbidden games vibe like Forbidden island. Those are always fun to play and the randomness can lead to some great experiences. Definitely a hard type of game to balance! |
| Apr 23 05:41:02 | 19m 39s | Hidden Messages | ♥ 2 | There was a lot more audio content than I was expecting! The puzzles were interesting, but I agree with others that a lack of a fail state does lower the stakes with just clicking to proceed without figuring out the puzzles. I think it could be made more required if it was a code that was changing over time, and you had to enter in the digits instead of multiple choice for example, that way there wouldn't need to be a fail state, but blindly guessing also wouldn't advance players. All in all a very charming entry! I enjoyed the ending! |