Menagerie Collector by Eeden 2025-10-21T06:51:43Z ♥ 0
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 (15)
Ping by Fatality67 2026-05-03T09:02:14Z ♥ 1
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!
It's Cold Outside by Psycanic 2026-05-03T08:54:45Z ♥ 0
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!
Hadopelagia by Sirplop 2026-05-03T08:41:38Z ♥ 1
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!
Junction Keeper by Richard Baltrusch 2026-05-03T01:28:03Z ♥ 1
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!
Cable Connector LLC by Jezzamon 2026-05-03T01:21:15Z ♥ 1
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.
Babesia by Jin9310 2026-05-03T01:10:16Z ♥ 1
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!
Sanctuary by MossGames 2026-05-03T01:04:25Z ♥ 0
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.
Space Rover by Harmadillo 2026-05-03T00:56:57Z ♥ 1
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!
The Last Signal by DarthWaxus 2026-05-03T00:44:04Z ♥ 1
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!
Laï Express by Xwilarg 2026-04-26T00:44:55Z ♥ 2
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
The Message by Matt Giuca 2026-04-25T23:30:35Z ♥ 1
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!
Signal Operator by TasakaSama 2026-04-25T23:18:43Z ♥ 0
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!
Sleep ArthonBru, Sleep! by hotaloca 2026-04-25T22:59:42Z ♥ 1
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!
HeartW@rd by NE-Aquilon 2026-04-25T21:53:08Z ♥ 1
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!
Inside a Sun by bonedaddy 2026-04-25T21:40:57Z ♥ 1
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.