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| Timestamp | Since previous | Game | Euler Moises's comment | |
|---|---|---|---|---|
| Oct 20 00:44:27 | Snakia | ♥ 1 | O primeiro jogo jogado na LD 60 só poderia ser do meu amigo @wendel-scardua Ah! Saudades da época em que os jogos eram mais simples. Esse aqui eu joguei muito. O desafio maior, pelo menos para mim, é colocar o dedo rápido no número certo. Confesso que me saí bem melhor com o "Cheat" :D. Eu não consegui jogar com os número do teclado. O que será que eu estou fazendo de errado? Como sempre um ótimo jogo de NES. Esse funciona no Libretro? Boa sorte e divirta-se meu amigo! Obs: Esse ano não tem arte de IA no meu. :D Obs: Eu não entendi por que eu morri aqui. O rabo já tinha passado... record.png | |
| Oct 20 01:08:24 | 23m 57s | OLD-CABLE | ♥ 1 | I knew I was going to like this game! Ever since I saw that post of yours. I’m a huge fan of this "low-pixel" aesthetic. The color palette was also a great choice—it reminds me of the palettes used for the ZX Spectrum and the Commodore 64. I really liked the audio, too, even though it’s just a short loop. I use Famitracker myself! The gameplay is simple and intuitive. The idea of including the tutorial on the start screen is excellent—I use that trick quite often. I like how you introduce mechanics gradually; each stage shows you exactly how things work. In one level, for instance, I learned the hard way that you can’t go back over the wire. I did find myself wishing for some more challenging levels—the game ended just as I’d mastered all the mechanics. As someone who plays a lot of retro games, my natural curiosity (and a bit of deduction) led me to explore the environment—discovering extra areas, for example—but I’m sure not every player will think to do that. You might consider adding a small arrow or some simple visual cue to indicate that there’s more to the level beyond the current screen. Even if it feels a bit unnecessary, I’m certain some players will miss those areas otherwise. What games served as inspiration for this one? Congratulations for your excellent job! |
| Oct 20 11:08:47 | 10h 00m | Mini Mages | ♥ 0 | The dragon's design is what caught my eye and drew me to the game. I thought it was really cute. I’m not sure if I’m doing something wrong, but the wizard keeps firing endlessly, and the dragon never gets defeated. I couldn't figure out how to open the book. What’s inside it? While playing, I imagined that in future versions, you could turn this into a side-scrolling shoot-'em-up. That would be cool! Kind of like the Hilda Berg level in *Cuphead*. Congratulations. |
| Oct 20 11:29:45 | 20m 58s | I Hate Funny Games | ♥ 1 | It was really cool to visit (even if just virtually) the old-school arcades. I’ve always been terrible at these kinds of mini-games, but I still had a lot of fun. You really fooled me with the images on the page—I assumed it was a *WarioWare*-style game, featuring a collection of various mini-games. I played through all of them, and they all feel very faithful to the originals. That said, there are a few minor bugs—like not being able to pick up the tickets in the hammer game, or the "ghost" tickets in the dance game. Sem título.png In the end, I wanted to claim a prize, but I couldn't. I’m not sure if it was because I didn't have enough tickets, or if it’s just not possible to get one at all. Oh, and I ended up peeing my pants! The bathroom door was locked. :D Congratulations! |
| Oct 20 14:39:18 | 3h 09m | Cheese Lamp | ♥ 0 | The art is very nice, but I couldn't get very far. After the field setting, nothing else happens. I can't go anywhere; I can only keep moving infinitely to the right. Is the game incomplete, or is it just a bug? |
| Oct 20 14:53:23 | 14m 05s | I Don't Even Knit, or Olde Castle | ♥ 1 | I thought your game was cool. Even though it’s simple, the objective is very clear! I really liked the simplicity of the graphics; the choice to keep the background monochromatic while using color for the relevant items was an interesting touch. It also fit the theme perfectly—my grandmother actually owned a spinning wheel just like that one. I really felt the absence of sound. Anything at all would have been a welcome addition; even a little bit of audio feedback is better than nothing. I had some trouble jumping whenever there were ledges overhead—I’d almost always hit my head and fall back down. Also, there’s a minor bug where the walking animation keeps playing even when you’re pressed up against a wall (it doesn’t affect gameplay, it’s just a small, unresolved visual issue). In the end, I managed to collect the balls of yarn and knit a few little things. Congratulations! |
| Oct 21 00:39:32 | 9h 46m | Leechside Manor | ♥ 1 | I really enjoyed your game. Even though I’m not particularly good at management games, I had a lot of fun. I loved it when the nurses started moving back and forth—a clever way to "get in the way" of the doctor. The gameplay felt very fluid and enjoyable. The movement is well-executed, and I especially liked how the doctor walks more slowly when carrying a corpse, effectively conveying its weight—a very smart touch. Although the art style is simple, everything is easy to identify; the visuals are clear. The art at the beginning feels a bit disconnected from the in-game art—I suspect the title screen image might have been sourced from the internet. The music is also excellent; the cello gives the game a somber, funereal atmosphere. The hitboxes for actions can be a bit confusing at times. While it’s usually clear what the character is targeting, when you’re standing near two objects, the focus tends to flicker between them, which occasionally led me to perform the wrong action. Perhaps incorporating mouse-based interaction could improve this? What game inspired you to create this one? I ask because there are many games in this genre, and usually, there’s one that stands out as a primary influence. I think this is a fantastic take on the theme. Many people focus solely on machinery and forget just how much medicine has evolved. Congratulations! |
| Oct 21 02:32:40 | 1h 53m | MiniRPG | ♥ 1 | What a cool game! I had a lot of fun with its simplicity! I kept wondering how I was going to defeat Trainer99—I actually thought it was a real enemy! :D Was the goal of the game to defeat the Warlock? I spent a long time wandering around the environment looking for new paths or secret passages, but I didn't find anything. It doesn't really matter, though—it was a very fun game to play. I really liked the music, although I felt the sound effects could have been more in line with a retro experience—like sounds from an old PC or something in a chiptune style. But that’s just a small observation. Thanks so much for the experience! |
| Oct 21 02:59:50 | 27m 10s | Krong | ♥ 1 | What a cool game, ladies and gentlemen! It reminded me of a game I played a long time ago called "Big Nose Freaks Out." The concept is the same. A great take on the theme. I really wanted to collect every single item in the game—is that even possible? I got quite a shock when the carnivorous plant grabbed me! I expected to take a little bit of damage, not lose half my body! :) Beautiful graphics and great sound. It’s very polished, with animations running at different speeds and the way the wheel accelerates—nicely done. I also liked the simple controls. Adding a background would make it look even cooler. It could be something quite simple, but it would really make it pop. This definitely deserves to be a full game. Are you planning on making more levels? I certainly hope so! Congratulations. |
| Oct 21 03:41:35 | 41m 45s | A Little Piece of You | ♥ 1 | I really enjoyed this experience! A very simple idea, executed exceptionally well! The graphics are simple yet very beautiful. The music is well-crafted and relaxing. It was fun making photocopies of things—I’ve actually done that myself a few times! I’ve never worked with a fax machine, though—only photocopiers and printers. It’s wonderful to see people incorporating personal experiences into their games; players can really sense that extra layer of meaning. I had a bit of trouble sending the fax until I realized I needed to use the code for "Fax B." I wonder—will someone, somewhere, actually receive the fax I sent? I think this concept is phenomenal. Congratulations, and thank you so much! |
| Oct 21 14:59:16 | 11h 17m | SKELETONS! G2G | ♥ 1 | I thought your game was really cool! A very interesting and creative concept. I lived through the era when we typed on mobile phones this way, and I’m clearly a bit rusty. I never imagined I’d have to use that method again—let alone during an apocalypse! The gameplay is quite simple, yet very clear. At times, I felt like the words would pile up, causing me to lose control—especially when a skeleton is defeated by a power-up, but the word I was in the middle of typing doesn’t disappear. Is that a bug, or is it intentional? The game’s art is lovely and functional; it’s always easy to tell what’s happening and what I need to do. Occasionally, the "words" overlap, making it impossible to read what’s underneath—that can be a bit of an issue at times. The sound design is good, but it could really use some music—something to flesh out the atmosphere. Even a short, looping track would be better than nothing, in my opinion. This was a great take on the theme! I’ll definitely come back later to try the "survivor" mode. What game served as your inspiration? Congratulations! Sem título.png |
| Oct 21 15:18:22 | 19m 06s | Tuny and Volty | ♥ 1 | I loved your game! I’m a big fan of puzzle games like this—it’s a bit like *Sokoban* mixed with a game based on consequences. All the puzzles are very clear and intuitive to solve. Nothing feels overly absurd; while I would have liked some of the challenges to be a bit more complex, I know that time is limited when developing something like this. The art is beautiful! The color palette, in particular, is very well chosen. As for the audio—spot on; it’s a perfect fit. The gameplay is accessible, and the controls are simple. It’s a fantastic example of a game jam project. I would definitely love to see more levels! Is there any chance we might see some additional content after the game jam concludes? Thank you so much for the experience. Congratulations! Sem título.png |
| Oct 21 22:04:01 | 6h 45m | Magic Abacus | ♥ 0 | What an interesting game. I really enjoyed it. I never knew how to use an abacus; now I have a rough idea. I don’t fully grasp it yet, but I’ve saved it to play more later. I really want to understand it properly. The gameplay is very simple and straightforward. The hard part is getting the calculation right! :D The graphics are nice, though I’ve seen these sprites in several other games, so I assume they come from some asset pack. Do you know how to do calculations on a real abacus? Congratulations! It’s really cool! |
| Oct 21 22:40:07 | 36m 06s | Insert Disc 2 | ♥ 0 | I loved your game! It’s exactly the kind of game I enjoy: top-down, adventure, a mix of puzzle and RPG... The concept is fantastic! While playing, I kept thinking about the game's potential—imagining all sorts of different floppy disks, various games, and side quests... My imagination really ran wild! I got a bit stuck until I realized that the number on the floppy disk is actually what tricks the system. At first, I assumed any disk would work in any slot. Collecting enough coins to buy the sword was a bit tedious. I played the same platformer mini-game eight times before realizing I’d never actually be able to gather 100 coins. You tricked me! The graphics and music are quite simple, but the CRT (tube TV) effect is fantastic—it really brought back memories of my old Atari games. Even the racing game reminded me of *F1 Race* for the NES! :) This is one of the coolest games I’ve played so far. Do you plan on expanding it? Congratulations! |
| Oct 22 00:20:57 | 1h 40m | Pearishable | ♥ 0 | I absolutely loved your game. I made sure to play it all the way to the end. I really appreciated how you patiently explained all the mechanics in the tutorial. Things definitely got tough later on, but at least I started out knowing how everything worked. The art is simply beautiful—it’s on par with any professionally published game. I exploited a few potential design flaws (see image) to get past certain levels. I’m not sure if that was intentional, but it doesn’t make much sense to me, so I’d consider it a bug. Sem título.png The only way to get more "old-school" than this would be to make juice by stomping on the fruit yourself! :) What game served as your inspiration for this one? Congratulations! |
| Oct 22 11:20:32 | 10h 59m | ToM | ♥ 1 | I really liked the Game Boy aesthetic; you did a great job with that. I thought I might be able to fight other creatures later on, but that’s not possible. I didn’t quite understand "X charm" and "X turn away." I look forward to future updates. Congratulations! |
| Oct 23 02:34:06 | 15h 13m | Colduko | ♥ 0 | I really like Sudoku, and your take on it using colors turned out quite cool. The two-button control scheme is a bit tricky, though I’m sure it just takes some getting used to. After all, games on older consoles managed to do amazing things with only two buttons. I’ve saved it so I can play through all the levels—I really want to finish them all! Congratulations! |
| Oct 23 23:02:37 | 20h 28m | JIJI TD | ♥ 0 | I’m a bit biased here, as I’m a big fan of tower defense games. This is a simple, very attractive game. The visuals are lovely, though I do wonder why the two researchers are represented just as squares—I assume there simply wasn't enough time to design them properly. The music is simple, yet it effectively captures a desert atmosphere through its use of percussion instruments. I initially struggled to realize that I had to place a "base" before I could set up any weapons. I ended up restarting the game three times because I didn't grasp this mechanic. Once I figured it out, reaching the end was a breeze; it’s not a difficult game. One critique I have is that the item inventory space is quite limited (only 6 items, if I’m not mistaken). To make room for new items, I have to destroy ones already on the battlefield—but destroying a weapon also destroys its base. Often, after destroying one, a new base wouldn't appear, leaving me unable to place another weapon and effectively getting me stuck again. Did anyone else run into this issue? Regardless, it’s a cool game. Well done! Sem título.png |
| Oct 25 03:21:18 | 28h 18m | Retroid Zania | ♥ 1 | I really enjoyed Retroid-zania. I’d love to make a game like this myself someday—packed with references and well-developed. The blend of various styles turned out great. It was a pleasant surprise when, all of a sudden, an RPG made with ASCII symbols appeared. Truly well thought out. Even with the simple graphics, it’s clear that a lot of care went into it; you managed to capture the spirit of each style faithfully, while still keeping things lighthearted. Perhaps you could have given the protagonist a slightly different look when switching between the top-down and platformer sections—just to reinforce the idea that there’s a "portal" connecting the different styles. What games inspired you to create this? I made sure to play all the way to the end and defeat the boss. Very creative! Congratulations! |
| Oct 25 17:46:13 | 14h 24m | Overdub | ♥ 0 | I absolutely LOVED Overdub. It might be one of my favorite games from LD 60 so far. At first, it was a bit tricky to grasp how things worked—even with the tutorial provided—but that’s on me, and it’s just part of the learning curve. I’ve always enjoyed games that play with time and time manipulation. Overdub reminds me of Braid, and the mechanic of switching between elements is a very welcome addition. When I realized that the environment changed whenever I swapped elements, a lightbulb went off! Every new tape I found brought a sense of joy and the hope of extending the timeline. What a great feeling. I reached a small garden at the top of the tower, but nothing happened other than the flowers growing. There was no end screen or any indication that the game concluded there. I climbed onto clouds, reached the top of the tower, and even went past the house, but nothing else occurred. Am I supposed to assume the mission is complete? Both the graphics and the sound are beautiful and exceptionally well-crafted. It’s the kind of quality you’d expect from a game released on a platform like Steam. Congratulations to the team on an excellent game. |
| Oct 25 18:58:52 | 1h 12m | Ghost Train | ♥ 1 | A delightful game! It’s a great one to play while listening to music, or to enjoy with young children. I’ve never really liked the mechanic where an enemy follows you by mimicking your movements, but in "Ghost in Train," it didn’t bother me at all. It feels intrinsic to the game—an organic part of the experience. It’s actually better than something like the ghosts in Pac-Man. Your game feels a lot like a segment in *Yoshi’s Island* where Yoshi transforms into a train and travels along tracks drawn on the wall. It’s a cool take on the theme. The graphics are beautiful and well-crafted, and the old-school TV texture adds a nice touch of nostalgia. I did find myself wishing for some music; perhaps because I’m a musician, the silence felt quite stark. The sound effects (SFX) are great, though. When the train picks up speed, it gets a bit tricky to handle the curves without losing momentum. Is there a way to avoid that? All in all, a fantastic game—simple, clear, and focused. Congratulations! Sem título.png |
| Oct 25 19:09:42 | 10m 50s | Corridor Crawl | ♥ 0 | I found your game interesting; it really reminded me of *Enduro* for the Atari. The *Virtual Boy* effect is quite faithful—a very cool stylistic choice. And building this in PICO-8 must have taken quite a bit of effort! The ship’s jump isn’t very responsive—there’s a slight delay, which makes things tricky at first. Over time, I got used to the delay and even started using it to my advantage. I understand that the color palette constraint is part of the challenge, but the alternating red and black lines on the ground make it very difficult to distinguish between a hole and a simple stripe. I only realize it’s a hole when it’s already quite close, and often there isn’t enough time to react. Congratulations on the game! I truly believe creating games in PICO-8 is a real challenge, and I have a lot of respect for those who do it. |
| Oct 26 02:41:46 | 7h 32m | Fotoshu: Caught on Film | ♥ 0 | Without a doubt, one of the coolest games in LD60. I thought it was fantastic. The concept is sensational, the execution is great, and the level design, graphics, and music (along with the sound effects) are all very well done! It’s a wonderful take on the theme and a trip down memory lane to the time when I used to work with my father, photographing and filming weddings. I really miss the days of film cameras. If I had to find something to criticize, I’d only come up with one thing: there aren’t more levels! :) I would have loved to spend a few more hours solving these photography-based puzzles. I played it, my children played it after me, and we all loved it. And from now on, this game will be a part of my personal history, as I happened to be playing it at the very moment the election results were decided here in Brazil—when President Lula was re-elected, defeating the fascist candidate. Thank you so much for such an excellent experience. Long live democracy. |
| Oct 26 03:10:27 | 28m 41s | I Got Isekai’d Into a Dance Game World! ♪(๑ᴖ◡ᴖ๑)♪ | ♥ 0 | The artwork is very well executed. The attention given to the CRT (tube television) effect also shows that a great deal of care went into the game's visual development. The gameplay is quite easy. It could have been a bit more challenging, especially since the character's poses involve movements that are simple to type out. I imagine the goal wasn't to make the game difficult—as the focus was elsewhere—but being too easy makes it a bit dull and lacking in challenge. After 3 AM, the game becomes much more... (it’s a secret!) Thank you, and congratulations! |
| Oct 26 03:12:53 | 2m 26s | Old Crown | ♥ 0 | I really wanted to play, but the game won't open... :( |
| Oct 26 03:58:06 | 45m 13s | Old Game + | ♥ 0 | I found the game very interesting. The mechanic of plugging cables into the TV took me by surprise, and the stereo sound was a really nice touch. The interaction with tapes and cables was a genuinely great idea. It’s a simple game with a wonderful sense of nostalgia. I’m not sure if there wasn’t enough time to develop an AI for the enemy (the red dot), but having to wait for it to move out of the way just to get past was quite tedious. It would be much more engaging if it chased you through the maze—that would make those moments far more exciting. The hitboxes within the maze also need some fine-tuning. Overall, I thought the interactivity was really cool. Well done! |
| Oct 26 23:33:58 | 19h 35m | Cerulean Room | ♥ 2 | I love escape rooms. What a delightful game! It was a bit challenging for me because English isn't my native language, and I struggle with listening comprehension—I had to record everything and listen to it multiple times. It was fun to interact—even if only virtually—with technology that I’m quite familiar with (well, except for the telegraph). I even tried to spin the dial in the opposite direction, but I couldn't. Is that even possible? Your game reminded me of the many Flash-based "escape rooms" I played back in the early 2000s. That old-school technology was present not just in the game's theme, but in its very soul. Carrying a flashlight around was a really nice touch; it added an air of mystery to the gameplay, even if it wasn't strictly essential to the story. And the art—well, I don't even need to say much: I just love pixel art games! As for the audio—sensational! Every interaction with the telephone and the cassette tape was excellent. The music mixing was great, though at times the voice-over was a bit too quiet, which made it slightly difficult to follow. For me, the audio is the most sophisticated part of the game. Thank you so much for the experience, and congratulations to the entire team on a job well done. P.S. Yes, I managed to finish it! |
| Oct 27 02:22:14 | 2h 48m | Phantasma | ♥ 0 | I’m not a fan of card games, but I’ll be honest: I really enjoyed this one. My kids had a great time with it, too. Using AI to generate the cards is phenomenal. I created some very "Brazilian" things, and the AI provided the exact description for each item (for example, President Lula’s finger). I’m really curious to know how you pulled that off! It was a bit tough to win—since, as I mentioned, I’m not into this genre, which made it harder to strategize—but I didn’t give up until I managed at least one victory. I noticed that some things are impossible to create—like an "all-destroying atomic bomb" that costs 30 spirits—which is a clever way to prevent abuse. The graphics are simple yet attractive; the slightly glossy art style looks great. I also loved how the illustration on each card directly relates to what you create—a really nice, thoughtful touch. I’m not sure if 8 turns is the right number. The closest game I can think of is *Inscryption*, and I don’t recall it having a turn limit. What made you decide to include a turn limit instead of letting the battle end only when someone’s HP hits zero? This game’s creativity really took me by surprise. I hadn’t heard of this "machine" concept before. The simple thumbnail didn’t catch my eye, but the name did—*Phantasma* is essentially the Portuguese word for "ghost" (*fantasma*), so I wondered if it was made by Brazilians. Turns out, Texas is quite a long way from Brazil! Congratulations for a fantastic game. |
| Oct 27 23:12:50 | 20h 50m | I Was...? | ♥ 3 | As always, the Keyboard team has delivered an excellent game. This one is quite a departure from your usual humorous style—not a criticism, just an observation! It’s an interesting blend of point-and-click and horror. I’d never played anything like this before—partly because I’m not really a fan of horror games. If the goal was to leave the player feeling confused, then congratulations! Beyond just being confused—and constantly worried about a jump scare—I found myself hyper-focused on keeping track of the things I noticed were changing. SPOILER I’m not sure if I actually reached the end. I saw a birthday scene and the credits, but it seems like the game keeps going. Even after fixing everything I could recall, the pale woman in the room is still there. Did I reach the end? If not, let me know so I can keep trying! Congrats on an excellent game, KC!!! AAAAAAAAaaaaa.... (Vulture sound) |
| Oct 28 00:14:43 | 1h 01m | Lexitron | ♥ 1 | I can’t say what’s better about this game: the concept or the execution. It’s just plain fun! I loved breaking down each word and exploring its antonyms and synonyms. As it got more challenging, I became even more engaged. I’d transform one word into another, then into yet another, continuing the chain until I reached the target word. The graphics are simple, but they serve their purpose perfectly. The minimalist art style is vibrant and attractive—and I definitely noticed the CRT (tube TV) effect! The machines are delightfully zany; I really like that. I often tell developers that even a simple soundtrack is better than nothing at all. Your soundtrack, for instance, is deceptively simple—almost to the point of being annoying—yet it works in a unique way. It really helps set the right mood for deep concentration. I’ve added your game to my "Cool LD Games" list. I want my kids to play it. Lexitron has a lot of potential. Well done! |
| Oct 28 20:24:21 | 20h 09m | Long Wave Home | ♥ 0 | I liked your game. For a game jam entry, it’s very polished. The story is well-told, the mechanics are clean, and the art—both the visuals and the audio—is very well-executed. I’m a big fan of this genre, and even though your game is simple, it stays very true to the style. It even includes bosses! I wasn’t a fan of the button layout, though—not that it’s a major issue, of course. In games like this, it’s a good idea to let players customize their own controls, as it really depends on the player's finger dexterity. Even though it took me a while to figure out what I needed to do during the final boss, I managed to reach the end. Sem título.png I really enjoyed it. Congratulations! |
| Oct 28 23:55:35 | 3h 31m | weird gameboy game I found in the mountains | ♥ 0 | I enjoyed your game. A top-down, pixel-art game full of mysteries? Exactly the kind of thing I like. I have to admit, I haven’t figured out the 8 words to open the door yet, so I’ve kept my save file—I definitely want to finish it. I got quite a start the first time I encountered the mysterious figure! The same goes for when the game shifts its "system." By the way, the art is beautiful! Even when it changes, it remains pixel art—a lovely aesthetic that really brings to mind classic, old-school games. Congratulations on a fantastic game. I’ll keep playing until I reach the end. |
| Oct 29 00:24:24 | 28m 49s | Ghost in the Egg | ♥ 1 | An interesting game. I felt more annoyed by the little star character than I did afraid—I’m not sure if that was the intended reaction, though! The art is wonderful, and the horror atmosphere is very well executed. I’d like to commend whoever handled the audio; being able to play our own music while we played is a fantastic feature for a game like this. The entire design—from the computer folders and the Tamagotchi options to the MSN-style chats—is exceptionally well crafted. It’s clearly a monumental effort that deserves the full admiration and respect of us players. Creating such a well-made game in such a short amount of time really speaks to the talent of its creators. Congratulations to the entire team. |