FoonLudum Dare ExplorerUsers → criatura_nocturna

criatura_nocturna

Games

YearLDThemeGameDivisionRankOvFuInThGrMo
202659Signalswprcompo1493.463.503.483.113.403.14

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Mood vs Overall

Comments by criatura_nocturna

LD59 — Signal

Signal Back! by sinemual 2026-04-21T00:57:11Z

I liked conectivity/optimization part of it, until i ralized 'spamming' the $600 pieces is the easy way to success. Overall a really charming game.

Pyre Lookout by outstar 2026-04-27T01:22:44Z

Deliciously infuriating kafkian nightmare. At some point I stopped being "bothered" and just kept giggling and reading with morbid curiosity. So yeah, the writing is great, but so is the way it was all put together. A fantastic entry!

Signal Circuits by Alex Mulkerrin 2026-04-26T05:32:40Z

Cool take on the theme. It took me until solving the OR gate to realize that the tests were like actual truth table tests (I know, lol). I only solve til level 9 (didn't try the others) and had fun remembering how gates work.

btw, I used the "system 16 mini" palette from lospec. Really good for getting that old school feel.

Pawn Patron by deformhead 2026-04-29T18:19:59Z

As a non chess-player, I'm now all for regicide (just kidding, I always was). Jokes aside, it was actually a fun challenge.

Timers are always a bit tricky in "turn-based" games, they can be quite aggravating, but also, when you get into the rhythm, exhilarating. I experienced both cases in the course of playing the game.

I think the game could have benefited from a visual indicator of the time remaining. It makes the tension more legible and provides the small win of surviving a close call. As things stands, you only get the bad feeling of being slightly late.

Holoduck by zep 2026-04-21T06:11:02Z

What in the sokoban is this game?! A bit fiddly, definitely needs an undo button. Even then, it was a great fun anyways.

Smoke Operator by cagibi 2026-04-26T06:05:10Z

Great style. For me the controls are on the "a bit too slippery" side of things. In spite of that, I liked the "indirectness" of the smoke mechanic, and actually enjoyed its trickiness (I mean, it's smoke, of course it's going to be tricky to control).

A game about a radio, vessels and bombs by harujam 2026-04-20T19:05:24Z

the radio thing goes a long way in giving the true and tried of “sink the ship” a new feel.

the whole time I kept picturing this scenario of me as a retired spy, chilling in some beach, going back to do one final job, using the only tool at hand, an old, barely functional radio.

good job!

Mixed//Signals by MajoMirez 2026-04-21T17:57:52Z

The mini-games are the right amount of easy, obvious and not so obvious this kind of collection should have. Would have loved to see more of them.

Notgate by Umaiit 2026-04-20T18:34:44Z

Always lovely to see new sokobans. I'm not the biggest fan of "level variants", altough the NOT gate is one of those case where you do get interesting surprises. Lovely entry!

ACEspionage by LetsSnack 2026-04-27T18:13:42Z

As an experienced card I found it fun and easy to understand, even if the tutorial gave me the initial impression that it was going to be the other way around (unnecessarily complex). I also quite liked the visual style. Good job!

ACEspionage by LetsSnack 2026-04-27T22:57:53Z

Imma be real honest and say that as a full blown card game for me to "try hard" in, I think the design space might be a bit too narrow. Those games are often played in the tens or hundreds of matches a month, with masses of people playing over and over. Not saying it couldn't be made to work, but it would need serious design work to ensure the robustness such a game requires.

Having said that, there's a whole family of small dueling card games that are easy to carry around and meant to be played whenever a chance arises. I'm thinking of games like Riftforce, "Air, Land, & Sea", Cardia... which more or less resembles the scale of printing your current "set" and playing it "kitchen table" style. So I could see a version of your game developed towards that space.

Checkers: Under the Radar by Placeholders 2026-04-27T04:02:55Z

Very stylish and the way its twist introduces hidden info and a bit of logical deduction is also really cool. Would love to see more of it.

Reflectogram by Mikan 2026-04-26T07:25:48Z

I played a lot of nonogram as a kid, so I absolutely loved the twist on it!

And the last level is so cute <3

MISSION 404 by KALABHERS 2026-04-21T05:19:28Z

Very cute, I loved the overall presentation.

Smoke Signals by WormKingBoo 2026-04-21T02:10:08Z

Such a simple game, but all parts come together nicely. Even like the little wait between the window going red and the door actually opening works well. Every time I was like "oh shit, did I pushed it too far? Am I getting caught?" Fantastic!

ECHOMAZE by pipetto 2026-04-20T16:37:00Z

i guess it's one of those weird compatibility web port oddities, but on firefox the background tiles had a sort of antialiasing "filtering", that kind of detracted from the beauty of it. so I tried chrome instead and had no issues.

absolutely loved the vibe!

swpr by criatura_nocturna 2026-04-21T01:20:02Z

@pimeko The numbers change color to signal when a clue is affected by more than one mine. So a "blue one" means there's one mine one step away, a "green one" means two mines are one step away, and so on. Although that usually only shows up in boards with several mines.

Also if you select a 'flagged mine' it gets de-activated and discounted from the tally (that's different from minesweeper, now i see how that could be a source of confusion). So you don't need to manually clean the whole board to get a win. It actually does itself when the tally reaches zero and there's even a slight change in the smiley face. At any rate, imho if you figure out where the mines are, that's a win.

swpr by criatura_nocturna 2026-04-21T06:41:15Z

@asieke I also definitely prefer right-click for flagging, but it was only half-working in my browser (working but also triggering the right-click menu) and couldn't troubleshoot it on time.

That's valuable feedback. I'll add a small flashing effect or animation to signal where to click to apply difficulty changes and that yes! going for a lower move count makes it funnier.

swpr by criatura_nocturna 2026-04-21T13:58:20Z

@z1116730 It's definitely missing, I only noticed it until it was too late.

@wouter52 I'm for sure adding right-click and some in-game tooltip for the colors in a future update. And yeah, maybe the taskbar is a good place to put some extra info/controls.

swpr by criatura_nocturna 2026-04-26T06:20:44Z

@regmont

mfw.png

ofc I knew about it, still you love to see it...

swpr by criatura_nocturna 2026-04-27T21:15:37Z

@dennis Minesweeping (demining) is usually done using electromagnetic or acoustic radars. The way radars work is you send a SIGNAL and, according to how it bounces back, infer information such as distance, direction, velocity... When done for humanitarian reasons (in former war zones), the process of demining has to be exhaustive to actually make those places safe. So huge extensions of land are segmented in lanes or quadrants so that they can be methodically inspected and all mines deactivated.

That's exactly what you do in the game. You "probe" a quadrant and get the distance to the closes mine, flag it and then deactivate it.

swpr by criatura_nocturna 2026-05-02T18:26:44Z

@graymansion The game indeed collapses and devolves into pure guessing past a certain mine density threshold, but I think it happens in exactly the same way that it does in minesweeper. A different density for sure, but the same phenomenon in kind or am I missing something?

The game is missing 'first-click safety' and a few other QOLs (color clues not shown in-game..), so there's also that. The lack of fcs is quite unfortunate because, so long as your opening cell isn't of distance one, even high difficulty boards (30+) are solvable with no guesswork. I haven't suss out every possible starting combination, so maybe it isn't all of them, but most are playable.

Here's one difficulty 35 board I just solved with no guessing involved.

dif35.png

The most important difference with minesweeper is you can squeeze information by deactivating known mines.

swpr by criatura_nocturna 2026-05-03T15:31:28Z

@graymansion Oh, I see. I thought you had a different kind of thing in mind. It's alright. Cheers 🙂

swpr by criatura_nocturna 2026-05-06T04:52:48Z

@henk Thanks a lot. I'm doing some work in the post-jam version and your snippet really came in handy. It helped me realize, half the reason it wasn't working was because I forgot to turn off my "absolute right-click" extension 🙈

swpr by criatura_nocturna 2026-05-06T20:06:49Z

@fabonacci The game works at its best when you're trying to solve it with as little info as possible (not deactivating mines as you encounter them would be part of that). This is only vaguely suggested by the 'move count' number and, in practice, there's no numerical difference for doing either (I'm addressing that in the post-compo version).

Either way, I'll have to think it through, but there's probably no reason to not also have an option for instant deactivation.

Signal of Memories | 忆波 by Seasea 2026-04-21T05:08:41Z

Such a beautiful game(sound, art). At first the control scheme felt like a mismatch, and, perhaps, even a bit too demanding for a game with such a warm style and narrative focus. In any case, after failing a couple times, I got the hang of it. Overall, a great entry I very much enjoyed.

SOMEONE IS LISTENING by Maocaroni 2026-04-21T18:23:20Z

Absolutely loved the style and writing. My only (minor) nitpick is the button "centering" whenever it goes from two options to one and vice-versa (so every time I had to relocate the mouse slightly). It sounds trivial, but it kind of disconnects you from the narrative tempo, even if just for a fraction of a second. As I already said, this is a great entry, excellent job!

Crazy Driver (concept Submission by BoltDaPikachu234 2026-04-26T07:40:52Z

I quite liked the moodiness of the second image(the one with the lamps). I guess it goes against you stated concept, but among the greens and "sparseness" I get a cool vibe of driving-at-midnight-in-a-mysterious-nuclear-desert-wasteland- kind of thing.