Destructive Interference by Rakthalekk 2026-04-22T17:28:11Z ♥ 2
Nice! Beat all the levels on all difficulties without too much difficulties after getting the hang of things.
I'm a big fan of rhythm games. Played a huge bunch of different ones after finding DDR in the switch of the millenia. I've kinda gone full circle with them and are mainly just playing ITGMania anymore. Felt kinda weird to have the lane picking and colors just being fixed to keys. I constantly had the check the key/color map while playing to make sure which was which while changing colors. Would probably be a lot easier on PS controller where the shapes seem to match. On xbox controller though, the colors are the same as the buttons but they do not match. Would probably make more sense to have the shapes map to PS controller shapes and the colors to xbox button colors to have more of a support for both.
Would probably need some sort of scoring to prevent cheesing and playing all too safe by taking the lanes one at a time. Another small annoyance I had was that there was quite a lot of just waiting all too often. Especially on the ends of songs where you had to just wait for some specific color note to appear. Probably the only use for the jump button though as the noise lanes left behind could sometimes not be dodged any other way like normally they like 100% can.
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Lovely art style. Though very bright and busy, it didn't feel too distracting. Sometimes the speech bubbles were covering the side lanes which was a bit annoying. And of course I would like to see more animations on the character portraits instead of just stiff single frames but of course jam schedules can be tough to squeeze such niceties in.
I would have really preferred for the songs to fully play instead of you "playing" the instruments. It makes it so much harder to get into the groove of the song you don't know, can't fully hear all the time and are constantly switching between different instruments.
Anyways, good job! 👍
LD60 — Old Tech (6)
Rental Breakdown by Tobius 2026-10-27T13:16:33Z ♥ 0
Gets kinda repetitive and a bit annoying since you can't do anything after few cassettes. It just becomes way too much to handle so fast.
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Took me several tries to actually get the rewind working. That's the play button which is confusing and I thought I tried that too but I guess the power had been switched off already at that point.
Quite a bit of unnecessary interactable things that just make playing harder. Like for example there is no real reason to move the rewind machine ever, and at least I constantly did that instead of hitting the small button. Not all that fun. I guess that was the point though. Due to this there are also some spots on the field where you can actually completely lock yourself because a cassette can't be interacted at all if placed there. Top left corner at least.
Managed to get a better score with few more tries though.
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Looks and sounds awesome! But I would have just made it be a bit more fun to play too. It doesn't really encourage for repeated tries as it constantly fights against you. But good job though, really nice visuals and mood! 👍
Chort Harvest by Baturinsky 2026-10-21T15:38:42Z ♥ 1
Beat all the nights with the plough and the first with all the others.
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First of all, it feels super cool to pough through hordes of enemies. The controls were a bit wonky, mostly noticeable when not blasting full speed which I rarely really did as trying to hit anything at full speeds was nigh impossible. But the controls were serviceable enough though, nothing I couldn't get used to.
It's way too easy. Like it becomes borderline boring pretty much on the second night already. The difficulty doesn't increase with the nights, it just becomes more tedious.
The different weapons felt a bit pointless too, mostly just more of the same. The plough was easily the most interesting one and should have focused on that only in my opinion. Also feel the same about the majority of things in there. The militia, absolutely pointless. The obstacles, just annoying speed bumps. I think it would have worked a lot better by just having a smaller arena and spawn way more enemies, have them be more aggressive and deadly. And first focus on making that feel fun and great, which wouldn't be all that hard as it already was fun to mow the enemies down but it was just too non-threatening and had to spend lot of time just driving to next packs.
Visuals wise it was cool, nice pixelated gore and pretty neat lighting effects. The lights were a bit weird though, I think the tire lines were actually clipping it too. At some point I just did doughnuts and waited for the enemies to come near me and die and it became like pitch black dark in there. Audio work was ok too but without any music, ambience or enough variety, it also got a bit bland.
Oh and a small annoyance that kept bugging me was the hitboxes. At even moderate speeds, the enemies often just phase through your weapons. Makes it even more slow paced and encourages you to play slow (or even just backwards where the car handles better too).
But anyways, pretty fun game but had a potential to be an absolute blast if focused on right things instead of trying to spread yourself too thin. Good job though! 👍
KickBack by ElyaWithDashifts 2026-10-20T15:16:25Z ♥ 2
The game doesn't launch for me. After hitting play from the main menu, I just get a black screen and the console is flooded with this warning.
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Real Intelligence by Wake442Sur 2026-10-20T14:03:55Z ♥ 2
Cool, got several different endings, possibly even all of them. I think it was four different "real" ones not counting the early exits and other similar ones that felt like failures.
The story of the world seems cool but the pacing of telling the story feel a bit rushed. I mean you don't really get enough to fully immerse yourself in the world. Would probably need a bit more "fluff" filler stuff to build up the ambiance instead of basically every message box delivering the next important twist. Obviously that would make replaying different endings a bit more tedious but would make the first ones feel more alive.
The art was great to look at and the music nice and soothing. Cool little variations on the playback speed to liven up some situations. Dunno if it's just the engine you were using thing or what but the playback speed on settings didn't work (or couldn't be changed). I'd always prefer some slowly appearing text making it feel a bit more like you're hearing the text. Sometimes you can kinda spoil what's coming with a glance at the wrong spot.
Another thing that's probably just the engine thing but it was kinda annoying to have to sometimes scroll when not playing full screen. Would probably happen with less wide aspect ratio screen too. Increasing the embed area size to accustom the lengthier text could be an easy fix (and something you could still do behind the scenes without breaking the rules as it's not changing the game itself).
On my first run through I did the side with bots & return to future ending which was a bit linear. Nice to see that the other (longer) endings had a bit more interactivity in the form of minor puzzles. More of such things would have been cool, a bit more gamey instead of just "pick the obvious right answer that will not immediately give you a bad ending".
Anyways, good job! 👍
Sound of Night by mikeware 2026-10-19T14:10:17Z ♥ 1
Kinda stuck here, this is what I keep hearing and I've checked it so many times. Must be some extra gap or unheard one but can't really figure it out.
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So did a bit of googling. I think there is a flaw in your tutorial, you never thought the letter L. I guess that was the point too it seems but how could one figure it out without any prior morse knowledge really as it also matches other letters that were already thought?
Kinda smooth sailing after that. The N was a lot easier to figure out as it was just in the end of the word and I kinda knew to expect unknowns.
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And I was just getting accustomed to it, hearing the difference in timing of for example `... . .`
Looks and sounds great. Plays well too. Only issue is with weird timing quirks when trying to skip messages or going too fast. Also managed to somehow fully restart the game when trying to erase. And it couldn't have been backspace registering to browser as it just restarted the game, not the whole page. And after that I tried to go too fast and weirdly somehow ended up in credits. Learnt my lesson there I guess. 😂
Anyways, fun proto. Dunno how long legs would a longer game evolving just on deciphering morse have but at least it'll teach you something. Could easily have gone a bit longer at least. I was just getting started. Good job! 👍
Doodle Skate by OddballDave 2026-10-19T13:06:16Z ♥ 1
Beat the final level with this monstrosity! Who needs other colors than green.
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Very fun! The biggest annoyance was that the physics weren't really deterministic. Two repeated runs usually did the sameish thing (expect when speeds become too high) but draw just one line even outside of what is going to be touched and everything might change drastically. Made it kinda annoying to try to solve levels in one go. Which is much more fun compared to "cheating" by doing bit by bit and nudging the character where you want.
Undo for the last stroke would also be the absolute best functionality. Found out that you can full reset with just re-clicking the level instead of fully erasing though.
Red and orange pencils seemed absolutely pointless. And blue was also very situational and difficult to use too. Green was the obvious king. The biggest issue besides the results changing by doing nothing was figuring out how to change directions. It seemed very arbitrary. I usually ended up doing a green C loop and at some point after doing dozens of flips there, the dude might finally change the direction to the other way.
Another smaller annoyance was how easily the wheels clipped through the ground. I guess it's just a speed thing. Did you have continuous collisions mode on on them? And now that I think about it, was it even necessary to have the wheels be separate like that? Wouldn't the whole dude+board work with just being a single flat body?
Looked and sounded great! The hand drawn style was great. The only thing I'd change on it was the (mainly green) colors. Seemed a bit too bright pure green to my liking. The blue and purple at least were a bit nicer shade, a less in your face aggressive bright.
The level design was also a bit boring. Just few sandboxes really with no real design. Shorter levels and more of them would have been a better way to go too in my opinion. And of course the stages should have a win condition. Unless I was completely missing out something! Was very confused on what to do after getting all the checkpoints but I guess that's just players own decision that "you win".
And for more replayability, having "scores" based on beating time, lines used etc would be cool. Kinda brought to mind Pontifex, the original (I think, but applies to all the clones of it too) bridge building game where I spent countless hours doing wacky builds to optimize the costs of the bridges. And of course a purist "no more drawing after hitting start" mode. 😎
Anyways, awesome job! 👍
**edit:** Oh and I also thought that the dick was the final checkpoint as it shared color with them but I guess that was a pointless feat to try to grab it too.
**another edit:** Also really recommended doing a web build on jam games if by any means possible. Really lowers the barrier of possible plays. And super quick and easy to do with Godot. Being able to do all four builds with a single click (in addition to being so damn light weight that it's illegal) is probably the best feature I love in Godot in comparison to Unity. And they're built almost instantly too! Couldn't even hit the "switch platform" a single time on Unity at the time everything is done.