FoonLudum Dare ExplorerUsers → auxiliarymoose

auxiliarymoose

Category Medals

YearLDThemeGameDivisionCategoryScore
🥈 2026 59 Signal Astral Pilgrimage of Sound compo Audio 4.50
🥉 2025 58 Collector Mines of Enceladus compo Mood 4.47

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659SignalAstral Pilgrimage of Soundcompo1223.553.054.104.103.844.504.15
202558CollectorMines of Enceladuscompo803.523.153.283.604.004.112.254.47
202250Delay the inevitableSferePhallcompo2603.523.213.884.003.923.843.253.27

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by auxiliarymoose

LD50 — Delay the inevitable

Frame Buster by JCMonkey 2022-04-04T05:22:01Z

I found myself laughing out loud at this! It doesn't take itself too seriously which is awesome. Overall has a very cohesive/consistent concept. For future improvements, I would recommend focusing most on the graphics and specifically the environment. The player can feel a bit disconnected from the ground, and it would be neat to have something in the sky that the chickens are falling from.

Battle Cards by sirikan 2022-04-05T09:04:18Z

It was fun to try this out! It was neat to see some interesting dynamics emerge, and the computer had a good strategy. Some things that would be nice to have would be more insight on exactly how strong attacks/defenses etc. are, plus having more cards available to play from to give the player more choice (and for gold to have some impact on gameplay). I found that I had a ton of gold at the end of the game, even after purchasing everything I could each turn. Also it took me longer than I would like to admit to learn that you click to set the aims of your cards and that it isn't automatic :P

Lava is Deadly by OadT 2022-04-07T10:09:59Z

SUPER cool take on the theme! A very neat puzzle game with lots to love. I must admit I got stuck on a later level, but I will come back after thinking about it more. An instant classic--I can totally imagine something like it running on the Game Boy or some other retro console. Really great work overall on a super cohesive retro style game. It has a ton of personality for a puzzle game. Some things to potentially improve:

* A more gradual ramp up in difficulty (or maybe I am just a bit slow lol) * Music: it seems to be a bit mismatched from the 8-bit style of everything else * Detecting that the level is done seems to take an extra input after you arrive on the X * For more depth, there could be some sort of level selector with "par"/"perfect" scores for how many steps to take * Keyboard controls for adding/subtracting points would be a nice touch

But these are all small nitpicks. Congrats on the fantastic game!!

Binner Lady by PoshDan 2022-04-07T09:19:12Z

Neat concept with good execution! I think the drivers are taking lessons from Cyberpunk 2077---the first one I see as I exit the lot is grinding along the curb upside down, and then I find a vibrating pileup at an intersection XD. I mean that in a good way, it really adds to the charm and humor! It feels like a very complete concept overall, with lots of attention to bringing together a cohesive whole. It was a bit hard to get the truck to do what I wanted at times, and the scale/pacing of the game seems like it would take a while to really play through, but overall it was a fun experience and I enjoyed checking it out.

Doom's Peak by zantze 2022-04-07T09:07:59Z

The game has great vibes! It really feels like one of those flash games from back in the day, and the controller for the character is very good. It would be nice if you could carry a bit more of your momentum around corners. The gameplay was very fun overall, and even just cruising around without going for points was a fun experience. I would recommend mixing in some sort of distance-based score or mode since the scoring felt a bit more based on the luck of what you encounter rather than how far/precisely you make it through the run. Really fantastic work overall!

Trip to the unknown by CrishNate 2022-04-07T09:31:34Z

Super cool concept! Amazing art especially considering the timeline, and a very unique take on the theme. Overall it felt somewhat more like an interactive novel rather than a game in terms of how it's played, so if there were some sort of story as you went along, it could be super engaging. Also it took me a while to figure out what the goal was at each step, and I think it could help with clarity to reduce the number of things going on in the very first scene to help call attention to how to start. It would also be really neat to have some sort of musical ambiance, not necessarily music, but something to help expand the feel further!

Model-5C by William Corrin 2022-04-05T08:47:58Z

I played this on Pop!_OS 20.04 (based on Ubuntu) and Proton 5.13-6 worked well. It was a bit frame-ey but that's probably because I'm playing on integrated graphics.

VERY impressive game, especially for 48 hours as a solo dev with all original assets! Where do I even start... super cool visual aesthetic, an environment that keeps things fresh and interesting, tons of neat effects and visuals, great soundtrack, overall a very cohesive and fleshed out piece. Really it leaves me wanting more! Which is fantastic!

Some stuff that could be improved: * The automatic camera system was a bit hard to have a grasp of. Sometimes the automatic camera positions hid important stuff, so I had to go back a few times to look for more, and lining up some shots was hard (freely rotating with the mouse would be really nice). * The ramp up/ramp down audio sounded a bit funny on the robot when ramping up and down. Some sort of scrolling/ticking sound would probably fit better with the treads (like the ticking when aiming a mario 64 cannon) * Having an x/y found *per area* rather than overall (especially if there were one for the buttons) would help against feeling stuck. There was one time when I thought I had the game softlocked when in reality there was a button I hadn't found yet. * Just having a longer game with more areas would be really nice I want to play it more :smile: (of course there's only so much that can be done in 48 hours by one person!)

Overtime by Monado 2022-04-05T08:21:50Z

I played this on Pop!_OS 20.04 (based on Ubuntu) and Proton 5.13-6 worked well.

The scale of the level and depth of good art is amazing! The world was way bigger than I expected. It was a lot of fun trying it out. The world feels much more expansive than a typical jam game!

Some stuff that could help improve for future versions: * Jumping felt kinda weird, especially for the platforms you can jump through from the bottom. Sometimes you'll sort of float up a staircase by pressing space, while others you can't jump next to a wall * The enemies getting dropped on your head without warning is not a fun way to lose! * I'm not really sure what the item collection did (other than some immediate stat bonuses). Is there something special if you collect all of them?

Overall great entry!

I don't know how to code by ubershmekel 2022-04-04T06:11:46Z

I managed to get up to week 13 too! Very interesting (and slightly depressing) game lol. It would be nice to know exactly how much of each resource you have left. Also, very cool to see this sort of card game! It felt pretty decently balanced overall. I still can't get over the audio lol. That much voice acting, wowee! Great work!

Never High Noon by Jibberwocky 2022-04-04T05:47:57Z

Great artwork in a cohesive style! I'd love to explore a village in this style. The game was pretty fun to play overall, but my character kept getting stuck after some time playing, so the rounds ended because I was stuck rather than because the clocks/sun got out of hand. Also, it would be neat if there were some more intent/behavior behind how the clocks appear since it felt pretty random. The shooting at the sky keeps cracking me up. This is a very unique take and a lot of fun! Great work.

Mightiest Minion by poopgames 2022-04-04T05:57:57Z

Very neat concept overall! I like the idea of a "tower defense" game where there aren't towers, just you... It was a bit hard to control the jumping and I'm not 100% sure if I was playing correctly. However, it was very satisfying to place a lot of mines strategically. I agree with @charlesschar that making movement more traditional would make it more enjoyable. It seems like a solid foundation for a classic web game, with a very cohesive style. Fun playing!

SferePhall by auxiliarymoose 2022-04-04T06:00:57Z

@Anonymous yeah I wish I implemented better camera controls or proximity ghosting for platforms, argh :cry:

@poopgames glad you found that out! I should have def. made clearer instructions

@alexdacxt glad to hear you enjoyed it!

SferePhall by auxiliarymoose 2022-04-04T06:02:54Z

@ubershmekel thanks for the feedback! It seems like a common thread between a few people I've showed this to is the drag'n'drop not being clear. I will work on that in the future. Yeah I'm regretting the $10.00 limit now ughh. Thanks for the kind words in any case!

SferePhall by auxiliarymoose 2022-04-04T06:03:39Z

@jcmonkey great idea! I'll have to add it once the competition is over

SferePhall by auxiliarymoose 2022-04-04T06:14:42Z

Thanks for the useful feedback and for playing the game @Billnotic! Yes, the pacing is a bit off.

SferePhall by auxiliarymoose 2022-04-05T08:27:28Z

@william-corrin thanks for the feedback and kind words! That reminds me... I heard some FPS game (maybe it was metroid??) had a tutorial where it asks you to look up/down/left/right and automatically selects inverted controls based on which way you push the controller stick. Something like that for drag'n'drop versus click to place would probably work out pretty well for this! Or maybe just have both behaviors work by default. Actually, having both work is probably better lol.

@sirikan thank you for playing and glad you enjoyed it! Yeah, I think the controls need better explanation for sure

Not Today! by AlexDaCxt 2022-04-04T05:41:14Z

"That's a Bingo" OMG this is hilarious :joy: I love all of the witty quips throughout the game! It's also very well fleshed out overall. Controls were intuitive and it was easy to figure out what to do.

Potential improvements: it seems like there are a few different pixel scales being used (tiles, cars, death guy, time, text boxes, etc.), so see if you can settle on a single lower resolution/grid to prevent the different sizes from clashing. It could also be nice to have some sort of transition between rounds, perhaps with widening roads that you have to cross in less time or something?

Snooze by the_nacho 2022-04-04T05:33:32Z

Neat idea! I like the concept! Very relatable... :tired_face: Also super cool that you built this in rust! It's cool to see more and more stuff being built with it on the web.

I would recommend adding some clarifying marks to the graphics for what to line up since it was hard to tell whether some sort of bug was preventing snooze from being pressed or if I wasn't quite lined up right. Also the audio doesn't seem to be working.

Great work!

LD58 — Collector

Manually counted Reference GC by sebbernery 2025-10-20T05:07:37Z

This is super cool! I can imagine something along these lines could be a great teaching tool for illustrating how memory management works going into other topics like virtual address spaces, memory compression, file caches, etc. Maybe also gamemodes focused on throughput vs latency vs efficiency...

It does seem the game got stuck at one point with the following in the console: src/Program.hx:188: BUG HAPPENS

But in any case it was fun playing :-)

Collecting Cube by unpronounceable 2025-10-20T04:17:45Z

Really awesome movement system! The game feels super consistent and most of the time I feel fully in control. The only thing that felt a bit weird was a sort of rotation/turnaround time in the air when trying to move away from a wall after wall-jumping, and some abrupt vertical stops when jumping sometimes. For jumps, I recommend applying an extra upward force while the space key is pressed (possibly interpolated with some tween) while keeping the velocity continuous through forces & damping. Makes things feel less abrupt and more physical. Really great work!

Screenshot from 2025-10-19 21-14-53.png

Unarchived by strong99 2025-10-21T05:49:31Z

It was a nice and peaceful experience overall! I enjoyed the point & click/hidden items gameplay, and it has the vibes of fun flash games I remember spending a ton of time playing.

Agreed with the other folks about the scrolling causing some trouble... I think overall navigation could be improved a little. Some ideas: - Smaller scenes with click-to-navigate (instead of scrolling to find the navigation zones) - "Back" button to return to the previous place - Minimap to give a sense of direction & where you are

Overall, great work on making an art-focused game! It was a nice experience playing it.

Criss Cross Catacombs by juxipolo 2025-10-21T06:39:52Z

This is such a cool and well-executed concept! I really like the idea of navigating through a dungeon this way... there are so many things to balance. Do I go for a high-scoring word, but clog up my chances at navigating elsewhere (or even finishing the game)? Do I go for something easy now, but risk the rest of the game? Absolutely love it! The only aspect that's really missing is some juice & music, but it's a great game already. Thanks for sharing it!

Human Coin Chicken Flower by kiv 2025-10-21T05:13:01Z

It's a neat concept! I enjoyed the "medieval high frequency trading" premise and the mechanics felt good overall. However I think it is somewhat challenging to win because you have to react very quickly to the computer's "trades" which makes losing something that happens in a quick shift of the game. IMO if there were some more continuous/gradual loss (maybe "popular opinion" health bars that go down whenever one of you causes a resource shortage?) I think it would make it even more engaging and make losing feel more fair when it happens. Nice work, and thank you for sharing this neat game!

LD58 - Space Crystals by Endurion 2025-10-20T04:02:47Z

It's an interesting concept, and cool to see a C64 game in the compo category! I wish the game speed were a bit slower---either half or one-third speed. And maybe with a progressive speedup. Since as it stands the levels fly by very quickly and it can be challenging to get the hang of it. Nice work overall!

Gems of Kaine by MateusBoga 2025-10-20T03:48:11Z

It's an interesting game, though as someone who doesn't play puzzle games too much, I had trouble understanding the cause-and-effect relationships in the game. Some ideas to help new players without detracting from the puzzle experience:

- Make sure the game is self-contained, i.e. include the hints inside the game (I didn't realize I should scroll to read the hints on the itch page until I read the comments here) - Have hand-crafted levels that introduce rules one-at-a-time (something like the witness) to help players identify the rules rather than have to guess & fail as many times - Or if not hand-crafted, consider re-generating the level until it is more incremental from the previous level, so that the leaps in logic don't have to be as large

In any case, a very impressive compo game with excellent execution overall! I'll have to revisit it to try to take another swing at understanding the rules. Thanks for a great game :-)

Apple Basket by Zliebowitz 2025-10-20T03:32:41Z

Neat game! Cool to see a game with PICO-8 for compo, not easy to do the first time! Something I think would make it more fun would be to have some way to quickly get to the other side of the map--maybe wrap around the sides? Power up to move over? Since the movement felt a bit slow. Fun nonetheless!

Fractal Collector by Tesseract 2025-10-20T04:49:08Z

This is a super cool concept! I don't think I've ever seen a jam game like this (or actually any game for that matter). This could be really interesting to expand into more dimensions also, maybe even as a VR game?? Even though I wasn't able to solve all of the puzzles, I still enjoyed playing with the fractal generators. Thanks for making and sharing it!

Ludum TCG by LittleGamer 2025-10-21T05:56:53Z

This is a super unique game! Love the concept! It's satisfying to open the packs and move the cards around. However, I had some trouble reading the text and the cards sometimes got stuck while dragging... but then again the bugs don't take away from the experience too much :-) nice work and thank you for sharing your game!

White Noise Protocol by Picster 2025-10-20T06:38:30Z

Holy smokes! This is PHENOMENAL!! The vibes of wandering lost in mountains in near-whiteout conditions looking for something you know is there is like Skyrim, the power of the snowmobile is like the airboat in HL2, the world feels like it has sincere depth and history, a huge amount of high-quality art... really cool. And 48 hrs for 1 person to make everything?? Amazing...

Some thoughts on what could make it even better: - Locating stations with purely a compass and a 2D map in whiteout conditions is challenging to the point of frustration at times, since it's hard to locate yourself in the world and know which way to go. Realistic? Yes! But fun? Maybe there is some way to telegraph things a bit more in the world... signposts, distance & direction audio scanner, "lodestone needle" in compass that points towards nearby "technology" etc... Timothy Cain has a great video "Fun vs. Realism" on YouTube. - The visual style was amazing, BUT some details like the numbers at station 1 and the details of the map are a bit challenging to make out with the resolution effect. Maybe some "look closer" (zoom) effect could help? Or increasing font sizes/exaggerating map features? - The snowmobile is fun BUT sometimes I had trouble with (1) camera view--hard to look down if you're going to go off a cliff and (2) getting stuck--at one point I got the snowmobile wedged above myself in a pit and couldn't get out, so I had to reset.

In any case, I'm definitely looking forward to a sequel (if there is one)! Thanks so much for sharing such a wonderful project with everyone.

Screenshot from 2025-10-19 23-22-35.png

Taxbear of Haybrunn by spacecadet 2025-10-20T03:58:05Z

Nice work! I guess the winning strat is taking everything that isn't nailed down... very soviet taxation system XD. It could be interesting to have some penalty items that detract from the total value---e.g. smelly/rotten stuff that spoils the other taxable goods---since currently it seems like the best strat is to click on everything as fast as possible (since there isn't really a penalty to taking everything). But maybe that is the point!

Gem Goblin by boids 2025-10-20T06:54:27Z

Nice game! It's easy to pick up and satisfying to play. I do wish there was some way to recover health continuously, since it can be hard to find the last gems while a huge horde that does a ton of DPS is clogging up the map. Also, for a restart, you can wire up a Button's pressed signal to get_tree().reload_current_scene() for an easy restart button. In any case, it's fun to play! Thanks for sharing your game.

Mines of Enceladus by auxiliarymoose 2025-10-20T04:51:15Z

@bereg thanks for the kind words and feedback! I definitely need to make the controls better... I did some in-person playtesting last week at a local indie meetup and realized it's not very friendly to pick up so thanks for sticking with it :sweat_smile:

@cheeks thanks for playing! I think it might be since it's a Compo entry, while I see you submitted to the Jam.

Mines of Enceladus by auxiliarymoose 2025-10-20T08:18:45Z

GAH @tesseract THANK YOU so much!! I don't know how I managed to check that!! I was so confused because I saw 1 rating but I must have somehow accidentally enabled it... thanks again for pointing it out!

And of course thank you so much for playing and for the kind feedback!!

I don't care who the IRS sends by BlueDandelion 2025-10-20T03:27:30Z

Lots of fun! Well-balanced for a game developed so quickly and lots of fun to boot and I got to mars :-) Pro-tip: to add a quick way to restart a game in a Godot project, you can add a Button that is shown when the game ends, and connect its pressed signal to a function that does get_tree().reload_current_scene(). Voilla! Restart button in 30 secs

Sticky Turtles! by Sevansevan 2025-10-20T03:16:24Z

Nice work! It's a neat sokoban-like that feels consistent, easy to start, and challenging to fully figure out (I couldn't figure out how to collect all of the turtles but had fun trying!). I think this could be well-suited to having multiple stages that introduce new "tricks" for each solution so that rather than having a blank canvas to figure out, there would be more incremental guidance to help players figure out how to approach different situations. Lots of fun!

Star Reaper by Shoalmuse 2025-10-21T05:39:02Z

The glow on the laser is really cool, and the overall graphics approach stands out and looks cohesive! Feels like a modern pixel game with depth & "juice" so to speak. The game loop concept is solid as well.

Some thoughts on additional directions to explore—I think this game could be better suited to a mouse-based input scheme: it's a bit challenging to aim at longer distances, and I felt like I was having trouble pointing the ship precisely at further asteroids. Maybe left click to fire laser, right click to accelerate? Also, it would be nice if the star reaper would take damage from mines, since then you could use the environment to cause damage (not just direct attacks). Finally, I found I would often drill through an asteroid, but it wouldn't register as destroyed until more pixels of it were destroyed, so maybe a slower drilling speed BUT automatic destruction when cut in half would make it more satisfying.

Overall, great work! It's lots of fun to play and I can see this concept becoming a larger game.

Menagerie Collector by Eeden 2025-10-21T06:51:43Z

I like the overall concept! The art, sound, and gameplay combine to evoke a nostalgic feeling that reminds me of some of the first computer games I played during computer lab in kindergarten haha. Good stuff!

The controls do feel a bit indirect... I think part of it is from up/down/left/right being at an angle relative to the grid, and partially because of some of the input delay/inconsistency. It also seems like a good strategy is to sweep across the map while holding the spacebar, since fast precision control is slower than just covering more ground. Maybe having the terrain be more of a limit could help with this, also perhaps something with expanding the playable area over time ("you have 30 sec to get back to home base before your oxygen runs out, upgrade based on points, etc.").

Also reminds me of Disco Zoo from nimblebit in some ways! Overall nice work, thanks for sharing :-)

LD59 — Signal

Cable Connector LLC by Jezzamon 2026-05-03T01:21:15Z

OMG this is phenomenal. Story. Voice acting. Action. Good funnies and also some social commentary. Wow. Really good stuff. Absolutely loved it. Only things I might add to would be expanding the graphics a bit and more feedback on hitpoints/health remaining (for you and the boss), but really this was perfect. Thank you so much for making and sharing such a wonderful piece of art.

Sanctuary by MossGames 2026-05-03T01:04:25Z

Wow, this was awesome! Very satisfying to play through. I managed to complete the sanctuary. I love how each level made sense and it was possible to discover a solution, and how what might seem like obvious solutions had some trick that required additional thinking. I think with a little more balancing, more content, and slightly clearer graphics on what interactions are possible (especially when objects are stacked) this could be quite a popular mobile game. Nice work.

Laï Express by Xwilarg 2026-04-26T00:44:55Z

This was so much fun! Fantastic idea, fantastic execution. I spent so much time playing it just because it's a great game. I'd buy this on Steam if it were expanded into a full game.

The main areas that posed a (non-fun) challenge for me were the contrast of the text, figuring out which train corresponds to which destination (due to 3, 5, 8 looking similar, and 6, 9 being inverted sometimes), and rotating around junctions to the right orientation (since often you might just want two or three valid states).

But really the game was amazing. I ended up making a silly shunting yard approach to (safely) get everyone to their (correct) destinations towards the end of the game, even if this caused some delays. I imagine there could be a lot of potential for more dynamic networks if you could, say, pre-create network configuration and apply them with a click or hotkey, and maybe also automate some things (e.g. "switch this junction after a train passes through it").

I hope you continue expanding this game, because I'd enjoy playing more of it!

Screenshot 2026-04-25 at 5.42.40 PM.png

Signal Operator by TasakaSama 2026-04-25T23:18:43Z

I think I caused enough damage in the rail yard to cause a substantial expansion of the company's budget! XD

The mix of goofiness and challenge was nice, and it was satisfying to complete each stage. However, sometimes the challenge was because the UI was off of the screen or the timing was very precise. One problem I ran into was: how to let a train go through the intersection while stopping the one after it, without also stopping the train in the intersection? It was a bit tricky, and much damage was caused. Thanks for sharing your game!

Babesia by Jin9310 2026-05-03T01:10:16Z

I really love how it was possible to figure out the game by playing it, and it didn't really require any instructions, even though there were some cool new things I don't remember seeing in another game (e.g. switching displays when collecting an item). Really impressive for 9 hours. The main thing I feel is missing is a bit more variety in the platforms and gameplay (sort of how Doodle Jump has different platform types) but really it's amazing for such a compressed development timeline. Nice work!

The Last Signal by DarthWaxus 2026-05-03T00:44:04Z

Nice vibe and aesthetic! It was a bit challenging though and I had trouble with consistently attacking and retreating, so I was only able to make it halfway (I think). But it is a neat concept and the execution is good overall, especially on the visuals. I wonder if having some more conventional controls (e.g. all on the keyboard) as well as slower attack animations/pacing would provide a nicer balance. In any case, nice work, and thanks for sharing your game!

Space Rover by Harmadillo 2026-05-03T00:56:57Z

This game reminded me of my time piloting underwater robots and trying to make autonomous navigation programs for land robots. Really captured the tricky parts and the overall feeling. I think it provides a solid base for a larger game about piloting space rovers. I imagine it could be fun to have some more planning tools (e.g. onscreen ruler & protractor), but also obstacles/failure conditions to make planning more important. Thanks for sharing your game!

Sleep ArthonBru, Sleep! by hotaloca 2026-04-25T22:59:42Z

This is a very neat idea, however it was challenging to interpret the behaviors of each tile. I enjoyed the emergent music that came out of the tool, but it would have been nice to additionally have some more extended visual notation to understand the nodes & sub-networks, e.g. seeing a piano roll for a set of connected nodes (with some sense of how the signal propagation will enable/disable each note). In any case, I think the overall experience was enjoyable, and it could certainly form the foundation for a more substantial game about solving puzzles with sound sequences!

Hadopelagia by Sirplop 2026-05-03T08:41:38Z

Very strong sense of underwaterness and spooky feelings. Loved the concept! Though the rate limit on pinging/observation felt a little restrictive, in the sense that you can (1) charge ahead without seeing things (without much penalty) or (2) go quite slowly without much change over a long period of time. I think this could have been remedied by either allowing more frequent pinging or by compressing the size of the level. It was also tricky to get a sense of how large the craft is and how close I can cut it to walls without colliding. In any case, very cool concept, and I especially loved the sonar returns coming from both living things and static walls, and the shadows cast by life forms. Great interpretation of the theme and execution on a novel concept!

Astral Pilgrimage of Sound by auxiliarymoose 2026-04-25T23:36:20Z

@bonedaddy @ne-aquilon @hotaloca @tasakasama @matt-giuca thanks for the kind words and thoughtful comments!

On the ease of navigation...the brake idea totally makes sense, and I even added a "parking brake" but took it out at the last minute since it broke the sense of spaceflight for me. But then again realism does not equal fun, and I need to remember that for the future, so thanks for the feedback! https://github.com/AlnisS/astral-pilgrimage-of-sound/blob/e104f3d13ddb73784f0b53189490ee7681582946/objects/ship/ship.gd#L171-L175

Maybe this could be done as an autopilot so it isn't literally a brake, something to fire the thrusters to slow the craft down...

In any case, I am so glad it was enjoyable and that the feeling came across the right way :-)

Astral Pilgrimage of Sound by auxiliarymoose 2026-04-26T00:53:23Z

Yes, it has a "match velocity" button that fires the thrusters to stop the ship relative to the body. Argh, I really should have added this. Thanks for the feedback!!

Junction Keeper by Richard Baltrusch 2026-05-03T01:28:03Z

The concept is great. The time acceleration also made things quite funny (and chaotic). Many rail managers were disappointed by infrastructure catastrophes. I think it was a little hard to control at times when a fast train takes a long time to slow down and causes an accident, plus generally knowing which trains will/won't collide with each other (feels like there is some randomness/hard to anticipate how to plan things), but overall it is a nice premise and I enjoyed the slapstick nature of things invariably going sideways when trying to speed up time and juggle lots of trains lol. Thanks for sharing your game!

The Message by Matt Giuca 2026-04-25T23:30:35Z

Phenomenal work! The tagging tools were a bit tricky to figure out, but then again usually working with data capture involves LabVIEW, so in some sense this is quite realistic :-)

I think that having a bit of background in using a scope to look at signals helped me understand the terminology and what to try to look for, so maybe someone new to this could benefit from a more visual explanation. Additionally, having the instruction text side-by-side with the tools could be quite helpful, perhaps a notebook + oscilloscope for a diegetic look? It might also be helpful to have some more uniform audio levels between signal and noise since the noise was very loud (at least on my headphones). It could also be interesting to consider a spectrogram of some sort to help identify the initial frequency (so that it isn't necessary to scrub through everything slowly and carefully).

In any case I enjoyed this very much, and the execution is brilliant both on the theme and on innovation. Great stuff!

Ping by Fatality67 2026-05-03T09:02:14Z

There's a nice, clear game loop which rewards the player developing strategies and getting better at the controls, and I think it fits well with the theme too. Nice work! I think having a slightly slower game speed would benefit the experience, since the movement, pinging, and enemies are all quite fast-paced. It feels a bit more like a stealth game in mechanics, though the speed is of an action game. It could also be nice to have some obstacles to use to get the enemies caught up, and maybe even a bit of a maze so that there is an incentive to take more dynamic paths (I found going around in a big rectangle worked pretty well). Thanks for sharing your game!

HeartW@rd by NE-Aquilon 2026-04-25T21:53:08Z

It's an interesting idea, and I was able to get through the maze. However, it seemed like the best strategy to handle the enemies was to try to get them stuck on something rather than engaging more directly. It was also unclear to me what the difference between the modes was, so I think a very gradual introduction of each mechanic would help explain the game (e.g. start with a stack of one obstacle of one color, add more in the stack, add more colors, etc.). However, it was interesting to play, and I haven't really seen these sorts of mechanics before. Nice work!

It's Cold Outside by Psycanic 2026-05-03T08:54:45Z

Really cool and unique vibe. I love the world established by the aesthetics of the models, textures, and shading. However I found it a bit challenging to play due to the sensitivity of the walking speed and because I seemed to fall through the ground in various places. I eventually made it up to the top though and found some orange text. Would definitely be interested in seeing this world expanded. Nice work!

Inside a Sun by bonedaddy 2026-04-25T21:40:57Z

Neat concept! Thanks for sharing your game. I enjoyed that there was a mix of story and player-driven action. I think some ambient music would really elevate the feeling, and finding some way to make the text & signal readout more diegetic could go a long way towards immersion. Having animations in the objects made the world feel more alive. A pro tip for textures, including a skybox...there are lots of things you can photograph during the compo & then edit (just by recoloring & fiddling with light/contrast/etc.) that can add to the graphics. For example, I took pictures of trees with lights in them, then pushed up the contrast so the lights looked like stars, and composed a skybox by placing a number of scaled & rotated copies of these "star" images.