Bulletproof Broadcast by ugly_robot 2026-04-26T10:55:25Z ♥ 1
Damn cool, and the satire really hits the mark. And just as important — it's actually fun to play. Great work, bravo fellow jammer, hats off. Screenshot_29.png
Foon → Ludum Dare Explorer → Users → Avhatar
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 60 | Old Tech | 🤖 | Dead Wax: Side B | compo | ||||||||||
| 2026 | 59 | Signal | Aye Aye, Can't See! | compo | 41 | 3.93 | 3.71 | 3.82 | 4.17 | 4.18 | 3.86 | 2.58 | 4.00 | ||
| 2025 | 58 | Collector | Coal Lector | compo | 103 | 3.42 | 3.08 | 3.12 | 4.06 | 4.20 | 3.55 | 3.18 | 4.06 |
Avhatar leaves an average of 36.0 feedback comments each event.
Damn cool, and the satire really hits the mark. And just as important — it's actually fun to play. Great work, bravo fellow jammer, hats off. Screenshot_29.png
Engaging, really on-theme, great game design, nothing unnecessary. Honestly a shame it ended so quickly — I was ready for at least 10 more levels with increasing difficulty. As it is, I didn't even get through all the upgrades. Screenshot_28.png
Really vibed with the GameBoy feel — that's totally my thing. I was fully intending to beat the game, even installed SameBoy, but got stuck partway through. Maybe I'm just not smart enough, or something's actually bugged. I recorded a video. https://www.youtube.com/watch?v=0INkmztWm7I
I really liked the concept, and I'm a big fan of games built around music and sound in general, but I couldn't figure out how to play it =( I'd really like to understand it and give it proper feedback. So I recorded a video in hopes that it'll help show what's not clear to a dummy like me, and maybe motivate you to make a tutorial video with commentary. https://www.youtube.com/watch?v=iStKlcyI7yY
Surprisingly engaging. The rule seems elementary, but I was practically sweating while running away. Screenshot_27.png
I enjoyed the hell out of it and I want more, but with improved UI/UX. Some cubes ended up killing me and I didn’t even understand how they did it — I just died. Was pretty frustrating =( At some point I also managed to run out of iron completely. I also didn’t really understand what I’m doing and why. I was just placing guns and walls and relays as needed. Basically I really want to actually beat this game, but honestly I don’t quite get the goal yet. Otherwise it’s really cool, and the genre is totally my thing, I love stuff like this. Special respect for the CRT screen effect, I use something similar in my own stuff. Screenshot_26.png
Honestly didn't fully get how to play, jumped through the first level but got stuck on the second. But I really dug the creepy vibe, and that robot's mug especially =)
It feels like the main character is the Holy Grenade from Worms. The art looks really simple, but somehow everything feels so cute, including the main character. Overall it's punchy, clear, everything's on point, easy to get through but there's still a challenge. Screenshot_23.png Screenshot_24.png
Nice visuals with really good feedback, and the sounds were great too. Puzzles aren't my thing, but I made it to the level with 2 characters. Overall I appreciated it — cleanly done. Especially loved that the game teaches you how to play as you go.
A game about religion (in some sense) is a rare thing. And the concept is pretty interesting overall. Enjoyed looking for the holy one. Found it fairly quickly — I was expecting to spend half an hour on it using process of elimination, but no, I managed it in about 5 minutes. Screenshot_21.png
Simple but engaging concept. I was expecting to get to enter my name at the end like on old-school arcade machines — it's a shame, that would've been cool. Especially if you made a post with the stats at the end of LD.
Really interesting concept and great visualization, but it turned out to be quite a complex thing. I'd appreciate a video with commentary on how to play this. I poked around for 5-10 minutes and even won once, but saying I understand what I'm doing would be a serious overstatement. Either way, great work.
There's something wildly Batman-esque about this atmosphere. But overall it was really short of course — I wanted some upgrades for the car, and for Dracula to start launching those fucking projectiles at me. Basically I didn't get enough, I want more. Special respect for Dracula's villainous voice =) Screenshot_20.png
Nice relaxing gameplay. For some reason I really loved that a wrong signal or a broken train doesn't punish you — you just keep trying until it works. The background music also fits what's happening perfectly, everything's so meditative and unhurried.
Conceptualization 10/10, if you know what I mean =) The art is also consistent and pretty unusual to my taste. Overall I really enjoyed what was going on. But the gameplay was a bit strange — I mean I never really figured out whether I actually understood how it works or not. I was just pressing different buttons and praying the right color would come up. Other than that, it turned out really unusual in a good way. Screenshot_18.png
That voice, damn... I'm kind of sad you didn't break into singing with a guitar, but honestly your "umm..."s were already almost a song on their own. Really cool — the rules seem simple, but it's actually hardcore, I only managed to score 400 points.
Engaging, punchy, doesn't overstay its welcome. The music especially got me. Even though I'm not a fan of battlers, I got into it. Really well-executed. Screenshot_17.png
I was expecting some kind of gotcha right up until the end — that the van would drive off with a "you thought it'd be that easy?" =)
Really enjoyed the "tank-like" controls in the spirit of old-school shooters. The concept is interesting overall, but I couldn't figure out where I was supposed to go. I read the messages, decided I needed to save that guy, got into the pod and died. So I tried clicking on research, sleeping, and so on, got into the pod again and died again. Seems like I'm doing something wrong. Which is a shame — I was starting to like this strange place in the middle of nowhere.
As always, blew half an hour of my life on bullet hell. This genre sucks me in no matter what form it takes =) A bit of progression between runs would've been nice — some roguelite elements would've fit perfectly. But otherwise everything's great, I had a blast. The art is really juicy. Some background music on top and it'd be absolute perfection. Screenshot_16.png
Really loved the cardboard art style. The gameplay is basically puzzle-based, so as always in those cases it was tough for me, but driving the car was really fun. The one thing is there's a contradiction in the design — you're driving a car, right? You want to floor it, but instead the game stops you, the signal breaks. And it kind of feels like the game contradicts itself — they gave you a car, but they don't let you drive it =( But otherwise, I really enjoyed it. The music is great by the way, really fits what's happening.
"cats dog cats dogs cats dogs bat bat bat..." what did you do to me, man :-D But honestly, this is a masterpiece — both the concept itself and your a cappella. Made my morning before work.
Simple and punchy concept. Had a great time playing through it. Toward the end I started missing some challenge — I was expecting some kind of gotcha beyond just the input swap, but the game ended before I got bored. One suggestion — reducing the transparency of the sphere's range circles would be a good call, I didn't notice them for quite a while. Screenshot_14.png
Definitely not my genre, but I made it through 5 levels. I get enough programming at work. But I can't help but appreciate the work that went into it — it's actually a really cool thing. I wish I'd had something like this as a kid to learn logical operations. Now I'm "too old for this shit" =)
Thick and oppressive atmosphere. I don't know what just happened to me, but something definitely happened. That's the feeling after playing through it.
I turned the star into Swiss cheese =) Conceptually it works overall, I got into it. Punching holes in a star is fun in and of itself. Screenshot_12.png
I think I'm the target audience for this game. Maxed out all the upgrades and wanted more. Overall this is a solid S-tier in my tier list, definitely 5 stars for fun. I'd really recommend adding upgrade descriptions to the game page, because there's some ambiguity. For example: Spawn rate — what does this mean? Do they spawn faster so I can get more points, or slower so I can catch my breath? Spawn delay — is this the delay after an enemy dies before it respawns, or the initial spawn delay at the start? Velocity — whose velocity are we talking about? Mine? Theirs? Do they move slower? Do I move faster? And so on.
The difficulty curve at the start is a bit rough — for the first couple of minutes I had no idea what was happening or what the rules were, I was just getting wrecked. But I'm a hardcore player, I like that kind of thing — I just worry a start like that might scare off more casual players.
Funny thing — you and I, fellow jammer, made almost the same game at its core: you shoot at enemies in a cone and dodge them, then upgrade using resources you get from killing them. But yours came out better from a design perspective — the quintessence of this idea. I tend to spread myself too thin, stuff in all kinds of unnecessary things and can't stop myself. Bravo, hats off!
There's something here — I think you've stumbled onto some genuinely interesting gameplay. It's basically a puzzle and a reaction game at the same time. A couple of nuances — it took me a while to figure out how to use the abilities, I thought they applied to my object and didn't immediately get that I needed to click on the "signal" sources. But overall it's pretty addictive. You need some kind of motivating sound when you catch a signal correctly, something that gives you an endorphin boost. But overall, honestly solid game design. Even without fancy art or sound, this is a solid A-tier in my tier list.
Cookie Clicker with puzzle elements — interesting, unexpected.
5 stars for the sound, best "Zzzz" I've ever heard :-D Overall — a cute little masterpiece. I was a little confused at the beginning with the bucket, but then I figured out how the nectars and feeding work. Died a couple of times from the bird's ultimate =)
Really well-executed card mechanics — not a lot of elements, but they're meaningful and you genuinely want to figure out how they combo together. Art is also on point, everything in a consistent style. Some vicious nightmare creature ate me right at the end, as far as I could tell the lighthouse was right in front of me. I'm not a huge fan of Slay the Spire-likes myself, but even I appreciated this one.
Brilliant idea. So simple and so functional. You're basically playing against your own brain — your ability to interpolate and distort your own assumptions. Really cool. The art is on point, the sound does its job, but the gameplay concept and execution are top-tier. Definitely going into my top 5 at the very least.
The music, oh the music =) Overall, clear and simple mechanics, I got into it quickly.
Total 60s sci-fi vibes! Loved that touch where the text changes with the static.
Cookie Clicker in space — an unbeatable gameplay formula. At some point the button to build new factories disappeared and the whole point was gone, but otherwise it's hard to stop playing.
At first I didn't understand what to do and just went on a rampage =) Special shoutout to the rocket's art style — I don't know why, but it gives me warm fuzzy feelings.
Captivating art direction from the very first frames. Really cohesive execution. The atmosphere is spot-on throughout. Gameplay fell a bit short — I never quite figured out what I was playing, just kept clicking random spots on the asteroid until I found what I needed. But everything around it is masterfully crafted. For some reason it gave me strong overworld map vibes from Kentucky Route Zero. I might just have to steal this style for a future project of my own — the result feels so satisfying, even though the execution looks deceptively simple.
Really love the OS UI. The concept is brilliant — especially for fellow "Story of Your Life" fans like me!
When I saved all the hamsters, I literally felt like that girl. The art is just ridiculously cute — you can't help but grin like an idiot. I was genuinely worried about all the little critters the whole time. Really loved the difficulty progression — textbook stuff, super smooth, one new element per level. Always enough time to get comfortable with the previous ones before something new shows up.
Simple and nicely done, nothing unnecessary. Quick to play through, sounds pleasant. In the dark room I was expecting some kind of dirty trick to happen =)
Honestly, I didn't want it to end. I kept wanting more knobs, switches, and dials to show up, for the gameplay to ramp up, for especially picky dancers to start showing up. Brilliant idea, excellent execution. Special respect for the playlist — Mercury especially. Keep it up, fellow jammer, you're doing great!
The redness consumed me, and no twists or jumpscares at the end. Tried both the red and the light. On the other hand, it's rare these days for people to use their own voice in games. An interesting little story. Almost metamodern — you keep waiting for something to happen, nothing ends up happening, and that's kind of the whole point.
I spent like 15 minutes and still couldn't figure out what I'm supposed to do. I hear the beeping, the message says I need to reboot. I reboot — everything starts over. I don't reboot — everything breaks and starts over anyway. I try clicking different nodes and everything keeps breaking and resetting. I'm clearly doing something wrong =(
hm... Screenshot_7.png Looks scary
Ironically, I had to use an LLM to figure out the rules, and it only managed to get through to me on the third try — when it finally resorted to "Alright kid, imagine you had one apple and..." =) Overall, this turned out to be a really cohesive piece. UI, sound, gameplay — everything's in its place and fully delivers on the vision.
Nice beach episode anime vibes. Love how much effort went into the art. That said, some of the social situations went completely over my head — my Slavic brain just isn't wired for this stuff =) Big thanks for including hints for slower folks like me!
These sounds make my asshole pucker into a coin slot. Tried to catch the fairy and do something to her, but she's too fast. Tried to watch TV but it's showing a static storm of ants. Everything is against me tonight.
Pops was such an unexpected twist — I genuinely thought I was screwed, which would've been the usual outcome in these kinds of situations =) The art really made my day, it puts a smile on your face all on its own.
Amazing atmosphere, really minimalist and striking visuals, simple — almost non-existent — gameplay that somehow still keeps you going. The sound supports everything beautifully. Little joys like the rabbits, wolves, and sheep are super delightful and feel like tiny discoveries. I chased a rabbit for a good 5 minutes hoping to catch it =). Special respect for the well-executed tilt-shift effect. So far you're my favorite, fellow jammer. Beautifully done — definitely sharing this with my friends!
The only con - no source code =(
Predatory rock kiting simulator =) It's a shooter — a can't-miss formula. Even if you've only got one gun and a couple of enemies on screen, it's still fun to mow them down.
Really deep, almost visceral mood to the scene. And here's a fun thing — the game actually made me grab a pencil and a piece of paper from my desk.
This game is literally smarter than me — I only managed the first oscillation. But the concept is clear and it's all made with care. The sound is what's really missing though. There's something almost primal about it — when you see waveforms on screen, you almost reflexively expect some kind of howling or drone to go with them.
A proper British parking simulator — and I mean that literally, there's a surprising amount of actual parking gameplay here! Honestly, the oscillator wave-matching minigame is already interesting on its own, but combined with the parking mechanics and the radar it works even better. That last signal was absolute hell though — at one point I started thinking it was a bug, but somehow I dialed in the right parameters. As someone from the Eastern Bloc, I'd only ever heard about the whole TV licence madness, so it was fun to experience it firsthand through a game =)
Seems like this game is about intuition — and a bit of common sense too. I mean, if there's a Dyson sphere around a star, it probably didn't just pop up out of nowhere =) Also nice to be reminded of Liu Cixin once again. Thanks!
Really lovely art — gives off that warm, wholesome vibe of children's book illustrations. Nice sound design too. Simple puzzle, but the heartfelt atmosphere really pulls you in.
5 stars for the audio — feels simple, but it slaps and it's actually woven into the gameplay. Bullet hell about a blue pill and coins is a winning formula by default. HP isn't shown anywhere, I actually thought I was immortal for a while. And honestly, there might be a bit too much of it — the challenge feels pretty light. Though maybe that's just the bullet hell veteran in me talking. Either way — simple, satisfying, and importantly, it has a tutorial. Oh, and the text animations are really nice!
I figured out that you need to move letters into words, and I actually got somewhere with it, but at some point I got stuck and wasn't sure what to do next. Maybe it's because I spawned in Solo?
Tried running the build — didn't launch for me. No worries, I thought, the source is there. Downloaded it, opened it up. Works in the editor, but the missiles were behaving a bit oddly. Looked like a small bug, so I patched it locally just to be able to play. Also got the build working on my end. Hope you don't mind me poking around — it just felt like a shame to miss out on the project over something small!
I uploaded the fixed build here in case it's useful: https://drive.google.com/file/d/1Sga3gGHmnkf25aGlCLBQEBkxwhB5r3kM/view?usp=sharing
As for actual feedback: feels like you probably ran out of time to do everything you wanted, but the core loop of dodging the missiles is genuinely fun — that base gameplay works really well. One thing worth mentioning: it's not spelled out anywhere that you need to build up "energy" and press space to clear the fog of war and get radar data. Took me a while to figure that out!
Really interesting concept and I genuinely wanted to figure it out, but a tutorial would help a lot. I honestly gave it a few tries, but couldn't quite get it to work for me =( I was curious enough that I actually went looking through your source to see how the rules are implemented in code — but the repo seems to be empty - Screenshot_4.png Would love to give it another shot once I understand the rules — the idea really caught my attention! Recorded my playthrough — https://www.youtube.com/watch?v=KCuSkguNn44
Clear and satisfying mechanics. Fits the theme perfectly. Love the visuals — everything comes together really nicely. Solid entry, nice work! Recorded my playthrough — https://www.youtube.com/watch?v=_9AbJPikRXs
Interesting concept, but there’s a noticeable lack of usability. In the end, I managed to properly count only one resident. Overall, it feels like a project that’s a bit too ambitious for a compo. For some reason, it slightly reminded me of Shadows of Doubt. The main character’s animations were a real delight =)
Insanely addictive. In terms of game design, it’s the best I’ve played so far. I never quite figured out how to use SlowMo effectively, but I managed without it. You, comrade, are a very talented game designer — do you know that?
One of those cases where the controls do something weird — and it fits perfectly with what’s happening on screen =) An awesome psychedelic experience, I genuinely enjoyed it. By the way, is it endless?
Not sure if I collected all the data, but overall flying around was pretty fun. As I played, I kept imagining how interesting it could become — like having to manage fuel, shoot down mines, and all that. In short, I can really see the potential here.
It ended too quickly. Just as I was starting to get into the story — I was already gone.
I honestly tried to figure out the controls, but I just couldn’t. I had no idea what I was supposed to do. Holding Left Ctrl and using the arrow keys moves the ball, releasing Ctrl moves the ship. And… what exactly am I supposed to do in the end? I just keep getting one-shot by some fast-flying things. I guess I’m too dumb for this game =(
A tower defense in its pure form — all the classic elements are there. The music fits perfectly, and the sound design gives great feedback. The only downside is the lack of challenge — it all feels a bit too easy. Other than that, it’s really well made.
Can’t say I would’ve figured out the moral of the story on my own if it hadn’t been written on the screen =) Other than that, I really enjoyed flying around. Somehow, the game gave me vibes strangely similar to Barotrauma.
Best game so far. The concept is brilliant, and so is the execution. The sense of humor deserves its own Oscar. Bravo — hats off. I could never pull off something like that.
That strange feeling when you’re doing weird things in weird circumstances for weird reasons — and still having fun =) Also, I have a suspicion the creator might be a medic, judging by the handwriting.
I didn’t quite understand why I shouldn’t just collect items of a single type and sell them for the highest multiplier. But in the end, the gameplay works just fine.
Simple, straightforward, no frills — but it gets the job done.
Damn, I was really hoping they’d start building little houses =( But seriously, this is great — I really liked the art style, and the gameplay is right up my alley. The only downside is there’s not enough content. Come on, dev, give us more! If this were on Steam, I’d totally add it to my wishlist — it’s very promising despite its apparent simplicity.
Solid puzzle expirience. Not really my genre, but I managed to get through 7 levels — and actually enjoyed it.
It was really promising until it crashed =( ___________________________________________ ############################################################################################ ERROR in action number 1 of Create Event for object obj_Wall_UpperLeft: DoSub :1: undefined value at gml_Script_anon@4355@animation_start@Animatron ############################################################################################ gml_Script_anon@4355@animation_start@Animatron (line -1)
That was enlightening and genuinely fun to play. Simple, clear, tasteful, and meaningful. Respect.
My playthrough ended at the question, “Are you for real that dumb?” After several failed attempts to admit that, yes, I actually do consider myself rather dumb (the game told me I was lying), I had to reply with: “I need to say no just for the game to continue? Sorry. Can’t say to you what you wanna hear. Bye.”
In a way, it’s a pity I couldn’t finish the game simply because I chose to stay completely honest with myself and others — but that actually makes the concept work even better. Either way, it was fascinating and deeply introspective. I love works like this.
Good old bullet hell — you can’t go wrong with that. I played it with real pleasure. The length is just right — it doesn’t overstay its welcome. The music’s got great vibes, you really get into a flow state while playing.
A simple and straightforward puzzle. But I’ve got to admit, I actually got stuck for five minutes in the room with the trophy. The solution turned out to be obvious, but I honestly couldn’t figure out what to do at first. Definitely not my genre =)
Simple, but it gets the job done. I felt it was missing a bit of challenge — I wanted some kind of punishment for losing a passenger. Maybe a bit of gameplay acceleration as the game goes on — like ghosts grumbling about delays and crowding on the pier, bumping each other off so I’d lose points for being too slow. But overall, it’s a consistent piece of work, and I genuinely enjoyed ferrying the ghosts.
I swear, it felt like staring into the abyss. Little bushes, blades of grass, a caterpillar — and then I pressed the sound button… Mother of God, both literally and figuratively. Then I clicked on the caterpillar and it started eating leaves, after which a butterfly appeared and the boy shouted “Yippee!!!!” — which, together with the music, had a mind-blowing effect on my psyche. Then I went back to the caterpillar and somehow ended up eating my own tail. And then there were butterflies. They were everywhere. The whole screen was butterflies. That’s when I broke. It was too sacred an experience — my soul wasn’t ready for this :D But overall — thank you for the game, really. It’s one of those cases where you feel like the work is trying to tell you even more than the author originally intended.
P.S. I don’t understand why you weren’t nominated for sound — I’d honestly give 5 stars for the music alone.
Clear and enjoyable gameplay, good visuals. Maybe it’s a bit lacking in visual consistency, but that’s just nitpicking. For some reason, I got a huge laugh out of the sounds — especially the “aiyaiyai” — I imagined the author recording it at home into a mic. There’s even some music in there. As for downsides, I’d mention the characters who keep getting stuck at the edge of the map, and it’s not clear how to get them out of there. I made several runs, and here’s my personal record so far: Screenshot_3.png
I beat the hell out of all the beasts in the forest and ripped out their teeth, but I still haven't found the kid. Where’s the KID whom I was promised? I need his teeth.
Pure hardcore. I even learned to take out two projectiles at once from two drones, but I really want something like a dash bound to the spacebar — even if it’s limited by stamina or something. Without it you get constantly pinned in a corner, and the grapple’s speed isn’t enough to make it to the other side of the map.
Overall it’s fun to play — I loved it. Especially the music; you came up with a really groovy riff, bro.
For some reason web build doesn't work. Maybe you have windows build?
Too fair for a claw machine game =) I almost always manage to pull something out. A real claw machine should make you want to smash it to pieces.
It was quite hard to tell what the object in front of me was — they looked overexposed. Probably a bug. Separately, I couldn’t extract the attached archive — it gave an error message. I had to play on itch.io instead. But still — it works and it’s playable. That’s an extremely important detail for a first project.
I’ve completed three levels, and honestly, I still haven’t fully understood the mechanics. Sometimes enemies pass through the rope I’m pulling, sometimes they don’t. When I close the loop, they get sucked in, but sometimes the rope isn’t long enough, and it’s not clear where to get more — like right now. Sometimes they hit me when they touch me, sometimes they don’t. Overall, I can’t really say I understand how to play yet.
The music is interesting, though I had to turn it down because it drowned out the other sound effects. The monologues are engaging, but a bit drawn out in places. The art style feels a bit inconsistent between the dialogue window and the rest of the game.
So, I can’t say I had tons of fun, BUT that’s probably due to bugs or my lack of understanding of the mechanics. There’s definitely potential here.
I’m not a big fan of puzzles, but this one really got me hooked. Maybe it could’ve used a few more challenging tasks or some trickier constellations with stars that don’t belong to any pattern. But that’s just nitpicking. I played through the game with genuine enjoyment. The sound design fits perfectly, the visual style is cohesive, and the gameplay stays consistent from start to finish. Professionally made.
LD60 — Old Tech (12)
Who is Nana? by AO-85 2026-10-22T12:22:34Z ♥ 0
I liked the melancholic, yet in its own way pleasant, atmosphere. I spent probably 20 minutes diligently clicking the camera, getting paid, chatting with MAUM-i, then some weird stuff started happening, and then I went to sleep and I think I died =) No idea what's going on, but it's really intriguing and very atmospheric. The visuals are neatly done and nice to look at. And of course the music, the whole vibe rests on it.
Codebreakers of the Dark Forest by Tygrak 2026-10-20T08:48:21Z ♥ 0
The art creates such a fun dissonance with everything else that I kept expecting horror elements the whole time. But overall, a big + for the art. It's doodly in just the right way. As for the operator reading out the numbers, sometimes I wanted to strangle him, I think on the number 3, it's really hard to make out. But I guess that's part of the design.
Meow Bomb! by qook1e 2026-10-20T08:39:03Z ♥ 8
Nice visuals. It does lack a bit of challenge, though, and I really wanted to look at the computer, but there's nothing on it. Also, I didn't hear a single "meow!" It's just begging for one =)
Logo Rogue-O by flyingbear 2026-10-20T08:19:00Z ♥ 1
Hello, childhood. Hello, Logo. It also reminds me a lot of Colobot. Sure, the idea isn't original at all, and the puzzles feel like they're straight out of those days, but the execution is excellent. Had a great time. I only stopped at level 6 because I have other games to play. Making games this long for Ludum Dare is practically a crime, what about all the other entries? =)
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NewHouse™ by Frogravity 2026-10-20T07:13:10Z ♥ 1
At first I didn't get it, and then it suuuddenly clicked =)
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Doodle Skate by OddballDave 2026-10-20T06:55:03Z ♥ 1
Really enjoyed playing through it. Compact, polished, on theme, and I really wanted to win =)
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Nothing to Report? by tweekus 2026-10-19T14:54:39Z ♥ 1
I'm probably just hopelessly blind, but the only anomaly I managed to spot was the moving painting. I kept clicking between cameras in vain and didn't notice anything else. Guess I'm not cut out to be a night guard =) But overall I really liked the atmosphere, and the sound does a great job of setting it. It's just a hum and some metallic noises in the background, yet somehow it's creepy in all the right ways.
Unclaimed by ancooper 2026-10-19T14:45:18Z ♥ 2
A really cohesive adventure, I enjoyed playing through several screens, even though I'm not a big fan of adventure games. Not sure if it was on purpose or by accident, but you reminded me of my childhood trauma: the fridge puzzle. Untitled-48.png
BOOTLOOP.EXE by SorokSkull 2026-10-19T12:22:13Z ♥ 1
his looks damn promising, but I can't get past 25 on my jumps, and the tutorial only confuses things more: there are tons of inputs and it's not clear which one to use where. It feels like there's real potential buried in here and I could get hooked on this game for a long time, but I just can't figure out exactly how to play it properly. I really miss a video tutorial: not a gameplay video, but actual best practices, how to play, what to watch for. Loved the visuals. Funny catch: Spotify has spoiled me completely, it took me forever to find even a single .mp3 on my drive =)
Old PC by Asalidonat 2026-10-19T12:05:13Z ♥ 1
Pretty hardcore in places, took me about 4 tries to beat it. Really loved the sounds =) Screenshot_2.png
da Vinci's WAR MACHINE by Fassenberg 2026-10-19T10:51:28Z ♥ 1
Crossbow Survivor =) A can't-lose formula. Plays great, it's almost a shame it's so short. Screenshot_1.png
PHOBOS 101 by vorondesan 2026-10-19T10:44:27Z ♥ 1
I hope I got it right that I'm supposed to pull facts out of the notes and verify them. So far it feels like the notes don't give you much to go on. I mostly got anywhere through trial and error. The music came out really suspenseful and spy-like, great atmosphere. Screenshot_4.png