Family channel by squirrelsoft 2026-05-05T22:13:28Z ♥ 3
A simple and fun game. A bug that you could fix is the cursor getting captured and hidden when you need to click the TV to start the game.
Foon → Ludum Dare Explorer → Users → andriybyelikov
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 60 | Old Tech | ToM | jam | |||||||||||
| 2026 | 59 | Signal | Funnel World | jam | 802 | 2.76 | 2.44 | 3.30 | 2.61 | 3.42 | |||||
| 2025 | 58 | Collector | Wavelength Collector | jam | 762 | 2.59 | 1.98 | 3.27 | 2.96 | 3.59 | 2.41 | ||||
| 2025 | 57 | Depths | Lifted | jam | 837 | 2.72 | 2.33 | 2.39 | 3.64 | 2.65 | 3.36 | 1.98 | 3.35 | ||
| 2024 | 56 | Tiny Creatures | Mediator | extra | |||||||||||
| 2024 | 55 | Summoning | 👥 | Apprentice Binder | jam | 391 | 3.75 | 3.79 | 3.82 | 4.09 | 3.57 | 3.77 | 2.93 | 3.57 | |
| 2023 | 54 | Limited Space | Time it right! | extra |
andriybyelikov leaves an average of 36.5 feedback comments each event.
A simple and fun game. A bug that you could fix is the cursor getting captured and hidden when you need to click the TV to start the game.
Very avantgarde indeed.
Easy Age of War throwback. Nice soundtrack.
5/5 beer type game.
I like the graphics but the game is too hard. :(
The cars kept getting stuck on nothing. :(
I think the voice signal is delayed in Map 4. Regardless, it's a quick and fun entry. Good job!
I kept dying because the spikes' collision box is too big. :(
Poor sailors if they actually communicated like that in real life.
Was about to give up the first time but then I figured it out. Nice simple game I guess.
LD_59_-_Ghosts_in_Translation_screenshot_2026-05-03_00-55-29.png
I was falling asleep shooting rockets until one hit the green hole and I realized there were no more levels. You should tone down the rocket explosion sound effect, it sounds too loud despite me somehow getting lulled to sleep by them.
Interesting reskin of a zero-sum game. Reminds me of Ishitori. It's a shame I can't zoom in, it's hard to make anything out in this tangled mess. Also it seems that the game does not end at 150 points or when no more moves can be made because most of the galaxy has already been connected.
I played with headphones and the beeping is too loud (oilyrainc**LOUD**?) to the point of hurting my ears, you should be careful with that when designing a game around sound. Kudos because the black tree thing in the backrooms jumpscared me.
I like it when people submit card games. What sets you game apart for me is the Interfere attacking/defending modes forcing the player to choose between greater gain and lesser loss each turn.
And what exactly do interfere do? Ignore hide effects? Cards can be immune to Hide and Intefere. I know what Hide does by default when defending but what does Interfere do when attacking/defending? Does it even ignore Hide when attacking? Or perhaps it does not do anything passively but only the active effects written on the card?
Congrats on making a decent card game!
Cool! All the rules made sense and I managed to beat it. Reminds me of Chants of Sennaar but it is simpler. Good work coming up with the symbols and Rosetta stone rules!
Almost perfect game. I will score you based on the Compo version, but the fact that you can't review previously decoded messages is what killed my experience. I got to the last puzzle on my own. I was lucky that I saw Narwhal and I think I saw Narwhal before related to some military history. What I did for the last puzzle was download the source code to review the previously decoded messages. I didn't have a program to open a `.tic` so I opened it as-is in a text editor. I found the messages but also the password next to the last message. Oh bugger. Well, good job anyways.
P.S.: You could say I decrypted your game but the unencrypted and encrypted messages and their keys weren't encrypted inside the binary.
It's a good and simple game but that many cars losing color that fast is too hard.
Fun puzzles and nice chud humor!
A very Outer Wilds-esque game. It's funny that you can trick the alien.
I got the five jewels. Didn't think it was ***that*** code because you don't have A B button controls.
Amazing game. I got to 150 something until I dozed off (probably because of the music) and said I'm not going to continue. Congrats!
This is a gem, the minigames are very clever. Congrats!
Perfect game! I think this game made me understand why the pawn captures diagonally in chess and it also reminds me of Epaminondas' oblique order. Congrats!
This is the perfect game. I had Desmos on another screen to help me.
I learned how to implement obtaining - 1 by dividing a function by itself ***f(x) / f(x) = 1***, - -1 by dividing a function by its complementary ***f(x) / -f(x) = -1***, - 0 by subtracting a function of itself ***f(x) - f(x) = 0*** and - -f(x) unary negation by subtracting a function from 0 ***(f(x) - f(x)) - f(x) = 0 - f(x) = -f(x)***.
This is a very clever game and great choice of music to add to the mood. Congrats! You deserve it.
I saw sussy baka amogus staring at a sus picture in his beach cabin then unc waved his hand at me twice. Overall a pleasant experience.
Sorry, the controls overwhelmed me. :(
I loved the art, the music, the mood, the dialogues. The story got me genuinely hooked. Very solid and fun game. Congrats!
It was fun but the third game is too hard. The mine spawns right in front of you at the last moment. :(
I managed to beat it. The vibe is pretty cool, but I think the world is too dark to see where you're going and the FPS were uncapped. I think Unity has a way to cap FPS at say, for example, 400. But overall pretty solid entry. Good job, guys!
P.S.: The mouse also moved the camera too little.
I played the original web version for a while until I got bored. I didn't manage to find no nest, so I just cheated in the ending. The map is too large I must say. This was a very ambitious game, unfortunately it gets repetitive.
Love the sound design, very moody. Didn't think the aim it minigame was so easy the first time around.
This really feels floaty and dreamy like Electroplankton. I really like how responsive the controls are. Good work!
I only managed to get this far. The spike + flame traps are hard to do because the player character moves too much and the tiles are too little. :') Still, it was pretty fun!
P.S.: Oh and the switchable range mechanic was pretty innovative too I think! :)
grog see grog game. grog like. much ooga booga in game. grog congratulate devs.
!> It took me a bit to realize the first puzzle is time and timing based and that I had to repeat the signal that is flashed from behind.
The rest of the puzzles were much easier in comparison. I think you put the hardest puzzle at the very beginning.
Couldn't beat it. Is something supposed to happen when you map the dictionary correctly? If so I feel there aren't enough clues. Reminds me of Chants of Sennaar.
It seems like the game crashed at some point while trying to load the leaderboards or something and the context was lost. It's a mix of the classic Subway Surfers with slashing and an annoying rhythm semaphore but the music has no matching rhythm, I don't know what to say except that it feels off. Aside from that I liked the graphics and the music was very moody. 5/5 to the composer.
Oh man I haven't seen these in 10 years. I made it to level 6 easily, but the AND gate is hard. I do however have the vague recollection that every gate can be made using NAND gates, but I don't remember how to make the memory circuits like the SR Latch or flip-flops except for the vague idea of a self-feeding crossed loop. I'll definitely go through the rest of the levels later. This is a great idea! Although perhaps it's only fun for engineers.
As someone who is afraid of climbing, this game gave me the chills every time the player character would not attach properly to the face of the mountain and fall off. I like the graphics, the music, the mood and the animals. Nice work!
It's a simple game, straight to the point. I like it. Good work!
Moody music and environment. The underwater sections felt like Flappy Bird. Reminded me of the hiding sequences of the 2005 The Chronicles of Narnia game.
I saw the Path of Pain and noped immediately. I think having to send signals while platforming is not the right call, it's just annoying, as is the lack of lives. Perhaps it would have been better if there were no lives at all and you always respawned at the last checkpoint instead of having to redo everything from the beginning.
What is this and where are the cows?
This is like an American Dad type fever dream and it crashed my PC.
Unfortunately it crashes for me.
Bro made the "I wonder if I talk twice to this NPC the second dialogue will be any different simulator 2026". As a player myself I agree with the player character: curse you game designer for making the windmills spin in the opposite direction. Jokes aside, this was a fun idea, especially how to get up to the second beacon to which I got to third. Anyways, s'been a while since Ritual of Ribbit, cheers mate!
A very funny aah game for technical players. Approved! Congrats to the developers!
Hahaha, when I couldn't return the axe after collecting 5 logs and the trees kept cutting down I thought about the deforestation and it was mentioned at the end. Cool 8-bit RPG looking game, my only complaint would be the lack of 8-bit music and that holding down the directional keys bugs the game, so I had to tap. Good job!
Cute little game. The only annoyance is how the leaves get stuck against the floor tiles and are hard to push into the bags. You should give the bags some magnet area so that it sucks up the leaves when they are very close. For the leaves getting stuck on the walls maybe you should implement some kind of impulse so that the leaves receive a lot of velocity instantly the moment the blower turns on (apply it exactly only at that frame) and make the leaves bounce off the wall. Good job!
I think the game is too difficult. I only made it to the 4th level. Are the physics somehow resolution or framerate dependent? I could not gain any momentum at all from swinging at fullscreen 2560x1080, which left me frustrated until I exited fullscreen and it suddenly worked. You could make this into a fun game with time and polish. And you should make it resolution/framerate independent if it is not. Good job!
Interesting game, but it has some input problems with mouse clicking and I think that the difficulty is not well balanced. Maybe having more soul cages would help with shooting and heath regen simultaneously. I made a similar grid connecting game back in LD54, if you want to check it out, the source code is available. Good job! You could make for an interesting mobile game with this.
Bruh, please end my mysery (ToT). I can't stop winning. This game has no end.
https://www.youtube.com/watch?v=yUqFpPj7jOs
Hey, great game! Graphics, sound and gameplay flow are on point for a good mood. It's very addictive but the most boring part is opening the booster packs. I am definitely not a person who feels the joy of opening booster packs, unlike my fellow coworkers with that POKéMON TCG mobile game. So making a button for skipping that part would be a QoL improvement. What I did really enjoy was doing the math to be financially responsible. Uhh, what else? Oh, yeah! I have an ultrawide screen and playing fullscreen crops the UI, so fixing that would be cool as well. I played the Jam version btw, so maybe you've already fixed that. Good job, guys!
Nice Gardevoir plushie in the back there btw!
The best game I have played so far. The graphics are superb and the music and sound effects complement it perfectly to create a such sweet, chill and cozy game that I was almost falling asleep. Congrats!
I also noticed that since the trees are always the same and in the same angle couldn't you prerender them to save on performance? Just a tip for the future. ;)
I played for a good 30 minutes and managed to save enough to be able to catch a reaper.
The voxel graphics are cool. At first I thought that the arm with the lantern was some kind of gun. What tools was this game made with?
The lighting, fog, monster designs and the music make up a good mood for the game. Good job!
A cool twist on the classic. I didn't expect for the screen to zoom in and the wolf to have dialogue, and you even added an upgrade system. Good job!
This game gave me Inscryption vibes with the cards and the music. I really like this. Unfortunately, I died twice because the reward bug kept replacing my usable cards. :(
Good job and congrats!
I have to say, the difficulty is just right for the game to be addictive.
The fusing with the bodies of your defeated enemies is definitely a new mechanic that I haven't seen before! The simple graphics and sounds really create a mood for the game. Good job!
What can I say except that it was a spoopy experience.
Spoilers ahead.
!> So Red drowns its sibling Blue while playing a game in the bathtub. Their father Green, feeling guilty because he allowed it to happen by not watching them properly, hangs himself. Then, their mother Yellow, kills her child Red because of what it did.
Damn, that's deep for a game about colors.
The end credits remind me of the end credits of my Ludum Dare 56 game Mediator.
Amazing job with the storytelling! Approved!
Yeah, like the others said, there's not time to do the tasks and traverse the office, and the game does not explain, nor do you in the instructions, that you can use Shift to run, or who is who, what is what, and where is who and where is what and that there are more than one of each one. Well don't worry, keep trying to make games and I'm sure that you will get better! It's also hard to make a game in three days.
Hey guys! I just want to tell you that this is an amazing entry. The retro 3D graphics are f***ing amazing! I'm in love. For some reason I was reminded of the old 3D farming simulator games (maybe it's the rain). The controls were pretty hard to get a grasp on but that's the charm of it, although it would have been nice to be able to rotate the lander around its perpendicular axis (the one that's neither WS nor AD) in order to rotate the WASD labels to be able to change direction but still keeping them visible in the same order as in the keyboard. I also think you could rotate the lander in ways its not supposed to due to the physical position of the thrusters? Regardless, you did a great job, congrats!
I also have a request if I may. Could you upload the soundtrack somewhere? Thanks!
I'm going to say my opinion about each of the three games.
In the first game I think it's easy to get lost and lose track of where you've been, something to help with the latter would have been nice.
Then the second potion game dialogue got me like **WTFOMGNW💀 `*vine boom*`**. I am curious though, someone mentioned extra hidden dialogue if you spam the potion? How do I get it? I tried it and couldn't find it.
Finally, I think the third game was very unfair towards the end, for some reason I always got hit exactly at the last second. On the other hand the rest of the time it was easy to cheeze through by staying still in a corner.
The second game is definitely my favorite because of the funny aah dialogue. Good job!
I think I beat it. At the beggining I thought the music was cool but then the latter part of the song didn't fit the game at all! Although it was still cooler than the first part. Congrats!
It's a cozy game with nice sound effects like the wind passing through the leaves and birds chirping. I ran into performance issues and I must say that the controls are imprecise. Other than that, good job! ;)
Damn, my truck gets stuck all the time and it's frustrating to drive! Maybe this was intentional though, hmm...
I had some performance issues on a GTX 1650, although it was probably using my integrated UHD 630 due to WebGL2 limitations. Not much we can do about that for the web platform until WebGPU has matured.
The graphics are really cool, I also liked the voice acting on the cutscene, and is it me or did one bug just blurt out "I have no parents" on pickup O.o?
Congrats!
This is a very well made game, really! Unfortunately I could not appreciate it in pixel-perfect conditions because ther is no way to enable full screen. I especially love the pixel art of the witch's jumping and falling sprite that looks like linear blur and the music, which is very moody! Congrats!
This is a very funny aah game. After Rush hour 3 the game is practically automatic. I also got the (+$100 west -$50 east) and (+$100 east -$50 west) upgrades at the same time, which should theoretically give me $50 for escaping to either side but it did not seem to work. Where is the west and the east? When I touched the railguards nothing happened, and touching either tunnel entrance did not do anything either. Do I have to go from one railguard to another without being hit? I think that the game has very solid performance, physics and sound effects, but I could barely hear them, perhaps you should up the volume on them. Approved!
I managed to get to the end. At first I thought that the final levels were troll levels, never intended to be cleared, given how little time is given for actions. But it seems that the requests given and their amount are completely random, and so I beat the final level by getting a good roll in which the level only asked for 1 total request which was to allocate space, and so I beat the game. It's a simple and fun game, especially for low-level programming enjoyers. Approved!
Hey! I found your game through your explanation of how you made your music, that was neat. I think the music sounds very Rockabilly-like! So I managed to get the root to grow to the bottom of the screen but I still lost! Not sure how that works... Anyways, good work!
Hey, I love the graphics, the animations, the music and the sound design! The only issues I ran into are that the movement is a bit too floaty, and that sometimes keys don't respond, especially when double jumping. The full screen didn't work for me either. I played on Linux through Proton, though, so maybe that's part of the issue. Good work!
Sorry, I couldn't make it past the poisonous mushroom even after many retries. 😠The mechanics are fun, but I think that the artificial diagonal corners aren't a good fit for the mechanics, you just have to force your way through them by spaming throws and that's no fun at all. As for the mushroom... maybe if you could quickly retract your appendages that are about to touch it, well, maybe it would be less frustrating that way. Anyways, good work!
The jumping and diving controls were fun, and I also like that performing tricks rewards the player. The only issue I had with the controls is the limited ability to turn, especially near the map edges. Unfortunately I ran into performance issues, and the game was laggy and choppy and the music was cut off. Maybe consider building for Windows or Linux or Android (you can easily connect a controller to a phone nowadays)? Otherwise, good work!
I managed to beat it. Great entry, looks very polished. I loved the mechanic that the crystal allows you to scroll the level while you hold it, but that you wrap around the current screen if you don't hold it. I think it was very innovative to build puzzles around that mechanic. The simple graphics look great and the rave music was great too! Good work, you get full marks from me!
I like the way you did a mini-game with the repressed thought bottlenecks represented by intertwined pipes that form a net that prevents them from being release. It kind of reminds me of Ace Attorney mini-games. On the other hand, I did not understand what the end of the game entails. It seems like she now has agency over her bad thoughts in the end, but there is no more gameplay after that anymore I think. The relationship between the pipes and the thoughts is confusing because they repeat each segment and she doesn't really give any meaningful feedback until the end of the game, which I understand is the point because her thoughts are still repressed, but as a player I believe that there is no immediate reward for in the form of feedback from her just for pulling one pipe, the only thing I've accomplished is that I made a shape fit, I think there's that disconnect from the gameplay vs. the therapy: I've accomplished to fit a piece but she did not react. Other than that I liked the mood of the game and the music fits perfectly I think. Good work!
The game is frustrating because of how unforgiving it is. During my first few playthroughs I didn't know what mining was for, and I was about to give a lower score, but then I saw people's comments about a shop, which I never even saw because I never bothered to mine enough, as the game doesn't really explain how to get the shop to open (get at least $10 and die, which I only discovered by digging through the source code, which can't even be opened with Godot because the project.godot file is missing and I don't even know which nodes are autoloaded). Anyways. Even with the shop, you need to farm so much to get enough fall damage tolerance and in the end it's not even worth it because you die mostly by falling not on hard ground but on spikes. The main problem are the controls, that they are too floaty. Also, there is no point in pressing X 5 f'in times to dig out $2. 😠I think that insta-mining would be better in this case, as if collecting a coin. Also I don't see much point in the shop, at least as it is currently balanced.
Now, after all this roasting of your game, I will say that I like the mechanics, and I think that it could be a good base for a platformer game (or even a Metroidvania, since you have the shop), and that the man screaming sound effect is goofy aah type funny. Oh, this has been mentioned already, but the game really does kinda give off retro Prince of Persia vibes.
Good work!
Me and my friend discovered the diagonal movement bug and we thought it was funny. XD
Amazing entry! I've always wondered how to make a game with complete blindness in mind and I had some ideas, but this is the first time I've seen (or rather heard) them put in practice. It was an amazing experience. Thank you for making this, it's so cool, really!! Great work, you get full marks from me! ;)
This game has cool vibes. The graphics, art style, music and dialogue fit together nicely to create a particular goofy aah mood. I think it would do good as a narrative game. Good work!
On a technical note, the distortion filter and the UI do not map properly to full screen.
Kinda reminds me of Pony Island and Inscryption. I love it. Best game I've played so far! Congratulations!
I liked it. Although I didn't beat it (only got to as far as the master key), I saw your gameplay beating the game. I would have probably toned down the distortion. Does it go up every time you hear a jumpscare sound? Anyways, good work!
It's cool to see a game that has no jumping and explores innovative mechanics around it, though the mechanics are glitchy. I like the sound design and the PICO-8 graphics. Good work!
Got to wave 11 with a score of 284!
Heyy!! Love the sliding and crouch-jumping mechanics and animation!
I have played and beaten Inscryption but I have not played Balatro. This definitely has that Inscryption feel that I like. Good graphics, good music and good art style to match the mood.
Unfortunately, there were some things that did not work for me. I played on a 21:9 widescreen and while the table works as expected, the UI elements get cropped and I have to exit full screen in order to click things away.
But the game breaking bug for me is that clicking on the top-most row in the level selector doesn't work, so I could never get to the last level. Or is this intentional and there is no last level? My point is that sometimes the level selector broke and I could not select any level at all and had to restart the game.
I also never saw the coins that you are supposed to use to buy things in the shop, and I didn't get what the heart rate does.
Finally, it would be helpful if you explain which cards every combination is. I am not familiar with poker and do not know what things like a Full House are, or that an ace is worth 20. I thought an ace is worth 1, but maybe it's just in this game. And it's true that the interface shows that it is worth 20, but I didn't look the first time assuming it was 1.
Good work! Keep it up!
I managed to beat it. It's a nice classic 3D first person collecting items game. I really liked the dramatic sound effect when the shark kills you.
Here is my list of things that I think could be improved:
- The controls feel a bit heavy, I think that it's because the movement of the sub feels like it's done with impulses than forces: there is no acceleration and the sub stops immediatly when I release the button. - I think that the cockpit is too big to see where you are in tight areas. - The Shark/Ground/Depth indicators should be moved to the center of the screen, below the Oxygen bar, or made part of the sub's cockpit interface. Maybe it's because I'm playing on an ultrawide (21:9) screen, but I am distracted by looking at the corner of the screen to see if the shark is coming, or that I'm not hitting the ground. - Maybe add a screen tint or a sound indicator when the shark is approaching at top speed. I died countless times suddenly without knowing why (I assume it was the shark and I wasn't looking at the shark distance because I was focusing on the Oxygen level).
Good work!
Hi! I played the Android version and there are indeed some frame drops and the counter gets stuck at zero. Apart from that I want to say that it is a funny aah game where the skeleton appears. Good work!
The game is pretty cool with the multiple windows and files, but I'm stuck in an infinite open/close loop when she does not want to remember.
Blablablu/10. Saw your game @stanov's stream. Great music, graphics, mechanics, puzzles and levels! My only grievance is the difficulty of jumping beyond the horizontal spikes. Good job!
As promised, a review. The fact that this was going to be a microphone-controlled game threw me off guard, but it was definitely fun. Unfortunately, the intensity registered by my microphone was hit and miss and also the meteorite part was too difficult. For some reason I could hear no audio on Linux, so I didn't rate that. Good job!
Great game, I managed to beat it. The puzzles were very fun. The graphics are solid and the music is perfect. Nice to see a DAW like Ableton user. Good job! Screenshot_2024-04-29_14-57-08.png
I have never seen a tabletop game in the event. That's very interesting! The rules are a bit confusing, though, I hope I got this right.
A fun little game, the music was good but I think I perceived it as being a bit chaotic in terms of structure and music theory. The pixel-perfect graphics were cool except for the light gradients and the text, which weren't pixel-perfect. 😢 The player controls were very comfy. My only grievance was the fact that stone slabs got stuck in the narrow passages with deadly water. And the boss fight was an interesting combination of reverse gravity and stone slab falling but I don't understand why it didn't work for killing slimes or if I am missing something. Good job!
I managed to get to 60 pops. By this time, it wouldn't zoom out anymore and was starting to lag. Cool mechanic of moving the island instead of the pops! The waiting for the wind recharge was a bit annoying, though. Good job team!
Very fun game and controls!
The movement feels too heavy, but the bullet collection and shooting mechanics are fun. I liked the music. Hope you get the rest of the ratings you need and if you can check out our game. Good job!
I like the mood and the characters in this game. The recipe mechanic is interesting and the phases of the mood add an interesting touch. Some recipes were incorrectly noted in the book in the pre-fix version. The Minecraft hit sound was a bit annoying. Good job team!
Summoning stopped working for me after the second bush for some reason.
Not being able to move the character and prepare the spells due to WASD and 123 being so close plus needing another hand on the mouse makes the control scheme for this game very cluttered, uncomfortable and immersion-breaking. The graphics could be better. For some reason I couldn't hear any sound, neither music nor sound effects, neither on ldjam.com nor on itch.io. Otherwise, the game was fun to play. Good job team!
I didn't rate the graphics nor the audio due to them having been generated by AI. The gameplay is just old standard shooting but I really got into the story, I think that's what really shines here.
Great game! I went in having seen some of @digitaliliad's stream. It is true that the rune phrasing structure is unintuitive, and some more common pattern must be introduced. For example, I tried inputting "fix vase" instead of "vase fix", but it didn't work. It would make the game more bearable if both versions of the same phrase were accepted independently of the order of the runes. The rune drawing part is really fun. The graphics and the music give me that old Animal Crossing vibe. I think if you continued working on this game it would make for a really fun party/co-op game.
The game is extremely difficult but very fun as well up to a point because the controls are hard to master. Definitely needs more work on the controls. The graphics, the music and the mood of the game are spectacular. It reminded me of an old game called Knytt Stories. Tremendous job team!
Is summoning only three of the eight darlings the only ending or did I get the items wrong? Can you select other items? The graphics were cute and the game had a weird humor vibe. The music is repetitive with the same short motifs played in loop and I could hear the mouse click at the end of the loop of one of the songs. Uh, weird game with a bizarre vibe but I kinda liked it. Good job!
I like the 3D graphics but I think the textures could use some more details. The map is too large, I think. The camera controls are uncomfortable and it stops working when you focus out of the window when pressing tab. Also the camera angle feels a bit weird for shooting. Otherwise, good job team!
The dialogue box weirds out in fullscreen, so I had to play in windowed mode. The level design is repetitive and you get stuck on many things, forcing you to use teleport most of the time. Also it isn't clear where a platform will span. It is not clear at all that there is a restart level menu. I spent half a minute thinking that the game is softlocked when my mana ran out before discovering the reset level menu. I like the instruments in the music.
I think I understood the concept but I don't think it really fits a court game because it is too dependent on chance. Maybe it it wasn't dependent on chance and you had to obtain the cards in a more deterministic way it would work. The music reminds me of Ace Attorney. Could make for an interesting game with a story and less chance. Good job!
The graphics and the music remind me of old MS-DOS game. Regarding the game mechanics, I concurr with @crylica. The wind is unwieldy and feels unresponsive. Adding a thicker particle effect under the cursor and a stroke in the drawn direction would definitely make things better. Also, regarding the ship speed being tied to the frame rate maybe you should have computed your physics in `_physics_process()` instead of in `_process()`. I made the same mistake in my first Godot game in the previous Ludum Dare. Other than that, good job! And thanks again for playing my game (Apprentice Binder) on stream.
I really like the graphics in this. They remind me of The Legend of Zelda: The Minish Cap. The music has a good vibe but sounds kind of unfitting for the game. Gameplay-wise, I didn't notice that there was a timer the first time until it hit me with a time's up. The symbol drawing UI felt somewhat uncomfortable. I can give two reasons. First, that it feels unresponsive due to the lack of graphical feedback. I think that adding a particle effect under the cursor and a graphical reaction from the nearest node would help. Second, when playing on fullscreen (2560x1080 in my case) the travel distance from node to node feels too long. I think that maybe the scale of the symbol drawing UI should be kept constant regardless of the screen size. Otherwise, good job!
Nice graphics. I really liked the player character model. Sadly, there is no music. The gameplay is repetitive. The game blows up after the tenth summon for some reason. I chuckled at the contract which makes you find the birb statue then proceeds to take said statue as the price for the contract. And the crab looks like it has seen things. Good job!
On an unrelated note, when you streamed my game (Apprentice Binder) you wrote a comment but forgot to submit. I noticed later when rewatching. Would really appreciate if you could submit it again, haha.
I liked the atmosphere and the sound design. My only complaint is that the dialogue is extremely slow and unskipabble and that the dialogue where the essence of death is explained is cut off. Otherwise, the gameplay is simple, fun and fast-paced. Grats!
I didn't understand at first that the critter at the left was the player character. I thought that it was a first person camera, and that the bee was in the middle and both enemies would come after it from the left and the right. And when I moved the bee with the tornado I didn't understand why the fire blast still told me that the bee was in front of me. I think what made me think that is that the player's life is the same color as the enemies. Maybe if you made it green it would be more clearer which one is the player character. Maybe even make the bee's life bar green or yellow to differentiate it from the enemies. I really liked the card art and the music is interesting but a bit dissonant for some reason. I found the positional mechanic of having allies in the field (the bee) and having to avoid friendly fire very innovative, but although I managed to beat the game I couldn't save the bee even once, perhaps it is too hard. Grats!
I liked the sound design and screen shake effect. The gameplay could use some hustle, though, but from what I understand it's not finished. Grats anyway!
The game is fun and simple. The spatial awareness that the game transmits is a bit weird, but overall I think that the shadow is really well used. What I found a little annoying was that the demons sometimes ran away when I was trying to pick them up. I really liked the music and the sound design. Is there anywhere I could get the music as a standalone? Grats!
Cool story and characters. The dialogues made me feel nostalgic and reminded me of Tales of Phantasia. Grats!
Fun and addicting game. I did three attemps at beating the game, but Shaggoth is too overpowered. Please nerf. Music is good. Grats!
Cute graphics and music. What I didn't understand is why the game didn't end when I reduced the enemy's HP to zero, and then a new wave spawned. You should make it clearer that the game is about surviving waves, not defeating the enemy once. That's the only thing I found a bit confusing. Grats!
Fun card game. What I like the most about it is that it is simple and fast paced. The music is good too. Congrats!
Fun game. I would add full arena pathfinding to the enemies. The screen gets empty of enemies after you kill your local enemies and the rest don't come for you unless you go find them first.
First of all, the music has no business being this good, especially to fit such a cute art style. Kudos to the composer. I really like the 2.5D aesthetic of the game, everything looks polished. And the design of the pattern input is also very good both in terms in graphics and sound design. It feels pretty snappy and responsive. Sadly, I can't seem to beat the 1:00 mark. Maybe it is a tad too difficult near the end.
Congrats!
Fun gameplay mechanics, although scrolling through the glyphs with the mouse wheel is a bit cumbersome. Sometimes I would try to left click the glyphs on the screen.
Good graphics and good music. They really fit the mood of the game.
The last two glyphs in the fourth room were sneaky.
Loved the plot twist at the end of the last level. I was like "Oh, no, I have to redo the level again because I wasn't paying attention to my surroundings." but then I saw the game over screen and I was like "Oh, wait, that's it.".
Great job!
While I was playing the game I figured that the one thing I was going to complain about was how slow the cats traversed the level, but then I beat the game and the ending made me die a slow death while screaming in pain and agony; and then: BOOM! MEMES!
What a rollercoaster of emotions, that ending... I am happy. You people get the maximum score in humor from me, but I don't want to see another slow cat in my entire life.
Good job and congratulations! You deserve it.
I'm going to be a bit critical, so please bear with me. I can appreciate the technical difficulty that went in the making of this game but here are my qualms with it in terms of puzzle design and artistic content.
- The player movement feels sluggish and floaty, and I sometimes got stuck between objects. - I can't even call the first level a puzzle. It's just try to grab every item and if it picks up throw it into the fire. I gave up on the second level because I couldn't find any object that I could interact with. - The graphics may be good in technique but look too plain. Nothing makes them distinct from a typical Unity low poly style, which makes them look boring. - So is the music. Except for the vocal song that plays in the intro, for the rest of the game, all I can hear are two lines of piano. It sounds half relaxing and half like avant-garde serial music lobotomy. I'm not even sure the melodies were written in any specific scale or if it's atonal. Following the notes of a scale, adding some chords and more instrument lines would definitely help. The music can still be relaxing but more pleasing to the ear. It also cuts off abruptly before restarting the loop.
Otherwise, I think the map design and models look good. Good job and congratulations for making it in time for the Jam!
Good puzzles. Some things I would improve is having the wizards panel always open. It's a bit annoying to open it at the beginning of every level. And I would also make a point of explaining that spells don't go across precipices, which is a bit counterintuitive in my opinion. I thought that the fire spell would go through since it is a floating fire ball. The graphics are okay and the music is chill and fits the mood of the game. Good job!
I have a red switch mechanical keyboard with a Spanish keyboard layout but managed to rebind the right hand to BUIOP, because it wouldn't detect the ring and pinky ` and + keys, and the 6RKO option seemed to work just fine. Definitely the most innovative game I've seen in this jam, but now my fingers hurt a little, hehe. Still, while a game like this would be more comfortable to play with some sort of gloves, I'd never have imagined that you could make a finger motion game on a keyboard. Well done!
Unreal Engine games are truly something else, my laptop nearly blew up. I managed to get to plague level 100 and 10000 infected. At some point the rats couldn't infect because there were so many concentrated on a single villager and couldn't go through each other, thus effectively protecting the villagers more effectively than the plague doctors. It's a interesting spin on the summoning theme. Good job!
Fun game with an interesting lore (Portal references?).
Troubles I had: - Some connections would at first work and receive the item and then would suddenly stop working later. This happened to me using portal connectors. - When a portal is about to expire, I hear the sound, but it takes time to find which portal is sending the distress signal when the screen is full of portals. A visual indicator of which portals are sending distress signals would be useful.
Amazing puzzles. Good graphics. The music is good even though it's still PICO-8 lobotomy core. Solid entry overall. Maybe one recommendation I would make is making the platforming puzzles easier or to spread out the difficulty evenly across the game, if the game were to be longer, so that players have more time to get accustomed to the mechanics before the harder sections. Great job!
The glyph system is very innovative. Haven't seen one in years. Reminds me of the golden days of the Nintendo DS, with Phantom Hourglass. I think the game would do a lot better on phone. With a mouse it feels weird. I also noticed that the gesture model is not good at recognizing when the glyph has been drawn in reverse order or when the glyph is rotated. If these two caveats can be fixed it would make the experience so much better. The graphics are good, especially my friend liked the fire shader. The music is a bit underwhelming, though. Maybe a tune that is a little more aggressive would help. Maybe a tune written in the Double Harmonic major scale or Phrygian scale.
Good job!
Loved the Zelda-esque dungeon design, especially the doors unlocking animations was very nostalgic. Movement and beast following was too slow and painful, though. The graphics were cute and the music was okay, but I think a less lighthearted and more dungeon-y tune would do better. Also the game would benefit from having checkpoints. It's frustrating to start from the very beginning when you're almost at the end because your beasts move too slow or get stuck on top of the door. Also a way to get more mana would make the game easier to play. Good job!
The gameplay feels nice. Good job and congratulations!
Sorry, the game is too hard for me, especially in the beginning. You can't really start farming monster parts without the spiky shield upgrade and the laser seems pretty weak. Nice graphics and music, though.
This is truly an eastern Europe experience, summoning everybody for a drinking party. +1 for the Half-Life references.
The concept of summoning monster with dance moves is amazing to me.
At first I thought that the jumping was too low and floaty but after discovering the long jump and fastfall mechanics I think that its a neat detail, and makes for a more interesting movement. What definitely felt floaty is how Ralph follows the cursor, I think that it would be better if he moved faster and bounced harder off of enemies. It would help in attacking enemies faster, thus making the game a little bit easier. I didn't manage to come even close to defeating the boss after six attempts, especially when it goes into its second phase with the wings. It's hard to keep track of attacking the boss with Ralph and controlling the player character to avoid the angels' attacks at the same time. Maybe by simply removing the angel spawns it would be more doable.
Overall it's a nice simple platformer with physics-based movement. The way you can accelerate with the RMB spell to quickly traverse the corridor to the boss was a lot of fun. Wheeeeee!
What the game does definitely lack is fitting music. The one that starts playing in the beggining of the game and the rest of the dungeon is too lighthearted. The one playing during the final boss fight is okay I think.
Good game and congratulations!
Loved the graphics and the sound design. I played it for 30 minutes but couldn't find neither the noose nor the heart :(
Cool graphics, especially the perspective projection battle with a freely moving camera. Both graphics and music make fit the mood of the game really well.
Graphics and music on point. The mcng and mrng mechanics blew my mind when they finally hit me. Beat it in 30 minutes and found one secret.
Good job and congratulations!
Is this a Spain moment? Or from which country are these particular empanadas based on? Also, this game reminds me of another one called Amigo Kebab Simulator.
During gameplay I accidentally activated summoning and it seems like there is no way to cancel, except for summoning another creature. It also took me two minutes to figure out that you can't grind the Fallen, I thought it wasn't working.
Good job and congratulations!
Reminds me of Mario vs Donkey Kong. I didn't need most cards to beat the levels and there is also a bug that if you refresh the page you can load the next level without having beaten the previous one, just with having played the previous one without beating it.
The graphics and audio are fitting for the mood of the game, but the levels feel short and easily cheezable without thinking too hard.
Good job and congratulations!
Won using the classic tactic of clustering a ton of cheap ranged troops together. (Age of War Impossible difficulty clubmen inside clubmen and chicken turrets reference)
Getting the enemy king with a knight was easy. The concept of summoning chess is interesting and could be developed further. The AI is very basic, yet I still lost once.
It's a shame that the music sounds choppy in the web version, given that you had a dedicated musician working with Ableton to make it (judging by the description, although I only see one username in the game page). Would you consider uploading the music somewhere or releasing a native build of the game?
Good job and congratulations!
I managed to get to wave 4, when the Spikehead stopped working for some reason.
The game has tightly fitting graphics for its style.
I think that the music chosen didn't really fit the mood of the game. It felt too lighthearted and distracting. It could have been a melody with a more strategic feel, with focus on harder, lower pitched percussion and rolling drums, rather than the distracting and offputting alternation between the piccolo/flute and the plucked string. The beginning of the song starts more or less well but then the drums start receding into the distance and the castanets overshadow them, and the focus starts devolving to the alternation between the plucked string and piccolo/flute parts. The cello part is cool, though.
In terms of gameplay, I think that there is a lack of Headachers in the early waves, making the difficulty curve a bit steep. Having an extra Headacher in the early waves would be nice.
Good job and congratulations!
I managed to kill the king. I noticed that bleeding is overpowered and that beating the final boss ultimately rests on going into the final battle with a lot of health and armor. Your luck in the final battle depends upon the luck you had in the previous battles due to the health and armor carrying over, which perhaps is a flaw, although it also provides a pleasing difficulty curve if you're into hard games. I think that if your health and armor was reset every battle it would make the latter battles less dependent on how your previous battles went and the game would feel very different.
Also, it's a shame that multiplier sides don't stack. Or do they? It didn't seem to me like they do but correct me if I'm wrong.
I've encountered a few graphical bugs such as: a die touching the table in one corner and resting upon another die in an unstable position rolled off the square when teleported and that the dies ignored the "candle" collisions when rolling.
A critical gameplay bug I've encountered was that at one time a whip side registered as an empty side on the hover tooltip.
Overall, the graphics and music are nice and fitting for the mood of the game and the gameplay is very fun, with the innovative mechanic of dice customization and rearranging with the order of the dice mattering. Humor could use some work with more punchy lines, but that's a writing aspect. Great job and congratulations!
I played the game for three hours and managed to beat it and I love it. My first time I played for 90 minutes but couldn't continue because some bug wouldn't let me place pieces in or around half the cells of the library. Subsequent attemps took about 20 minutes each. I did consult the cheat sheet on Itch.
Overall, the gameplay is innovative and lots of fun, it fits the theme, and the graphics and music are fitting for the mood of the game. Great job, congratulations!
Took me a while to figure out that I had to rotate scale the pentagram into the circle, but it was a fun puzzle. Good gameplay and good art.
Breaking things by smashing them together, spinning a cat, and the win screen reference makes for a giggle indeed.
I took me a while to understand that you're supposed to summon all the monsters first before chopping them up. Cool game!
Cool platformer. I managed to beat it but could only see half of the text on my ultrawide screen, still, I think got the important short lines.
Well that was confusing. Why is frog plus rose carrot?
Otherwise, cute art and nice relaxing music. Congratulations!
The game reminds me of the Pokémon Mystery Dungeon series. I managed to beat all the levels up to level 8, in which after I scanned the whole map, there was nothing, so I assume this is the "limbo" end level.
I personally didn't find the game much fun. The combat is not engaging as it's just spamming space, and there is no minimap to keep track of visited rooms so you just keep toiling in the same level until you find the portal. Some other issues are the fact that bosses literally spawn on top of you when you respawn, enemies spawning out of bounds can still shoot projectiles at you and the fact that you had to grind XP even when you had already found the portal was infuriating. Also the XP didn't increase for every enemy killed, I have no idea how it works and it's confusing. Some levels were repeated (thankfully, so I could find the portal faster). The lack of music to keep the player in the mood doesn't help either.
Things I did like are the pirate ship level, the tiles are gorgeous; the wizard boss smoking a pipe and the rat boss.
Could be better but congratulations!
@luc-creationallabs I beat the game three times because I didn't understand this one. I'm assuming this one is wrong.
Otherwise I understood that the gray blocks are fences that prevent you from falling, the arrowless orange cube just goes back and forth left and right, and that the orange cubes with the arrows go in that specific direction as many number of cells as you advance.
Verdict: cozy puzzle game out of ten.
I see what you did there. A twist on the classic rock, paper, scissors. (Okay, I didn't read the description before playing and wrote this comment before I did.)
The graphics and music are perfect for the game. Loved the voiced "Summoners Brawl" line! Music fits the mood very well too.
In terms of gameplay, it was hard to figure out at first but I think that in the end I managed to crack the code and found out that it was easier to beat the game by spamming critters than by following the rules of rock, paper, scissors.
Almost a perfect game: because of the lack of levels and the fact that spamming critters is broken; but congratulations! You've earned yourselves a follower.
Is there an ending to the game? I managed to survive a few waves but the only thing I'm getting is a semitransparent box I can touch.
I managed to make the three towers visible and beat the game. This game is very moody and the music goes with it really well. The main mechanic is really unique and makes for an interesting spin of the theme. Instead of having a big world, you compress it all in the same screen. I couldn't help but wonder how the main mechanic in this game was implemented, perhaps the world is a tree of tilemaps and you have a stack where you push and pop the tilemaps associated with the tree's node, the nodes being represented in the game as the thread rolls that you cand roll and unroll. A very interesting entry indeed, great job!
When I saw the second screenshot on this page before playing the game, I expected that the gravity pull in the game would be dynamically recalculated and that the moons would shape their orbits around the planets. I couldn't solve the last puzzle and thought that I had to somehow bend the moon's orbit. Then I saw the planet counter and realized that you don't have to place all the planet systems from the palette, so I just didn't place the second planet+moon system and I managed to complete the level.
As for the music, I felt it sounded spacey and tense. The long string notes in the back are what makes it sound spacey. The tension comes from the piano melody sounding dissonant and I feel like the melody is never resolved, which is not too pleasing, and then just keeps on looping. I also think it sounded a tad too loopy and the part where the loop cuts is very noticable too. I think it would also be helpful to make the bass more rythmically and melodically interesting, in other words, not play the same note all the time at the same intervals of time in order to make it feel less loopy, but as it is it does make the song feel tense. The shaker as an embellishment to the song sounds okay I think.
I loved the crowd cheers when you complete a level and the crowd jeers when you fail a level. It reminds me a lot of the WarioWare minigames.
Overall, it was a fun and challenging game. Good job!
The main mechanic is simple enough and this could work as a mobile game with harder levels.
Fun and straightforward gameplay. I got the ring but I think there is one item I didn't get.
I got a score of 250. It's funny and the music is catchy. It gets a bit buggy when I'm dragging furniture and it places itself without me pressing E. Not bad physics for a custom game engine.
LD60 — Old Tech (52)
Big Ron's by ViceVersa 2026-10-28T23:41:22Z ♥ 0
I love the spaghetti legs! This ended up being more fun that I thought and I liked the lullaby music a lot. It seems no one buys cameras though...
Screen Dasher by Shlolo 2026-10-28T23:22:26Z ♥ 0
*Mom, mom, can we have Path of Pain?*
*No, we have Path of Pain at home.*
Path of Pain at home:
---
I don't think I have it in me to complete the challenge. This is a very innovative concept I think, at least I haven't seen this one yet. The photo graphics were pretty cool and I also like very much the minimalist pixel art. But I think the best gem here is the pause menu, I didn't expect a Game Boy to come out flying from the top of the screen. Great job!
Loose Screw by UkuleleFury 2026-10-28T23:08:27Z ♥ 1
I managed to beat the game. I didn't quite understand how the screwdriver works, I kept getting red numbers all the time. I think the greatest flaw is that the use of tools is confusing and that it is not intuitive which tool to use for any given appliance in some cases, for example, I have no idea what the green thing was. The hand-holding with the yellow outlines does not help much. Yes, whoever published that manual needs to be fired indeed. Other than that the music, the graphics and the soviet/eastern bloc feel and the crow in the background are pretty cool.
ScrapBoys by Nikiroz 2026-10-28T22:41:22Z ♥ 1
Interesting auto-battler, my meta was tank wheels plus shark plus DPS. Reminds me a bit of Drill Dozer as well as the Pokémon D/P/Pt's fossil excavation mini-game. Kudos to the composer for the garage music.
Clam Hunters by Maakole 2026-10-28T22:21:14Z ♥ 0
I killed all the critters and that's it? The thing I found most interesting is how you mix 2D sprites with the 3D animated appendages of the critters.
P.D.: Never mind, I replayed it and got the win screen this time.
Light Seeker by ingi 2026-10-28T22:10:51Z ♥ 0
Screenshot_20261028_230137.png
Well I guess we're stuck here now.
This game reminded me of my Ludum Dare 54 entry ***Time it right!***, and the *If you're curious* part about and idea I had for it, I think making your game with the screen zoomed in close up was the right call, anyways I entered the place.
Having two grappling hooks reminded me of Twilight Princess' sky dungeon and the music is also very Zelda dungeon-esque.
Overall it's a solid entry, shame that I got softlocked.
Anti Virus by Halogen 2026-10-28T00:05:47Z ♥ 0
Ah, I see what you did there, I got both the bad ending and the good ending.
FOO-BAR 808-16 by plumitt 2026-10-26T23:58:16Z ♥ 1
I managed to get up to 10 bars. Video related.
https://www.youtube.com/watch?v=IPFiKEm-oNI
One Meowment, Please by Neshtyak 2026-10-26T23:39:39Z ♥ 1
It's sad that the game won't stop for me to read the dialogue, the lore looked promising.
What is this? by Dreamerkaj 2026-10-26T22:29:28Z ♥ 0
The game is confusing because sometimes you can't grab some of the visible objects, also the movement is too slow since you must wait for the animation to finish and then also it only detects the intent of moving on an edge of a key press transition instead of the key being held down. The pixel art is cute, fullscreen mode would help and the music was good enough but a bit repetitive.
Old Man Playing Old Game by NTMalichi 2026-10-26T22:04:19Z ♥ 0
I played without keyboard controls for the full unadulterated experience and managed to beat the game, and while I was playing I thought to myself "Damn, this man has some serious problems if he is shaking the console so much" and indeed he did, the ending did not disappoint. Anyways, the enemies seem not to respawn after restarting the console, I don't know if that was intentional. Nice short entry, I thank you for not making me suffer more than you did.
Rail Mania by darkshadow 2026-10-26T21:50:23Z ♥ 0
Hello guys
Today we have a list of top 3 boring games
1. Tower of Hanoi (Rail Mania) 2. Rail Mania (it's secretly Tower of Hanoi) 3. Games with 67 (Rail Mania)
Screenshot_20261026_223819.png
I mean honestly it's a good Tower of Hanoi spinoff with some historical info (accurate I hope), but come on it's Tower of Hanoi, it's as fun as it is boring.
I had a good time playing all 15 levels.
Good job I guess. (I'm sick of playing Tower of Hanoi)
Ghost Train by Koolruz 2026-10-26T20:44:38Z ♥ 1
I had fun since it was not too hard. The acceleration feels nice, the controls feel snappy, this was especially noticeable in the all rails around one coin level with 4 columns of 5 rows of coins, and the spirits are dumb enough to follow your traversed path, so you can gaslight them pretty easily. Good job!
Screenshot_20261026_214003.png
T.O.R.Q by BadPiggy 2026-10-25T22:45:41Z ♥ 0
It's a skill issue for me. The life bar depletes too fast. But I liked the art style. Reminds me of fanmade 3D Megaman first-person shooters and F-Zero.
BOGEY OR BANDIT by rekk1d 2026-10-25T22:37:27Z ♥ 0
Kudos for making a mouse only game. I think the difficulty could be eased, especially when the clock goes haywire.
The Tester by Curtis Pelissier 2026-10-25T03:20:36Z ♥ 0
~~Got stuck in the room where you need both the laser gun and the gloves but didn't have the laser gun anymore.~~ Missed the weapons switch button in the instructions, my bad.
Got stuck on being unable to get to the smoking cube.
B-K1ND by RenD 2026-10-25T03:09:32Z ♥ 0
**YOU EVIL BASTARD**
(jk)
Screenshot_20261025_035420.png
Call it skill issue, but this is where I give up.
My two cents are these: the mechanic is not that well implemented. The rewind gets cut off at inconsistent durations, the window during which you can use your ghost as a platform is too slim, nor is it clearly explained except barely by that screenshot you mention. It doesn't help also that there feels to be some input delay, not only while jumping but also while moving. I had many instances of me releasing the button and the character stopping a few frames later. For reference I was playing on a 100 FPS monitor. I am unsure if your physics engine runs independently or if the physics run at 60 ticks per second the render-physics frequency mismatch is creating problems.
Press Any Key! by Helgust 2026-10-25T02:24:35Z ♥ 0
The game is too long and the time goes too slow. Truly an office simulator. To illustrate my point I am writing this feedback while the game is running on another screen and I am writing this between tickets. The minigames are fun, except those that consist in clicking one button and waiting for a bar to load, or closing windows, or fetch quests. My favorites are fixing the printer and servicing the coffee machine, because they have a certain cadence to them. The yellow notification is sometimes hard to notice. Perhaps making the icons larger or adding a sound effect could help. Oh and by the way, the first thing I expected from coffee is that it would make the time pass faster. I got the good ending it seems.
Fotoshu: Caught on Film by Aviv Levy 2026-10-25T01:13:54Z ♥ 1
Perfect entry. I liked the fake bait move on the last level. I must ask, how did you make sure that the levels were solvable in one way and not another? Did you use an algorithm to validate the levels or did you simply test them manually? Also is it possible to get the standalone OST for this game?
Torch Keeper by Boxofcuriosity 2026-10-25T00:47:58Z ♥ 0
Unfortunately my two runs of this game ended badly and I did not manage to finish the game.
The first time I got softlocked between two screens inside the three bushes at the top right, where it is also hard to manipulate the direction of the torch because the game screen ends there and in the page the game canvas is also glued to the top to add insult to injury.
Screenshot_20261025_021426.png
The second time I was at the left side of the vertical room and while I was falling down sliding across the side of a wall, the framerate tanked and then it crashed. I assume that whatever collision resolution algorithm was running failed miserably at its job and gave up the ghost.
Was there much game left after this run? If you can link a video of someone playing through the game I would like to watch it.
A thing that I absolutely hated about this game is that I have to do the job of moving alongside the moving platform manually. Was it that hard to reparent the player character to the moving platform upon contact from above and to reparent it back to the global frame upon jumping? When the player character and the moving platform are in contact they cease to be two independent objects but become one.
Overall I think the idea was well executed but I don't think that the game design was a good idea in this aspect: I don't think the torch orientation mechanic gives enough precision and room for error. For starters I think that you should have not the torch follow the line from itself to the cursor but rather I think that you should have hidden the cursor and used the mouse to change the orientation of the torch independently from where the cursor is at the moment. This would also solve the game canvas being glued to the top of the screen problem.
These are my thoughts. I hope you receive them well and that you manage to find a video for me. Good job for making it through the jam.
Tiny Technician by brimstone 2026-10-24T23:37:12Z ♥ 1
Great game! Bonus points for being playable with mouse only. Could be a great mobile game. Great for playing while eating!
Dear Diary by Roroto Sic 2026-10-24T11:32:13Z ♥ 0
Is there a good day ending in this?
Floppy Quest by LaBicorne 2026-10-24T11:22:54Z ♥ 1
I managed to beat it. What I would fix is explaining how your shield and sword interact with other things, it took me a long time to figure that out. Also the sword becomes obsolete once you get Mario.
fishGrinder by Disvent 2026-10-24T10:28:11Z ♥ 0
Very cool game, it's perfect, I can't really offer any criticism, except maybe that some players may find that the mouse motion controls a bit too hard. Congrats!
V0X : Parabiosis by mohidTheDev 2026-10-24T10:13:00Z ♥ 0
It's an interesting concept, but going in and out the weapons menu to reattach consumed upgrades ruins the pace, plus the pause menu does not seem to work correctly and I die while I am building the weapon.
I am Computer by Ioana 2026-10-24T10:02:30Z ♥ 0
I am unsure what to do in this game, does installing the old machines do anything? Health in this game is too low I think, some enemies leave traps in room entrances upon dying, so that if you have 4 health left you can't access the room. It is also unclear whether the fish and the astronaut are friendly or hostile.
OadText by OadT 2026-10-24T00:33:55Z ♥ 1
Jokes on you, I've seen Tinder-like dating profiles on teletext in 2026 and you didn't include them. Worst game ever.
Jokes aside, the Hanoi game was very cool! Although I am not sure how the pyramid building game could have been implemented in practice. And I can't cancel my sound effects subscription! I guess you could call it a teletext pyramid scheme building game.
weird gameboy game I found in the mountains by Enad96 2026-10-24T00:18:54Z ♥ 1
Creepy, man. I should have seen the Inscryption reference coming when you "found" a game in the mountains, but I didn't. Gg.
Road Rage by FunnyPumpkin 2026-10-23T23:21:23Z ♥ 2
Award for the most annoying game.
PIP's Escape by Isaac Hisey 2026-10-23T23:12:56Z ♥ 0
Unfortunately it crashed on the second game for me. If you can suggest a way to manipulate progress I will consider replaying starting from the second game.
I Don't Even Knit, or Olde Castle by Chomby 2026-10-23T22:46:28Z ♥ 0
- **What I played:** I Don't Even Knit, or Olde Castle - **What I expected:** A game slightly better than the original Castlevania for the NES - **What I got:** A game slightly better than the original Castlevania for the NES but also a 2D Mario 64
Retroid Zania by rogual 2026-10-23T22:35:42Z ♥ 1
theboys-perfect.gif
Only downside is no fullscreen. Congrats!
Aliens borrowed my gameboy! by harujam 2026-10-23T22:12:39Z ♥ 1
Very cool point and click adventure and I like the fact that the puzzles are very intuitive, although I think it would be an improvement to remove available items when they have indeed been consumed for their purpose. Congrats!
THE LAST VIDEO STORE IN TOWN by MEM0 2026-10-23T22:00:38Z ♥ 0
Very fun shop game and thanks for making an accessible rhythm minigame, I feel like many rhythm entries this event are too hard. For nights 2 and 3 it wasn't very clear what I had to do nor did I know that I would lose if I was discovered nor did I know what to do with the cassettes on day 3 because the text explaining it went away too fast. I expected on day 2 to fight just like on day 1.
XENOCHRON by EricNS 2026-10-23T21:43:21Z ♥ 1
This game is the perfection of simplicity. I played on a 21:9 ultrawide screen so I may have seen the robots from further away and so it was easy. But it's a very well designed game. Congrats to the chef!
No Matter by Prunus Padis 2026-10-23T21:38:22Z ♥ 0
Trippy and kind of reminded me of Portal 2.
***Hi. We have been trying to reach you about your matter's extended warranty.***
Lensmaker by jahuth 2026-10-23T20:19:35Z ♥ 0
I had to implement raytracing for my previous two entries and the source code is available if you're interested, and for my previous entry I remember having to do something with the lensmaker's equation. That's why it's an interesting game for me.
Fire Already!! by INCD021 2026-10-23T19:31:57Z ♥ 0
***W . I . D . E . R***
defrag.exe by F1Krazy 2026-10-23T19:11:43Z ♥ 0
I got stuck with this configuration playing on TIC-80 (v1.0.2).
Screenshot_20261023_210722.png
Snake Boy by neowhoru 2026-10-23T18:55:14Z ♥ 1
It's a snake game I guess. Are increased speed and inverted control the only nerfs? Does the music follow the current score as BPM? Is there a limit to the BPM? I also made a GB game btw, although I used a grayscale palette. Is your font a bitmap or is it an actual font? I would say it's an actual font because the way it's rendered is weird.
Sem_Ion. by Hexela 2026-10-22T20:30:12Z ♥ 1
theboys-perfect.gif
The last ember by tucan 2026-10-22T20:24:44Z ♥ 0
As @crotonyl-alcohol said, the game does not really have a push element. Having the boar chase you when you are close to food would help, for example. The music is nice though.
Who is Nana? by AO-85 2026-10-22T20:15:54Z ♥ 0
I really liked the PC UI and it reminded me of a game I wanted to make. The ability to hold to see outside the PC is really nice too!
Balkan Hunter 2002 by Skvader_418 2026-10-22T18:19:16Z ♥ 0
Balkan anything is automatically peak humor for me, the music is also peak humor, I loved the gunshot sound and overall its a fun game to relieve stress, the gunshot sound feels very good. Good job!
Old Tech, Dead Tech by crotonyl_alcohol 2026-10-22T18:04:51Z ♥ 0
Is it possible to remove rotting corpses? I had a lot of them and no matter what I did they did not seem to go away even if there were workers that carried them. By the way I decided to play this game because of the name of one of its authors: Crotonyl sounds funny in Spanish.
HYPNAGOGIA FRONT by Elmalach 2026-10-22T17:03:51Z ♥ 0
For some reason I can't seem to do anything in this game. What are the controls? Am I supposed to move?
THREAT* by Jacky San 2026-10-22T16:51:25Z ♥ 2
I managed to beat it, but I think there are not enough opportunities to use the dash in such a cramped space, especially the up dash.
Night Shift by w3wdwa 2026-10-21T22:07:31Z ♥ 0
I liked how it goes form cozy minigame to horror game. I really thought I had finished the game when the call that needed the locksmith came in. I also liked the elevator music and the mood. The vent climbing sequence reminded me of Silent Hill 4. I think that when you pick up a call instead of the text for that call is displayed the text of the leftmost active call that you did not pick up, but I may be wrong about it.
Mirai Voices by Libra_Nix 2026-10-20T20:23:46Z ♥ 0
Unfortunately I suck at this kind of parallel rhythm games but I would like to hear all the full songs. Can I download them from somewhere?
But Buttons by Euler Moises 2026-10-20T11:26:50Z ♥ 2
It's an interesting idea, but nah, by the third level it was too hard to play.
2LocoGames by Veddersboy 2026-10-20T03:08:13Z ♥ 1
Good mood and good bore type game. It has the potential to become a great ASMR incremental game were it not for the fact that the dial wheel gets stuck at times and that the text of the shop items is so small I can't read it.
The Base for Old Creations by alaah 2026-10-20T02:59:43Z ♥ 2
It sucks that I had to check the guide at every step but nice humor and screw the Xbox One Controller.
Btw t's so over Elephant in the room bros o7 T-T