Hex to the Max by Beebo Studios 2025-10-07T10:49:55Z ♥ 5
Oh that's a very nice and solid puzzle game. I like how I went through "but... that's too easy" to "wait, what do you mean game over" in few levels. π
Amazing graphics and very fun game loop. Well done!
LD59 — Signal (11)
Chromawalk by Zyertdox 2026-04-22T10:44:16Z ♥ 1
That's a very good puzzle, Simple, not overbloated with different mechanics, pretty straightforward. Graphics also complement the gameplay very much. Well done in such small time. Great job!
Signal by Trav 2026-04-22T10:36:29Z ♥ 0
That's an interesting take on the theme.
I would say is that I personally feel that, like, if your game is controlled primarily by mouse, then everything should be done by mouse, even starting the game, finishing the game and closing tutorial windows. I mean you expect player to press Space three times to start the game and then suddenly they need to use mouse. And when player fails game asks them to press space again while they are on the mouse. Not only that, but Escape is also very far from the mouse if you are right handed so that creates a little bit of downtime. In addition I think that after failing the I should not start the game from the very beginning and be going through the tutorial again, only if I want in case I misunderstood something.
So that's just a little nitpicks otherwise that's very nice puzzle very well done. Good job. :)
TΓ©loche by Magalix 2026-04-21T14:33:11Z ♥ 4
That's absolutely amazing take on the theme. Very well done. I really liked smacking TV as a game mechanic. π
Last One Alive Leave The Light On by FadingDreamStories 2026-04-21T13:43:50Z ♥ 1
To be honest, I would keep the graphics category, because graphics is not only textures, it's also how you compose them together. Like, music is just seven notes, a lot of people use samples, but it doesn't mean that they did not make the music. So, if I were you, I would bring graphics back.
Other than that, it's a very great done game, and I really like the visuals. :)
Void Signals by desi 2026-04-20T18:43:43Z ♥ 2
I wouldn't say that web version is mandatory. People who want to try out your game will do that no matter if you have or don't have a web version. And people who just want to rack in as many ratings as possible, pretending they care about the hackathon spirit aren't your target audience as a game developer anyway. And it's not even taken in consideration that sometimes it's a little bit tricky and problematic to work with WebGL or whatever web engine you will be working with, so I would say focus on making the game. Porting games to other platforms, especially web, is optional and if I remember correctly it's allowed to be done after the jam submission window, so you can add web version anytime if you wish to do so or you find a way to do so. But even without it don't sweat if you can't actually produce a web version.
What would make it more presentable, however, are screenshots. At least presenting your game to prepare what player can expect when they download or open your game. With that, I have to agree. :)
Now enough with meta. Let's talk about game. After playing it I kinda see why you can't actually place that many screenshots, but I still think that a basic screenshot would be great to have. But even so, I actually liked it. It's a very simple and yet quite interesting. I like that you left 1% of vision, I was able to navigate through the place by seeing the faint silhouette of cubes! I would made it so the popup window would close on Escape but that's just a nitpick.
That's a very great entry and I really liked it. I especially laughed at chef Ramsay, that's my favorite cube. π
P.S. You can also hide the spoiler with prefixing the line with `!>`
!> Like this for example
transmission.nil by KeySole 2026-04-20T18:27:34Z ♥ 2
So, my personal nitpick with that game is that when I press the target and the popup window opens, I personally expect if I click outside of it, the popup window would close, like you'd expect in many places, like, popups on sites, but I have to find a very small [x]. I'm playing on the ultrawide big screen, and I have to pixelperfectly click a very small button to close this window, and it, let's say, kills the flow a bit, especially when you are not really given any information on what you need to do to play it. So, you are trying to figure it all out, but you can't, because you are punished by having to close the window each and every time you try to understand what is happening while trying to find the connection between the goal and what you see.
Other than that, I like the vibe. I wish I could open it in full screen, but for some reason in my browser it's not working in full screen. But hey, great job and great fitting to the theme!
Sci-Null Runner by WeGlove 2026-04-20T18:21:20Z ♥ 4
Okay, so, I like the idea, idea is very interesting. I have few points that I would like to highlight about the game, in case you or someone else will try to create something like this in the future, But please don't take it as a bastion of your game. It's more like my personal feelings about what I have played and how I would personally make it better in my opinion. so i tried to give it as a constructive feedback and i apologize if it will come out more harsh it's not my intent. :)
First of all I felt that it's a little bit unclear what I need to do in order to open and close the gates. When I saw the first [off] and I pressed and I released the button it closed as soon as I did that, but when I hold it on the button for a little bit, somehow it was stuck. It feels like undefined behavior, and if it's actually an intended behavior that I need to press the button all the way while my player is under it, then I personally think it's a bit difficult to move my mouse while like the whole world is scrolling. But that might be a nitpick.
Another point is that I was very confused on what I need to do later in game. Because at first you throw a single button at player and it's okay. I see button > neuron activation > I press the button > I expect some kind of effect. That's good, monkey brain works. Then I see a few buttons and at first it doesn't make sense, I click it and nothing happens, but then I see a combination. That's good, environmental tutorial: I see cross is off, checkmark is on, I've figured it out very quick.
But the next spot with music blocks is a little bit frustrating, because at first I thought it's just some kind of block that I go through, like Minecraft music block, maybe because I just moved through it at the first puzzle that I saw it at. I guess I just was lucky. And that mechanic that you tried to teach me through the first music block, it didn't imprint into my mind. It took me few deaths and few bruteforces through the frantically clicking the buttons to find the connection between the tune that is being played among the loud music and the button sequence that I need to press in order to activate the gate (I'm not gonna say too much about accessibility, because we are in a very tightly timed game jam environment and not everyone can spend extra hours to care about it, especially if it wasn't designed in the beginning, so it's just a side note).
Nevertheless, even with the knowledge of the mechanic, I find it's very hard to distinguish between on and off in the played music tune, especially in a very tight and small window you give player to figure it out. I went through the next checkpoint and I was ready, because now I know what it means, but then I see a lot of buttons and a chomper stands right above the music block and it makes a situation, when I need to listen to it, but I can't press any buttons as I hear the tone I need to memorize it, because if I press even a single one, chomper will kill me and throw me waaaaaay before to the previous checkpoint. It was a little bit annoying, I'm not gonna lie, because world moves, buttons moves, so it makes gameplay a little bit reflective, which is, I guess, fine for autoscroller and platformer genre. But for me personally, I would enjoy it a little bit more, if it was a little more friendly towards player, not asking them to remember 12 tones and then replay them in few seconds that they have before they hit the chomper. It feels like a QTE back from the 2000s. π
But, with all that said, great job! Very well done for such a small time, and it has this amazing head-drawn charm that I really like. You should be proud of yourself. :)
Bulletproof Broadcast by ugly_robot 2026-04-20T17:56:24Z ♥ 1
Now that's an interesting game. I would say a very, very actual to the events in the world. π
I like the mechanic. It's very, so to say, rhythm-gamey. Like you need to react as fast as possible. I personally think that a little randomization would make it let's say replayable for the second time because the moment I saw the number on the king I realized that I can do two endings, so, I naturally had to see both of them π
But when I was playing the second time, I realized that I have seen these messages already, and I know which one I need to kill. Also I'm not entirely sure, like, how it fits the theme, but I assume the signs that members of parade are holding are considered signals, but it's just nitpicking. But nevertheless, I really like the concept and great job, especially for the 48 hours!
Follow It by jk5000 2026-04-20T15:45:26Z ♥ 2
More horrors for the LD59! :D
I like the concept. Not gonna lie, I would personally prefer to have a run button for the second playthrough. And I also thought that maybe there are more than two endings, like when you first choose the red light and then you realize that you did "a bad thing" and you came back to white one, I kind of thought that maybe that's also an ending. Well done and special props for voice acting. Not that many games in Ludum Dare utilize actual voice acting! :D
Finnicky Fourier Toy by nathmate 2026-04-20T14:51:21Z ♥ 1
I would say that is a very nice take on such a puzzle. My biggest critique is that connecting devices together doesn't feel _that_ good. I think that "borrowing" the idea from Unreal Engine's blueprints could be a better way for allowing a quicker iteration and snappier controls. Also not gonna lie, also the second puzzle already like threw me off, because the wave looked weird and I had no idea that that new tool is a modulator. Labels on knobs would also be nice!
With that said, I really like the premise of the game. It could be a very nice puzzle if you will continue working on it, but even if not, it's very well done within the time limits of the jam. Good job!
Cleared for Chaos by Reed Molbak 2026-04-20T14:41:32Z ♥ 1
Reminds me of my fave Mini Airways but more puzzl-y. Good take and very well done!