FoonLudum Dare ExplorerUsers → deadjolly

deadjolly

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659SignalπŸ‘₯HORIZON'S CALLjam3583.653.293.374.054.063.843.93
202558CollectorπŸ‘₯HATSTACKjam2073.763.863.644.133.893.664.133.85
202557DepthsπŸ‘₯KILLWAREjam3283.693.463.172.724.103.692.503.60
202456Tiny CreaturesπŸ‘₯SHIPWHACKEDjam6063.483.483.513.583.913.003.183.61
202455SummoningπŸ‘₯SKELEMANCERjam7843.403.473.264.233.573.742.803.43
202354Limited SpaceπŸ‘₯RIDE OF THE LIVING DEAD!jam6293.513.243.433.884.013.462.503.87
202353DeliveryπŸ‘₯COLD CHEDDARjam7633.413.383.084.174.053.852.953.27
202352HarvestπŸ‘₯Highway Harvesterjam7202.932.612.142.793.403.092.602.93

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 deadjolly

LD52 — Harvest

Bloodberry Fields by anoushcat 2023-01-13T04:17:51Z

The art for this game is really great. Awesome job on all those assets in the short timeframe, perfect 'one-screen-game' for this sort of thing! I think this game would benefit greatly from a more action oriented combat system with directional hits (ala Zelda) vs the clicking mechanic currently there. Solid execution of mixing tower defense and topdown combat!

Soul Trapper by Yahel Dooley 2023-01-13T03:56:43Z

Music was great, really set the mood. Good job on the simple animations, added so much personality to everything. I think giving the player a way to earn health back would help, as well as not having to press a button to pick up the trap. Just running over the used trap should pick it up automatically. Funny game, the end was worth it!

Corn Cannon by BangKerpow 2023-01-15T03:09:52Z

Simple concept but executed well. I think the cornstack definitely made shooting the corn satisfying. Perhaps and obstacle in the cornfield would have made the gameplay more interesting, like cows moving back and forth you'd want to avoid.

Good job on the overall execution! Got a score of 214.

Scoopy the Spoon Thief by miraculousMelon 2023-01-15T02:12:12Z

Nailed the polish on everything. Thematically the concept is a stretch, but the actual game is well built, start-to-finish. The 2D lighting effects really helped sell the stealth gameplay. Great job.

The organ trees by elFlashor 2023-01-13T02:54:26Z

The art presentation was well done, I like the 2.5d aesthetic, however, I would tone the camera way down. For the environment, it would have been nice to just have foreground elements to hide the fact you were in a box, felt like I was in a diorama. The fighting was decent, but the respawning/harvesting of bodies was confusing.

NobNob's Harvest Heist by chybby 2023-01-15T01:39:33Z

Score.png Well thought out game and features! At first I thought the character was super slow, but then got the boots and started to speed up. Really nice having the upgrades, multiple vegetable objectives, and obstacles to avoid. Balanced and everything fit the theme, including the music.

Only thing visually I'd change is it seemed odd that the dogs would be transparent for so long. Maybe instead of transparency, you could have dazed birdies over their heads instead?

The animations added great character and life to everything. Good job!

Harvest Noon by dod108 2023-01-13T02:27:10Z

364.png Got a score of 364 after a few tries. I liked that the declining timebar contrasted with your movement going forward. Movement was a bit iffy, getting stuck at several times, but the dash felt solid. Simple art aesthetic gets the job done, could have used a bit more atmosphere.

Wickerman by Ivorius 2023-01-15T02:50:39Z

Good concept. Not sure what I did wrong but couldn't figure out how to actually light the Wickerman on fire. I think the graphics and music help set the atmosphere. Seemed like dragging was a bit delayed, as well as attacking. Well-built mechanics; I enjoyed the blood trails and dragging objects to the sacrifice circle!

Highway Harvester by deadjolly 2023-01-13T22:08:41Z

@Martta Thanks, yeah it was my first go at programming. I normally do art but am trying to learn C#, so unfortunately didn't get to all the features we wanted. But it was a great learning experience and @Tappioca did a solid job on the pixel art. Thanks for the comments!

Egg Egg Chicken by JUMPirate 2023-01-15T03:25:28Z

Game gets tough because the powerups don't seem to be effective enough, but the ramp up in difficulty is fun! For a clicker game, sounds when I click on something seem really important. The pixel art aesthetic was clean, and the simple bouncy animations helped give everything life! Solid game that was easy to pick up.

Planet Harvest Unit by Harmofish 2023-01-13T03:25:09Z

Really dig the art, reminds me of Risk of Rain! The game is pretty complicated to understand from the beginning. Seems like I lose way too quickly before even getting enough minerals to do anything. Other than that, very polished aesthetic. Sounds would really help the feedback of dragging stuff onto the UI.

LD53 — Delivery

Animal Ferry by Tony Li 2023-05-16T02:31:39Z

Way to expand on a classic riddle! The animal sprites read really well. The game can be figured out through trial and error alone, but if I had one suggestion it might have been to highlight which other characters each item/animal would interact with when the player highlights a choice.

Music and sound effects help set the mood! The sound effects might have been a touch too loud on default, but thanks for adding the options sliders to tweak that to taste! Well done!

Chain Mail by AdamCYounis 2023-05-16T02:44:27Z

Execution is in the details, and the amount of polish here is impressive for a weekend project. A fan of Adam's devlog and tutorials, so it's rad to be able to participate in the same jam!

The art, sound, and UI all come together to create a stylish, cohesive experience. The actual gameplay I would say, however, feels passive. Amazing job on putting it all together!

Packet by Defrag 2023-05-17T01:23:42Z

Pretty neat game. Really reminds me of the hacking minigame from Deus Ex: Human Revolution. Dunno if that was a point of inspiration or not, but I like how active your game is compared to most other games like this.

That being said, I think having a phase between deliveries to use the repair tool and other tools would have been helpful. Game felt too fast paced, like I had to click nodes for my life against the timer to focus on anything other than that. Since the nodes had to be delivered so quickly, I never read the messages being delivered.

I think maybe a 'start/stop' mechanic where the player can pause the game to take in the fluff you've written would be one way to solve that problem.

Music and sounds really helped set the mood. Art was simple but clean and the particles looked good!

Pretty mechanic heavy game for a Jam, and that's impressive! Nice work!

Daring Delivery by RyanAnsberry 2023-05-16T01:10:06Z

There's some good stuff going on here. Your game is similar to the one we made. Your pick-up/drop-off system worked well, picking up orders at restaurants and delivering the food to residences was solid!

Seemed like there was a complete lack of audio? Others have said it already, but the orders could have been auto-accepted. Clicking the 'accept' button was the only choice that would allow for meaningful gameplay, but it was tedious to have to use the mouse when I'm driving with WASD.

The arrow was very useful for navigation, however, it seemed a little odd that it was parented to the front of the car.

Nice work!

Manucci's Pizza Hunt by Jona Scheidig 2023-05-02T02:54:47Z

Really fun art style! Not the game I was expecting from the thumbnail. Might be useful to mention clicking attacks in the controls! Game seems difficult, but maybe I'm terrible. Good job!

Baby Making Music by SebastienSiclait 2023-05-17T01:08:19Z

I let too many babies launch into orbit before I finally caught them all. For a timing game, seems like only catching the baby really matters, as cutting and tossing don't really do much. The music was nice, and the toe-clench was a helpful visual indicator of when the babies were about to launch.

A few more sound effects would have helped player feedback, but overall, a pretty unique take on the theme!

LD54 — Limited Space

Solar Trucker by peremily 2023-10-04T02:06:25Z

It was super easy to softlock the game right at the beginning due to complicated controls. I bought items then accidentally hit space and lost my money and items right from the start. Think the concept is perfect for the theme. The mission system is a solid idea, just needs a little more friendly UI. Liked the ambient music!

The Final Years of Atlantis by kleinzach 2023-10-10T00:17:16Z

Yooooooooo that was actually super dope. Great interpretation of the theme! The music really added this ambient sense of hopeful sadness. It's really neat all your hex-tiles line up so you can actually make some varied and interesting structures with the limited landmass you have. Not really a win or fail state, but that's fine. This game is well done!

The Island Warlords by firellon 2023-10-13T02:35:56Z

This was almost like an Advanced Wars and Total War game combined. Really cool idea! Love that the turn-based armies fight in real-time battles. You could/should definitely turn this into a bigger project. I will say, the wizards felt overpowered in the 3rd level. All my squads would get mass fireballed instantly. You could add more mechanics like new spells, healing, gear upgrades, veterancy, etc. Very impressive!

Intermodal by jotson 2023-10-10T00:06:24Z

Very chill game. Somehow, between the art and audio, gave me SimCity vibes. I was a little confused by the lose state, but I really enjoyed the aesthetic and chill vibe the game has. Music and sound effects worked well to add to the experience!

Sloshedbucklers by Wheffle 2023-10-06T01:29:28Z

This was really impressive! All of the mechanics worked really well together, from placing upgrades on your ship to seeing where enemy shots are going to land. I would say I managed to get pretty far without upgrading cannons, also had no idea if my ship had health or not. A simple musical version of a sea-shanty tune would really elevate the experience, as well as melee-combat sounds. Cool game, could definitely be made into a bigger, more polished product!

High Tide Heist by Remus 2023-10-11T03:00:09Z

Once I played tutorial island and realized I could only pick up one item at a time, the game became really fun! The chunky pixel art aesthetic gave the game a fun vibe. The music set the tone for some swashbuckin' adventures! It was a blast (pun intended) dodging cannonballs and grabbing treasure. I did have trouble getting on my boat at the end. Oh well, time to dig up the rum! Nice entry!

Squire of Holding by Juutis 2023-10-13T01:54:23Z

Game kept me hooked to the end, good job! The upgrade system exponentially increasing carrying capacity while simultaneously adding even more tetris-shaped loot was a solid design choice. Animations and music really helped sell the humor. I give this game 10 Turds out of 10 Absolutely Massive Turds.

Shot in the Dark by GhastlyMicrowave 2023-10-04T02:48:02Z

I love the concept and the art. Everything is stylistic and really snappy. This might change the mood of the game but seeing a rough silhouette when you shoot a monster would be really solid visual feedback. Wouldn't even have to be an actual monster, just some sort of shape indicating you hit it. I wish the music came on a little sooner because it was that good. Great job! Could expand this out into a bigger project!

Shootout! at High Noon by TheFoppian 2023-10-13T03:47:06Z

This was pretty funny. Reminded me quite a bit of West of Loathing. Loved the dramatic stickman art. Every new antagonist made me crack a smile. The gameplay was really simple, but effective. A sound for reloading bullets would be nice. Good job on the entry! Sammy the Kid was my undoing.

Dogtor Jones and the Holy Bone by Neon Glass 2023-10-13T03:14:53Z

The rock sound effects were really done in conveying the cave pieces smashing together! Fairly simple mechanics wise, but still fun. I liked how Dogtor Jones squeezed into a new spot if you messed up (provided you still had lives). Maybe some sort of power-up to clear a spot to get out of a jam would be handy? Or if you run horizontally as the cave chomps down around you to add a bit more variety? Good job on the entry!

Rocket of Sand by Paul-Maxime 2023-10-11T04:19:17Z

Pretty amazing game. Took me a minute to realize the factories increased the multiplier. I lost the first round, but I played again and won! Love the noise shader on the water, pretty cool effect. The art was definitely the highlight. Might have been cool to have the sand cubes crumble before disappearing beneath the waves. Sweet strategy game! Music made the game feel even more epic haha.

Midnight Racers by LoicLeGrosFrere 2023-10-09T23:52:44Z

The cel-shading effect on the cars and world is cool. The taillight trails added visual flair as well. Definitely nailed a synthwave/retrowave vibe with the aesthetics and music. The game seemed very simple though..Even though I was holding down W, seemed like the AI had a massive head start every time. Eventually I somehow got around it after enough restarts. Steering, like others have already said, felt pretty floaty. Cool start to a bigger project if you wanna turn it into a more fleshed out racing game :)

Orbital Meltdown: Death by Laser Beneath the Naked Sun by UkuleleFury 2023-10-10T00:40:28Z

Think it's hard to say what the game would be like without the high-quality robot models. That being said, I think the physics of destroying the platforms was pretty well done, really fun to watch an exploded section float away. Equipping multiple weapons was neat. Nice job putting everything together, it was fun to play!

Worm Out by Kyrios 2023-10-06T03:03:00Z

The mouse aiming seemed a little harsh, almost like my cursor was flipping between the center of the character. I think some sort of alert icon to show the direction the enemy was coming from would be useful, other than solely relying on sound to indicate their movement. Nice 2d lighting helped set the creepy atmosphere!

Cosmic Canyon Defense by S1l3Jamal 2023-10-04T03:36:46Z

Unless I'm doing something wrong, not sure how to progress. Seemed like I didn't even get enough energy to get to the Tier 2 upgrades before getting overwhelmed by enemies. The game looks and sounds nice, plays smoothly, and has potential.

Mecha Walker by Le Don 2023-10-15T15:00:41Z

Seems like it's turn-based Armored Core. There's a interesting amount of mechanics going on, but the balance seems off. I lost multiple runs getting to the first town by running out of fuel/food. Some sort of ambient audio for overworld and shop locales would do wonders, as everything else is essentially text-based. I do like the layout of your itch page, with the mech designs on the sides. Your descriptions for events were solid, a couple humorous 4th-wall breaking moments in there too.

ROCKOUT by Nick Baggett 2023-10-13T02:57:00Z

Loved the cel-shaded graphics, especially the particle effects tying everything together. Managed to play against a buddy and we actually got pretty competitive with the system. Only two moves (plus jumping), but you can still do plenty of player expression with it. The fact it seamlessly matchmade us was very impressive. Good job!

cyber_serpent by picross 2023-10-06T02:42:20Z

Initially tried with keyboard controls but swapped to gamepad and the game was immediately much more fun. The gameplay was super smooth, the soundtrack was boppin', loved how when enemies died the cymbals crashed. Cool mashup of some classics like snake and geometry wars. PS: Thanks for rating our game!

Afloat by T C 2023-10-15T15:31:39Z

With the riffage, skybound tileset, and melee action, correct me if I'm wrong in thinking this is partly inspired by Bastion. I think it's pretty good concept for limited space. Losing tiles on an already small island. I think some sfx for attacking/building would really help with player feedback. The player sprite and animations were really well done! The ending screen had nice art as well, good job!

Space Brigade by Adam Gallina 2023-10-15T16:16:08Z

The tutorial level was really welcome, as it helped simplify the concepts and helped prepare me for the bigger maps. This game had a bit of an X-Com vibe to it, getting ready for the imminent threat. I liked the rotating worlds and how you could see the buildings built on them. Might have slowed down the rotation speed as it was slightly distracting compared to the turn-based nature of the game. Having a clear goal from the start in "The Big One" is a great way to give the player an objective. Overall, good job!

Unlimited MACE by Yoss III 2023-10-15T15:07:25Z

Well that was an experience! As others have said, I also barely noticed the projectiles, as I was too busy spinning to win. Controls felt way too touchy, essentially doing an about-face every time I tried to turn left or right. Some sort of sound effect for damaging cars would have been nice, but could have been overbearing. The music definitely help set the tone!

Bitter Retirement by Chaineddreamer 2023-10-04T01:51:32Z

Short and sweet. Gameplay is simple but engaging. The physics are fun. However, one thing that would make the game more difficult, is if the angels knocked the box out of your hands. I could stand on the edge and toss the boxes into the ocean no problemo. Even basic sounds would really amp up the atmosphere. Loved the smoke stack. The boxes could look more toxic.

Nice first entry!

Re: Charge by polyforma42 2023-10-06T02:20:23Z

The art style for this is pretty rad. Almost like a PS1 game remade with 2d pixel art. Found the game to be pretty difficult, but that was all part of the challenge. Audio was mixed well and really added to the atmosphere. Great entry!

disembARK by Crygos 2023-10-04T03:26:26Z

That was quite the interpretation of a classic story ha! Game ramped up in difficulty quickly. I liked the fact that the player was punished for tossing off the wrong animal. Good job, funny and entertaining!

we been bussin by dvdstain 2023-10-06T01:50:06Z

Even more passengers would add to the experience. The game looks and sounds nice, gameplay was pretty simple. Enjoyed the humor, nice job!

Swarmed In by Fuse in a Bowl 2023-10-04T02:15:40Z

Framerate stuttered every time the blood splatter happened. Aside from that, the game ran really smooth and felt satisfying to play. Good job animating the bugs. If the environment had been more dynamic with moving walls, the gameplay would have more longevity, but for one round, the game was pretty fun! Nice reverb on the audio.

RIDE OF THE LIVING DEAD! by deadjolly 2023-10-06T01:31:05Z

Thank you all for the feedback! There was more we wanted to add, but as most jams go, ran out of time.

@Draekdude Some players were reporting issues playing the game in fullscreen glitching. You should be able to click on items on the ground as well as items in your car's inventory.

Bert the Introvert by Achilnos 2023-10-15T15:18:21Z

This was pretty funny as concept. I think the the game would have benefitting from being on one screen, so you can see where everything and everyone is at once. The hunger/fitness/boredom meters seem to drain super quick compared to how fast I could actually move through the house. Was hard to tell how close I could get to my family members before taking introvert damage and dying. Game made me smile, so kudos!

Unlimited Space Shawarma by SID37 2023-10-15T15:56:58Z

The visual UI was super clever and worked well except in one area: The trading icons on the screen. Some of them looked pretty similar and once the alien had given me their trade request, I couldn't remember which item they wanted based on the icon alone. That being said, overall, excellent entry into the jam! Definitely had some VR Job Simulator vibes. The amount of polish put into the assets, sounds, ambient music, and storytelling really shine.

Unsquished by RogerW 2023-10-06T02:31:21Z

That CRT effect on the art was sick! Loved the pixel art. The theme implementation is pretty amazing. Really nice polish overall, the music is a bop.

Jambulance by NuiN 2023-10-06T02:01:42Z

I'm not sure why, but the driving physics were extremely stuttery. The actual physics of crashing into traffic and obstacles worked fine, but the driving itself was not smooth at all. That being said, the game was still fun enough to finish! Really liked that you added different routes to try. Loved the theme interpretation, good job!

Blade Stalker - by Endocrine_BAMSc 2023-10-06T03:11:16Z

The voice-acting added personality to the game world. Very short and simple. Only had to cloak like once to finish the level. Enjoyed the turn-based movement!

Mosh Pint by Dan Miller 2023-10-11T03:38:58Z

Brace to the end, slow and steady wins the race...and there will be beer to drink after! Really sick interpretation of the theme! As a metalhead myself, I appreciate the live-show energy in your game! Something every concert-goer has to deal with. The audio fading in as the player gets closer to the goal is pretty rad. The crowd AI worked pretty well and there was some solid intent on the level designs. Great job! Up the irons!

Chunk And Hunger by Brogolem35 2023-10-13T02:12:57Z

Softlocked because I ate all my bread, not realizing I'd need it to unlock a new area. Pretty ambitious game with lots of systems. The directional walking was solid! Game was well built, you could turn this into a bigger project if you wanted!

Get The Pumpkin! by yndajas 2023-10-04T02:33:09Z

Pumpkin was got. Voice acting 10/10. Need I say more? Get the damn pumpkin!

Super Amazing Lighthouse Repair Crew by jusentari 2023-10-09T23:45:29Z

The graphics feel like the standout here. The ambient music in the background help set the tone as well. However the game seemed a little confusing. I know you have a timer for the countdown for the tide, but I think a smoother visual indicator would help the player realize the tide is coming in, since I was so concentrated on shooting the baddies. The animations were well done, nice entry!

Tele-Booth Knock Out by Edom Games 2023-10-10T00:24:54Z

Really polished. The camera zooms added to the impact of hits. I think a damage over time mechanic would neat since there's multiple rounds (unless I missed it). I did end up being able to spam the Haymaker to win. Dunno if that was a glitch or not. Nice graphics and audio! Always dig pixel art!

Toad Chronicles by mk3 2023-10-04T03:10:33Z

Interesting platformer. Creative way to interpret the theme. The bg music was nice, reminded me of Halo CE. The graphics were fun, Toady sticking his tongue out when jumps added personality! I think some sound effects would really help, for jumping and collecting items. A keyboard button press to quickly restart the level would be a welcome quality of life improvement.

LD55 — Summoning

Medieval Command by someoneman 2024-04-30T01:57:11Z

I agree with previous feedback that game almost plays itself. However, even within the confines of the game's simple idea, there's potential for expounding more gameplay. It'd be nice to send knights to destroy the caves, but once you destroy a cave, maybe it summons a bigger badder version of the enemy. This would lead to risk/reward for the player, letting them choose when to summon a harder challenge with the reward that the cave stops spawning enemies for the rest of the level.

The overworld map had a nice aesthetic with the torn paper edges and sketchy icons. The knights were good at finding monsters to kill. I think there's merit to your interpretation of the jam theme, just needed another feature or two to help flesh out the gameplay loop. Good job on finishing!

Forest of Madness by negator2vc 2024-05-01T02:42:31Z

The cultist art seems to be inspired by oldschool cartoon network? I dig the goofiness.

I tried 3 times to get to the second location and I just couldn't survive against the cultists. They spawn way too quickly to try and keep up with damage. I get that maybe I'm supposed to just 'run' to the next location with my explore cards, but damn. Between wound cards and barely ever being able to draw 3 attack per turn, I just couldn't clear the cultists to stop or slow the DPS they did.

I think you have a really interesting concept on your hands. The deckbuilder as an adventure game where exploring is a key mechanic is really neat. I'm a big fan of games like Hearthstone, Magic, and Slay the Spire, so I see potential in your project, but the balancing feels brutal for the first round. Sure, up the difficulty as the game goes on but for players trying to learn all of your mechanics, fending off that many cultists was too overwhelming.

The music and sfx help set the mood, but a little background art, card art, and card animation would definitely help flesh this out further. Solid job developing complex mechanics, just wish the onboarding was a little smoother!

Forest of Madness by negator2vc 2024-05-01T21:16:14Z

@negator2vc Ah, I thought rest was used for healing purposes, didn't realize it would discard the wounds. Thanks for the explanation. I agree about using cards to explore, that's a pretty unique mechanic! Good luck with your future project(s)!

The Last Summoner by atomicptr 2024-04-27T19:07:34Z

I think some sort of background tile would really help me orient the player on the ground. It was fun running around trying to collect minions. The sounds might have been a little loud. Good job for a solo entry!

C.R.T. - Companion Recall Technology by AffinityChris 2024-04-27T19:51:13Z

The game felt pretty difficult with precise platforming seemingly required to get through the levels. The different abilities to dash and glide felt unique to each other and helped showcase the level design. I liked the pastel color palette in the sprites! The jump sound could have been modulated so it would sound slightly different every time you jumped instead of being the same exact sound over and over. Nice entry!

The Evil Eye by Timur_Bahadir 2024-04-18T23:51:13Z

Good job on the aesthetics and art, the visuals and audio really helped set the mood. I liked the runes on the ceiling and the gun model was solid. Wish the projectile felt..heftier? I feel misled though; thicc in the thumbnail, but first person in-game :P

Speed Demons by Laniph 2024-04-27T20:11:41Z

Pretty cool racing game. Some sort of manual boost for the player would have been a great addition. Even simple sounds for hitting the boosters would really help add some feedback for the player. It'd be super neat to see the glow of your engines as light reflected on the track, as well as the player shadow to showcase the mech hovering. Really liked the simple & clean mecha models and their engine effects, including the lightning bolts! Controls-wise, the camera felt to lag behind the mech a little too much. I wonder how it would feel to have the camera lead the way instead of trail behind the player's inputs. Very nice entry!

Shenanigans at Schmendy's by Cope 2024-04-25T03:52:56Z

Not sure how you're supposed to 100% clean the floor but I certainly tried. Those dang wizards and all their tomfoolery has been burned into my psyche. Not sure how I will avoid therapy on Shcmendy's hourly wages. Fun little game for the jam, nice job!

Necromancer 101 by Ty Victorson 2024-04-30T01:32:33Z

I'm going to contradict previous feedback and say that I actually really enjoyed the 3D world. I think if you gave the trees and buildings a bit of a cel-shaded look, it would blend nicely with the cartoony style of the billboard characters. The world felt very mid-2000's MMO to me, and I loved that. The encounter system, while appearing basic, also was fairly fleshed out. Spawning the battle in the 3D location where it actually happens is really cool.

I do agree however, with most of the other feedback given. The game actually has a good bit of potential. The turnbased JRPG combat is all there, just needs a bit more refining. Player felt glacially slow, especially going up and over that bridge, dear (necro)lord.

Overall the game felt pretty easy, I might have lost 1 basic skelly the entire playthrough. Due to gamer knowledge I kinda guessed what the status icons did (poison, stun, etc.), but I think some text describing what is going on might be beneficial in this scenario (damage output, health healed, status, etc.).

The idea of earning the units you defeat in battle is cool, but kinda felt like you needed one more mechanic to have the units be a resource instead of a collectible. So maybe if they died again, you would lose them permanently. In future versions you could even name units, almost like Darkest Dungeon.

Overall good job! But I swear if I "wolf sound effect. wav" one more god dang time...Cheers!

Let's Boogie by Taximan981 2024-04-19T01:30:18Z

It feels like Super Meat Boy, Braid, and Katana Zero had a baby. Pretty interesting swap mechanics, very responsive movement, in fact I'd say it was almost a little too snappy. Had to rely on the slow motion quite a bit. The puzzles were fun and it felt satisfying to figure them out! Nice entry!

FRIED AWAY by Kyrios 2024-04-30T23:45:57Z

If the jam was only about run cycles, this would win hands down. I wanted to absolutely love this game, and I almost do. The production value is off the charts for a jam game. The cinematic, the art, animation, scrolling backgrounds, music, audio, everything is top-notch and hilarious!

That being said, the gameplay itself felt frustrating due to the inconsistent nature of collision detection, which others have already mentioned, and the devs have already acknowledged. The frustration is that everything around the game is so good I wanted to keep playing, but the drawing mechanic felt soo inconsistent.

I couldn't tell if I was too close to the chicken to draw a line or not many times, or the chicken would run smack dab into a summon and fall, while others times he'd flap his wings up certain slopes... could never predict what was gonna happen. Not to mention certain 'gaps' in platforms did not visually look like gaps, but I crispily found out otherwise ;)

Still, love the production quality and the humour, excellent job!

Burdemon by Teun de Vries 2024-04-19T00:19:04Z

The lighting for the rooms and particles is pretty. Lots of polish and clever solutions here. The spider animation and the fact the player demon doesn't need a walk cycle are fun bits of problem solving. Game felt great to play, however, I kept accidentally clicking outside of the window (both in full-screen and windowed) which was a bit annoying. Also the ranged particles, once fully upgraded to the white ones, were blinding lol. But it was still fun to shoot enemies the whole time. Awesome job adding meaningful progression to the gameplay loop, in such a short timeframe!

Zombie Shock by Skvader_418 2024-04-30T02:31:17Z

Definitely one the most fun games I've played in the jam so far. Totally reminds me of old Newgrounds games. Completely nailed the humorous tone between the graphics, sound effects and gameplay.

Being able to 'guide' my zombies was a welcome addition. There was actually quite a bit of strategy between trying to turn enemies with the poison guy or blow up groups of them with the fatman. Game ran smooth, satisfying screenshake.

At first I was wondering if the game was gonna be too easy, but the new enemy types in the later levels had me being more tactical with my zombie placement.

Overall awesome game, was really fun!

Orion by Ben Toosey 2024-05-01T01:40:06Z

The minimalist pixel art is especially pretty. I managed to get to round 6 before losing, then round 7 spawned in monsters and I couldn't do anything. The starmap wouldn't show up, so not sure what happened there. Up to that point, I felt like I got trapped in a loop where I had to summon a 2 red star minion every time because that was the only way to have enough attack to get past the opponents. Was hoping I'd be able to at least get 1 extra star each round or something, felt really difficult to keep up.

There's definitely potential here. Some animation on the stars twinkling would really help, as well as an in-game glossary of how the stars affect summons. Sound and simple music (something ambient and really reverby) could take the vibe up a level.

Solid entry, especially for a solo dev!

Capture the King by ZEN 2024-05-01T00:32:10Z

As others have said, PAWNWALL. I'm not even good at chess but this was fun to play. Definitely interesting watching the moves play out after the pieces were selected. I found it a little confusing as to which piece would go first, or even next in the turn order. Maybe an icon indicating turn order? Or an explanation as to how pieces would be prioritized every turn?

All that said, pretty fun game, cool mashup of genres! Nice entry!

The Wave Summoner by OnlinE_Play 2024-04-19T02:33:49Z

Good job on your first game. The subtle 2D lighting was a nice touch. The combat lacked a little feedback, and the timing felt off, however, I did enjoy the double attack! Music loop could have been a little longer or maybe more ambient. The tutorial houses were a good idea but might have been more helpful for players to spawn next to them instead of being on the edge of the map. Congrats again to a fellow Godot user!

Mobius by Jerem Watts 2024-04-25T01:47:44Z

The graphics definitely stole the show for me here. The movement was engaging but I never felt like I truly wrapped my head around the way gravity and jumping worked, though I got pretty good at skipping across the ground. The sound design amplified the tone of the movement with the whoosh noises. I got to the top but was confused by where to go after that. If there's an ending I missed it unfortunately. Fell down what appeared to be a giant paper crane.

After the third audio log I found, the subtitle overlay box stayed on the screen for the rest of the playthrough, even with respawns. Played the updated version.

Good job, great ambience. Reminds me if Salvador Dali and the old MDK game had a baby.

Aldoria's King by Locke8 2024-04-19T00:38:11Z

Game hardcrashed after a wall of skellies met my coffin skellies. I like the idea of mashing up cards and placing units on the map. I think the graphics for the units were well done, but they were very hard to read against the background tiles. Short audio, but effective for setting the mood!

Gods of the Forest by Dan Allison 2024-04-25T02:11:27Z

Pretty solid entry overall, especially for a solo dev. Somebody really likes Helldivers 2 :). Could stand on top of enemies to wittle down without much challenge.

I think some sort of sound, even if it was simple, for the spells would have really added a bit of punch to using those abilities. I'd be lying if I said I didn't click through the dialogue, but I finished the game!

The biggest design choice that bogged me down was having to shift my hand from the arrow keys, back to the mouse to place spells. Felt very clunky. Perhaps holding left click would open the spellbook and the player uses WASD to initiate a spell (sacrificing movement). Or just have the spells always available.

Star Seed: Apocalypse by paloobi 2024-04-25T03:26:54Z

The sprites are really awesome. I loved the screen-switching, reminded me of old gameboy games! The music had a chiptune vibe as well that set the mood. Some crunchy sounds for hitting the plants would help player feedback. Pretty fun little game, could definitely see the concept being expanded. Hopefully you tackle everything on your list, sounds fun!

SKELEMANCER by deadjolly 2024-04-16T21:40:27Z

Thank you all for the feedback so far. We're looking in to the stutter and crashing issues!

Armamancer - Never Reload by coffeemakingtoaster 2024-04-25T02:40:29Z

Nice jam game! Back to back arena boss fights with random weapon summons. The weapons cracked me up, good job with the humour. The weapon sounds didn't have much bite to them, but maybe that was an artistic choice ha. I had to really adjust mouse sensitivity to be able to play it; the default was super high. The graphics were solid, enjoyed the cardboard wizards in the crowd!

Little Wizz - How to summon a Fireball by Esther128 2024-04-19T01:47:00Z

Almost got softlocked on the last screen, by only having one mana shot left. Eventually managed to jump the ladder and make the last shot. Nice little story; the simple graphics were charming. I would say it felt like the fireballs were spawning inside the character, which led to plenty of 'be more careful' screens. For a quick point and click game, the physics made it more fun! Nice job!

What The Duck? by purplexy 2024-04-30T01:43:26Z

Oh duck yeah! I didn't realize what I was doing at first, but then it dawned on me that it was build-a-duck. The pixel art aesthetic and animations did a great job at selling the different duck parts. The whimsical music and UI polish (animated icons, etc.) all contributed to the goofy nature of the game.

The game was pretty easy as a spam-fest. Was kind of expecting Mr. Demonlord to put up a bit more fight. There also seemed to be way more head options than other parts. I did quite enjoy trying to add as many feet as possible to a single duck...I call it a ducktipede.

Shut the duck up, because that was a fun few minutes of gameplay!

Pilgrim's Path by JakJak 2024-05-01T02:11:38Z

The presentation here is on point. The art is beautiful, especially the UI elements. You get plenty of mileage from the single idle animation, but it works when the pilgrims are moving or 'converting' a house. The cards added some fun strategy, I tended to always choose double follower production (worker-based economies ftw), but the options were fun to mess with. I tried capturing my enemy's church but I don't think that was an option?

The music and sound effects added so much to the atmosphere. Pretty smooth unit selection and navigation made the game enjoyable to play.

Really well done, good job!

NECRO RUSH by helviett 2024-05-01T01:16:12Z

undead.io! Had to run for my life before I could take on the other 'mancers. The art definitely has a clean charm to it, which I like! Solid music and satisfying slap noises for the combat help set the mood. The multiple difficulties adding new powerups and the golems was neat.

Only critique I have is that on the last level, I had to wander around for quite some time before more graves began appearing. Once they did, I managed to clean up the last two rival summoners. One idea to maybe expand what you have is to have the different summons actually fight each other as well.

All in all, pretty fun game!

Brew Mages by BumBum 2024-04-30T00:49:35Z

The graphics, especially the level tilemaps, reminded me of Advance Wars or Wargroove, which is pretty rad. The Helldivers 2 influence is strong in this one. Maybe I just didn't understand why my number ticked down to 0, but it felt very arbitrary as to why I was losing. Beat the first couple of levels by spamming more guys. Didn't really seem to matter which army size I picked, as long as I had more units than the enemy. Maybe it did, however it didn't feel that way to me. Others have mentioned it already, but playing the game in complete silence felt a little hollow. Sound effects for inputting combos and the battle raging would have been great! It was still fun watching the little guys duke it out. The knights rolling on the ground was hilarious. Nice job!

Jimmy the Wizard vs the Meaty Mushrooms by alexsmith531 2024-04-25T02:29:14Z

The game definitely has an addicting factor trying to get your summons built up! I will say that getting the first summon is really, really difficult. Seemed like a summon that healed the wizard would have been a good early choice design wise. Simple sounds for fireballs hitting enemies would really add to the experience. The shroomguys walking backwards was hilariously disturbing. Nice game for a first entry! Welcome to LD!

The Summoning of Dagan by alezayas 2024-04-30T03:04:23Z

Pretty neat entry. Seemed like if Resident Evil and the Amiga had a baby, or something. Really enjoyed the stark graphic style, sometimes that makes things even scarier. The music set the tone and matched the lowbit pixel art.

The gameplay was simple. Shooting was alright, but it felt weird that I couldn't shoot up or down. Which inadvertently added stress to sidestepping monsters in an attempt to shoot them horizontally. I think having the character flash yellow, or at least the edge of the character flash when you shot the gun would have been a nice little effect for polish.

The biggest frustrating thing was starting the game from the beginning. I think a checkpoint system that takes you back to the previous room before the one you died in would be a welcome addition. I died a few times because I kept forgetting monsters would respawn, which may or may not be my fault.

Overall, cool little entry. You could take the art style and run with it in a bigger project!

LuciFare by Aaron Hart 2024-05-01T00:45:21Z

Interesting take on the theme. I liked the check phone animation, which is good, because I had to check it after turn. Shoutout to Ozzy. Simple audio for checking phone, honking, etc. would really help the atmosphere. The little details on the cars was a cool addition. Nice job for a first jam entry!

Swordmancer by RACTS Studio 2024-04-25T01:02:56Z

I enjoyed the creature design! The combat felt hard as hell though. I see in your screenshots an upgraded sword or something, but I couldn't get past the blue monsters. The monsters stacked up on each and made it hard to not get hit by all of their attacks at once. I kind of wish the player character was in the same design as your creatures, felt like I was an icon with a sword. Even simple sounds would really help game feedback. Nice job on summoning portals that summon!

TAKE ME HOME by PlintusB 2024-05-01T00:02:26Z

Is the art inspired by Mobius at all? I really dig the pastel colors with the outlines. The music helped set the tone, which shifted dramatically as each day went along. Game seemed lighthearted at first but then it felt like it was gonna take a sinister tone, especially for all of the 'declined' animals.

This is a polish suggestion, but it would have been neat to see the astronaut guy shake his head or give a thumbs up/down when you loaded/declined an animal.

Effective animation and creative sound design helped with the presentation! Nice entry!

OOOOOO by catboyfan 2024-04-30T03:56:53Z

Didn't have the patience to figure out the final stage of the boss. That being said, while abstract, the theme interpretation is amazing for a puzzle game! Everything felt polished and smooth. I'm a sucker for clean aesthetics, so the clean linework, glow effects, and particles all supported the glossy visual style. The camera felt rather laggy and delayed compared to how responsive the controls were. The music and audio effects set that ambient cognitive mood. Imaginative system mechanics, UI, and level design all helped this stand out from the crowd.

Super well done for a single dev. Nice!

LD56 — Tiny Creatures

Tiny Tails by francoisvn 2024-10-15T03:57:10Z

Got stuck on Round 4. Merging the units together into more powerful versions was definitely cool and well executed. Loved that each unit had distinct art, and I really like the hand-drawn art style aesthetic. Using units as a finite resource was an interesting design mechanic. I felt a little confused as to why I could or couldn't place units on the map. As in, I wasn't sure what determined where I could place my next unit. The system felt arbitrary.

One thing that might help flesh this game out more going forward (if you want to), would be to have the big units spawn little guys as well. Overall, pretty well executed strategy game!

Smash-o-Saurus: Tiny Creature Smasher by Wisch 2024-10-15T02:29:29Z

10345 for my final score. Good little project to get started. The art felt a little incoherent. I actually really like your dinosaur sprite in a 3d world idea, but nothing else really gelled together very well. Some simple sounds for breaking buildings and squishing people would have gone pretty far in your presentation. Cheers to a fellow Godot user!

God Awakener by WegPast 2024-10-10T03:32:42Z

Game felt confusing but I eventually figured out how to lead the little guys around a bit. Still couldn't really tell how to accomplish the objectives though. The music was super chill, I really enjoyed it. The bell sounds almost worked, but the high pitched one got a little grating. Pretty cool art, the animations were well done and the zoom out effect was super neat! Nice job!

CritterCarnage by MK-Dustan 2024-10-15T02:09:31Z

Couldn't get the web player version to load so I downloaded the exe. If you didn't make the art or sounds, a quick background music track would have helped add some ambiance to the scene. Felt like there could have been a bit more feedback from punching the critters. The blood was ultra reflective haha. The hands punching was fluid though, and felt good to control. Good job on your entry!

Frog Force: Jungle Invasion by ScrivenerOfLight 2024-10-09T03:50:24Z

Each frog's ability was well put together. I loved the interactions between the frogs (ie. the jump frog eyes bulging when being pushed around, etc.). Physics seemed a bit inconsistent at times. Nice little puzzle game!

Kill The Tiny (Ron's Nightmare) by RaeTheWizrd 2024-10-10T03:49:33Z

Game felt pretty difficult, mostly because of how zoomed in the camera is. Getting blindsided from behind while constantly backpedaling felt a little frustrating. The kick was a cool addition. The art was cool, I liked the lineart and how weird the designs were. Cool little shooter, would love to see a world fleshed out in this style.

Dungball Domination by tomas88a 2024-10-15T03:19:24Z

The ball as currency (growing and painting the floor) was interesting, almost reminded me of Katamari and Splatoon combined. The camera angle felt weird, was sort of disorienting. Took me a minute to realize the HUD element on the right was an angry farmer. Full game loop worked, nice intro cutscene to set the tone of the game!

LD57 — Depths

deCompression by Sagamore 2025-04-13T06:01:10Z

The graphics definitely set a strong atmosphere and tone! Still not sure about the writing, it was pretty whacky (so even now I still don't understand what was going on haha). +1 for Sexy Satan. Not a huge fan of the memory matching game on the control panel, but the other puzzles were alright! The ending left me...wanting more? Nice work on creating the whole submarine! Good job!

bucketbot by YellowKamel 2025-04-13T02:35:28Z

The movement felt abrupt for how small the game area is. A little acceleration/deceleration on the movement would go far in making the game feel better. I did manage to make it to the bottom, but the game was pretty difficult. A little confused as to why the bucket has health instead of the robot, but the swaying on the bucket was cool!

KILLWARE by deadjolly 2025-04-11T00:30:14Z

@tappioca Green is not a creative color

@popdaddygames Thank you! The UI was definitely the hardest part. The UI assets took up almost an entire day on their own. Don't know if we'll go that hard on UI again next time ;)

@basekeet AC was definitely an inspiration! Good suggestions, we only had so much time to implement what we could

@sarah-upton Thank you!

@donutshoes Impressive, most of us couldn't make past it level 3 or 4!

@dandee That's exactly how we felt about past entries, so we wanted to make it a focal point this time! Thanks!

@arkansaslover Thanks!

@duke-ua That's what we were trying to achieve, thanks!

@aveezavr Yeah, the bit counter could be more obvious as well as in the main HUD. Glad you liked it!

@dreo Bit Counter could be more clear! Level 3 is hard, level 4 is almost impossible. Thanks for playing!

@anton-florey Y/N could have doubled as key presses, good call! Top 10%?! Thank you for the kind words!

KILLWARE by deadjolly 2025-04-22T03:16:27Z

@tinykidtoo A quick dash move would fit right into the move-set, good suggestion!

@k48uto Glad you liked the UI!

@sleepyfikou Thank you, glad you liked the UI and had fun!

@dovodx We considered unlimited shooting but felt the cooldown created a bit more challenge. You can also boost or hover past enemies in a pinch as well! Not sure what's going on with the window on ultrawide? (My setup is not ultrawide)

@mcgiants Glad you were engaged! Yeah, good point about bits and bombs not mixing well.

@nomus What was going on with the screen? Sorry it was buggy for you, seemed fine on our end!

@coda-highland Font choice was directly inspired by certain 90's anime. Your suggestions are well-warranted and appreciated! I agree with you!

@ellaris Yeah, bomb and bits being at odds is a common theme in the feedback. Thanks for playing!

@clink I did have fun designing everything! Glad you noticed details like the guns auto-tracking! What did the player-model do specifically? First time hearing that feedback! Definitely wanted to do more with diving into cyberspace, but ran out of time. Thank you for the detailed feedback!

Descent Protocol by DuKe.ua 2025-04-13T04:21:39Z

The fall damage seemed very punishing, to the point of making the game way more frustrating to play than fun. Otherwise the grapple mechanic was fun, the art is extremely well done, character animation is great, stylish main menu. Even if there was a health-bar or lives or something to let the player fall a few times, I'd personally enjoy that more than insta-death. Also, just from a design point, I think giving the player a score based on how many plants they collected vs locking the end of the level out *feels* less frustrating that falling down the level and having to go back.

Understandable if you're going for a more old-school super-difficult design like Crash Bandicoot or something. Really good job overall, especially for 4 people!

Range of behavior by MrAntoineSt 2025-04-13T02:54:12Z

Interesting take on the theme. Choose your own adventure games are more fun when crazy stuff happens, and crazy stuff happened. Visual changes to go with the dialogue options would have been a nice touch, but you mentioned lack of time, which is understandable. Nice to know the best cops in town are the ones that marry all their suspects! Good effort for a solo project!

Dwarf Descent by platonenko 2025-04-13T04:42:10Z

The pixel art really shines here, so much charm and personality in the sprites, especially the dwarf's animations. Going down the elevator was cool! The overall gameloop seemed interesting, but the darkness mechanic felt way too punishing, unless I was doing something wrong. The camera felt really zoomed in after going down the elevator. Good job!

LD58 — Collector

Interstellar Repossession Service by firellon 2025-10-22T00:52:27Z

The modular ship snake gameplay is a fun idea on paper but the shooting made this game frustrating to play. The enemies would keep flying out of the out screen so I couldn't even hit them anymore. They had a free escape! The amount of obstacles to dodge also felt pretty difficult. The asteroids, ships, bullets etc. all added up to be quite a bit to manage. I did like that the ship modules had hit points instead of being instantly destroyed, but even with that, the game felt difficult.

Gameplay aside, the art assets and music definitely help sell the space trucker vibe.

Monster: The Collectoring by Tony Li 2025-10-22T01:52:00Z

LD58Finished2.PNG Pretty happy with my all oozed out deck worth exactly $420. Blaze it.

I wasn't sure if there was a win/lose condition, but each time I opened up a pack I almost never lost money so it was nearly an infinite money glitch... as a feature :). Didn't know exactly how to 'win' either. The random events seemed to affect card prices, but I never really understood why?

All that being said, the actual art for the game is really well done and polished. Correct me if I'm wrong, but this feels like you guys are prototyping a digital card game because this feels like an actual digital card game. The background music was nice and fitting for the spooky monster theme, and the audio cues for opening cards and swooshing cards around added to the tactile feeling of playing with said cards. I also noticed the proc-gen card creation, which was a nice touch (different monster combos, titles, card types, backgrounds, etc).

I want to play the actual Monster card game now! Nice entry!

CONTAINMENT BREACH by wisstopher 2025-10-22T04:28:19Z

Chapter 3...wait a minute. Really, really well done! I loved the chunky aesthetic of the level design. The minimal lighting worked really well in your favor. The text dialogue told a simple but effective story. The claw-machine mini-game helped break up the gameplay while setting the tone. Had a real Alien vibe going on. Freya might have been an AI. Hard to tell. Awesome work!

Ryoshi No Shima by Andreadbx 2025-10-21T23:24:38Z

If all the art assets were made in the 72 hour timeframe, that is really impressive, great job. The toon shader ties everything together nicely! At first I thought the game would be a bit boring, but you guys nailed the feeling of progression well. It was fun and rewarding to see the little island come to life while prospering off the fish-based technology. The little town was fun to run around and explore. Assets were reused smartly. Seeing all the fishermen, boats, and robot arms collecting fish was enjoyable. Music was very relaxing. Super chill game that really didn't have any challenge or mechanics other than idling but the world definitely made the experience enjoyable. Hats off to the team, have a fish!

Relics of the Restless by thormoth 2025-10-22T03:02:56Z

LD58Finished3.PNG Finished the game! I love the art style so much! The sprites have so much personality and the low pixel count looks great and extremely readable. Gameplay wise, I felt like my shotgun was shooting rubber bullets. Enemies felt way too spongy. Would have felt more fun one-shotting multiple enemies with a shotgun, instead of repeatedly shooting bullet sponges. Seemed like I was collecting power-ups each run, but they didn't feel like they made that drastic of difference.

I really appreciated all the little visual details in the rooms, like the furniture, wall decorations, and rugs! Overall a pretty fun game!

Neopunk by ZevsEHG 2025-10-16T03:25:55Z

Atmosphere was definitely the selling point. Running around felt pretty good, but jumping on the elevated platforms felt delayed or off. I could never get the hang of it. The blue tv ... companion... was a fun twist. Ended up falling through the floor so I couldn't actually finish the game, if there is an end? Audio was memorable and moody. I dig Neopunk!

The leaf picker by BorodaOlen 2025-10-21T23:38:52Z

Took me a bit to figure out exactly what to do. Clicking on the next plot of land to advance was not clear, but I intuitively figured it out. There seems to be a few glitches. I had not bought anything yet but after playing the first 2 levels a few times to earn money, I tried to buy the leafblower, but everything was already purchased? Then I left the shop menu, came back to it, and was then able to buy the leafblower.

The leafblower mechanic of pushing the leaves around with the circle was pretty fun. I really dig the 2D handpainted look of the artwork! Would have been nice to have even basic sounds for interacting with the leaves or music or ambient wind or something for audio. Unless that was a bug, but I didn't notice any audio at all.

Pretty clever use of game mechanics for a little collect-a-thon puzzle game. Very chill, well done!

Junk Driver by Sirplop 2025-10-22T01:16:06Z

The robot arm was really interactive and cool, but I kept damaged myself every time I tried to click on the bag on top of the rover, which kind of defeated the purpose of grabbing things in the first place. Maybe disable damage once you grab an object? The art is clean and well done. Love the colors, particles and especially the parallax scrolling. If the main mechanic wasn't frustrating, this game would be pretty dang fun. Overall nice entry, especially if it's someone's first LD game jam!

DEEP FROST by Kalbshack 2025-10-16T04:14:30Z

Really dig the noisy pixel art aesthetic. The sound effects for finding minerals and the purple fragments were satisfying. Felt like the purple ore was too hard to find? Maybe that's just me being bad at the game. Explore and dig mechanics are always fun though! Solid character animations, the rangefinder felt fleshed out! Overall atmosphere truly felt cold. Frosty!

Skull Issue by KAVERZA 2025-10-22T01:05:46Z

I think I know where most of the budget went :). Nice take on the theme to collect your own body, which has an impact on the way the character moves. Sometimes, you just gotta skull it up. Really fun ending cutscene, had crab rave vibes for sure. Going from the game to that was hilarious, someone remembered to turn RTX On!

Part Collector by heat 2025-10-22T00:23:04Z

LD58Finished.PNG

Finished the game! That was pretty fun, and those last couple rounds actually got pretty difficult! The auto-attacking was a fun mechanic. Good job on having fun perks to choose from. Once I realized I could have more than 1 weapon, it was party time. Animations were simple but effective, the camera shake felt just right. The audio added just enough to keep the combat loop engaging. Good job!

body, birds, drop by tercs 2025-10-22T00:00:09Z

Well that was certainly a vibe. Absolutely nothing wrong with creating art to express how you feel. Keep making art.

As for the game itself, the background movement did something to my stomach and started making my head hurt after minute or so, somewhat vertigo inducing. I collected 40 coins and many birds but instead of being doomed to fall forever, I ended it by landing on 3 construction cranes in a row. I don't know if there was more to the game or not because I couldn't tell if there was more progression. I was enamored by the ambient audio though, really added to the overall melancholic vibe of falling down a busy highrise street.

η›—δΊ¦ζœ‰ι“-To Steal a Future by baizeQwQ 2025-10-22T03:37:42Z

Game felt weird with no jump for a platformer. I understand this could be intentional but still felt off. Grappling around was fun, but it was really hard to see with the camera so zoomed in.

That being said, I really love the art! Everything is so stylish and polished, the subdued color palette ties everything together. Love the character designs. This reminds me quite a bit of the Persona series from an artistic standpoint.

The text and cutscenes played really, really fast to the point where I couldn't even read half of the dialogue on the screen. Which was a shame, since it seemed interesting. Really cool to have dual language options!

Very unique entry!

PISS by Studio Kabouter 2025-10-21T22:53:21Z

The straw in the background though. I think I know why the PISS is being collected. As far as gameplay goes, holding down CTRL to get the number 100 is...straightforward to say the least. Seems like a good opportunity to use timing key presses as a mechanic. Content aside, the art style really reminds me of old school Nintendo, especially Master Hand.

GOLD DUST by starduster 2025-10-22T01:30:13Z

Vacuuming up the gold is pretty fun! My absolute favorite part of your game is the cowboy's face. Makes me laugh. The actual platforming was pretty unforgiving. Maybe I just struggled to get good at the game but it did feel difficult. Took me a minute to realize I had to throw the bags, but that is a fun risk/reward mechanic.

Nice entry for a first jam!

WHERE DID GOD COME FROM? by Apx 2025-10-22T03:56:40Z

Having each party member be part of a rhythm mechanic is actually a clever idea! The god leveling up and unleashing its 'final form' was cool, especially since it tied to directly how you added more mechanics through each phase. Pixel art was stunning, and the audio effects, while simple, were effective! The 'clearing' sound effect and the choir voice at the end of the round sounded great. Overall, a really cool vibe.

Bumper Carts by PieMonsterEater 2025-10-22T02:02:31Z

The other shoppers are relentless, my shopping cart kept violently exploding, just like in real life! The controls felt a little wonky. Visually, one of the biggest things I think you could add to enhance the "Collect" theme a bit better is to actually show the items you pick up in the shopping cart. Kinda odd I'm scooping up all these items and my cart is still empty. I also noticed the one crooked wheel, no wonder handling was off. Watch this sick drift!

Good job for being a solo dev on the jam!

LD59 — Signal

MOTHER by Parxer 2026-05-04T03:23:49Z

The game looks amazing from a color palette and style perspective. The audio definitely sets the spacey atmosphere and 80's NASA vibe. Really great job on that. However, the gameplay itself is a little obtuse, at least to me. I was about to give up because I felt like I missing something, after hitting "A", the camera panned out, but then I couldn't do anything. Then I realized you had more controls listed on the site. So then I realized I could toggle between the satellite orbits, and planets. Which is awesome. But I still didn't fully understand why certain abilities worked the way they did. I kinda just hit buttons until stuff happened. Never found the third (or more?) planets. I liked the concept, especially in regards to using the theme! Really cool aesthetically, but a little hard to understand without a game manual.

A Call to Arms by thomas-olsson 2026-05-07T16:05:23Z

Great visual puzzle game. I loved that you could recognize previous landmarks at each new location, made the realm feel vast and that I was actually making a difference lighting the smoke signals. Also the subtle progression from mountains, to desert villages, to the final castle made the experience feel like a journey. I imagine this is how Hadrian's Wall or the Great Wall of China must have been like ;)

Music was hype, battle sounds added to the urgency. Loved the lofi-crunchy 3D polygons. Great aesthetic! The graphics were awesome overall but the fire effect felt a little undercooked and didn't match the rest of the aesthetic.

The first or second signal was hard to actually get lined up in my sight circle to actually trigger it, all of the others worked well without issue. That one seemed fidgety though.

Otherwise great job doing this solo!

Family channel by squirrelsoft 2026-05-04T01:30:29Z

That was an experience of the current year. Not sure I can elaborate. Keep making stuff!

Signaliens by martinfernandezGD 2026-05-04T00:53:21Z

Neat little game! From the description, I was envisioning the scene from Interstellar where they drive through the cornfield and was hoping to tear through some farm acreage like that. But I appreciate the Arkham Asylum-style bat signal mini-game. This game legitimately teaches people basic wave forms and how that translate to the audio design. Really like the synth music, helped set the tone well. The shader for the waveform was well implemented. It was a little hard to tell when new mechanics got added to the device, didn't realize I had to adjust the extra knobs as the game progressed. Figured it out, but it could be a little more apparent. Nice job!

Dread Frequency by Roitchie 2026-05-06T12:47:29Z

Thumbnail set expectations high, was not disappointed! The amount of environmental storytelling is top-tier stuff! Felt like I discovered new stuff coming back through hallways I had already passed. The first encounter gave me a jolt for sure, the camera whip-pan was perfect. Expected the friend to show up after that, but yeah, that first one was genuine horror! The audio designed can't be understated either, the slow violins really help build that tension. Enjoyed the clicky minigame, felt almost like a natural response to play, so well done on that! Great use and re-use of assets to build out the level. Lots of polish, awesome job!

Also, I guess the monster had no issue running towards vacuum ;)

Prospects by Bobap 2026-05-07T15:33:16Z

Pretty solid foundation for a larger game here. Like others, once I got to a mining location, the game turned into an idle game for me. Alt-tab while the number goes up. I skipped tons of ores because I collected 1000 of the starter ore and got one of the later ones. I think fewer 'idiums' with more distinction between them would work better than a long list of resources blending together.

Would make sense if the speeder could only hold so much weight of ore, then you could have different speeders to upgrade to. Or different traders in different locations that will buy ores for varying prices. Maybe bandits or alien wildlife raids while you're mining, meaning you have to run or fight etc. That's turning into something way bigger than a jam game, but you really could do a ton with this!

The game felt like actively playing a Rimworld character. The speeder controls were super smooth, the camera zoom was maybe a little aggressive at times, but overall, driving the speeder was the most fun in the game! The UI was polished and slick as well, good job!

Average League by N.O.X 2026-05-04T00:38:20Z

For some reason the game aesthetic reminds me of the classic Carmen Sandiego games. Music definitely set the tone. The four panel screen was interesting. Took me one full game to even figure out I need to draw the logo, set the color on the projector, and then do the main gameplay of lining up the logo on the middle screen. All of the art was great, props to the illustrator! Ambitious to mix all of the little gameplay elements, but it turned out well!

Cadence of Glob by Orjan 2026-05-04T00:24:44Z

Feel free to correct me if I'm wrong, but this felt like Binding of Isaac met Project Hail Mary. Love the art style, definitely put some smiles on my face with the facial expressions and animations. Narrative was simple but great. Who doesn't love fun space facts?! Was not expecting the sick DnB halfway through, awesome music! Every element was extremely polished. Was almost more fun just interacting with the crew than actually doing the rhythm game, but it all tied together nicely. Bounced the ball 49 times, even got a cool hat. Awesome job!

Canopy by jordantanner 2026-05-06T12:16:32Z

Played the 2.0 version. That was an amazing experience. It felt like Flower met Mirror's Edge. Loved the lofi-crunchy graphics and beautifully smooth audio design. Witnessing the orb travel to the player's next goal was a great touch, helped orient direction in the environment.

The moment that really clicked for me was when I had to use two grapples to swing through an orb to progress. Now we're thinking with grapples!

Only note I'd say is that it felt like the grapple was more of a slower-than-light teleport, instead of feeling like Spiderman or Tarzan swinging through the jungle. FPS dipped a bit in the web build at times. Otherwise, loved the aesthetic and vibe of the game! RIP JBS. Condolences.

Lighthouse Diaries by Tomssuli 2026-05-04T04:00:11Z

Exposing the fog of war over the ocean was a great use of the theme! Loved the overall atmosphere of the entire game, the music, the old papery text to deliver the narrative, the tone of the writing...it was all well executed on! Chaining together lighthouses and swapping between cannons to destroy pirates and squids was entertaining! Loved the music. Cool game!

Signal The Charge by Ty Victorson 2026-05-04T01:40:24Z

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Shouldn't even be optional. Legend has it he's still humming that tune to this day.

Nice little lane tower defense game! It wasn't apparent which units were the counter to other units, if that was even the case? I managed to win on medium difficulty. Almost lost but then things just kinda turned around. I like the idea of the theme interpretation, signaling troops to go to a location. The gameplay could have used maybe one more element to give it a little more depth.

Overall great little jam game though!

SpaceBound by fullmetal_automaton 2026-05-04T01:18:05Z

I think the concept of a spaceship JRPG is actually pretty sick. The art and UI definitely have that OG JRPG vibe. However, I cannot move 2 freakin' pixels without entering combat. Against the same 2 enemy types. It gets old quick, especially when the spaceship seems like it should be able to fly freely around. Some random encounters are fine, but right now, they are way too frequent and become extra frustrating. Could definitely expand the idea out further into a full spaceship JRPG though, the idea of random encounters in deep space just makes too much sense. Nice work for a solo dev!

The Last Tuner by Igor Silva 19 2026-05-08T16:58:57Z

I absolutely love the aesthetic and world building going on here. Not sure why cars are currently on fire while I'm piloting my walker powered by ancient organ technology. But hey. The atmosphere gave me From Software vibes. The church-mech was so cool, I wish I could have gone up in the steeples to look ahead or something.

So let me repeat, the world, atmosphere, mech, and tone are all amazing. That being said, I got stuck on the 3rd rhythm section (the falling meteors) and couldn't progress past that point. I just suck at rhythm games in general. But that was frustrating, because I wanted to see more of the world and how the game ended. I even walked all the way over as the little guy to find a big door, which meant there was content I was missing.

Maybe have a mercy rule that after 3 attempts you can progress the story regardless. Yeah, I'm a filthy casual when it comes to rhythm games. This is the Dark Souls of Guitar Hero :laughing:. The music was great though, loved the build up and beat drop for the meteor shower!

Keep building this world! It's too unique to not be fleshed out more!

Edit: Quick thought - it would be neat if the camera zoomed in on the guy playing the organ and you saw the notes slide down the organ pipes instead of having it be a separate UI. Give me those Davy Jones emotions!

DISCONNECTED by Allax 2026-05-06T14:15:10Z

Pretty cool game. Definitely had Neon Genesis Evangelion syndrome in that everything had to have abstract names to make things difficult to understand. While the actual gameplay was barebones (the mundane is part of the point), the universe and setting were captivating. The fun was finding cool space pics. Audio designed worked well, the liminal ambient mixed with the crunchy signal ding and keyboard taps.

Backrooms and Interstellar had a baby on Windows 98. Another shift finished. Great job!

Radio Tower by dod108 2026-05-07T15:00:47Z

It felt like sending messages to towers could be a little more responsive. Not that they needed to be faster, but at least let the player know that something is happening. Auto attack was extremely ambiguous, could not tell what my towers were doing after sending that signal. Actively tapping combos on towers was a cool way to get the player actively involved in the fight. I wasn't sure if I could send multiple signals at once to multiple towers, or had to wait on a single signal to be transmitted to a single tower first.

Fits the theme well, nice job!

HORIZON'S CALL by deadjolly 2026-04-21T18:49:07Z

Screenshots are up now. Thank you for your feedback and for playing the game!

HORIZON'S CALL by deadjolly 2026-04-22T03:50:18Z

Cover image added. Thanks for the feedback.

HORIZON'S CALL by deadjolly 2026-04-26T02:00:37Z

@fimiq We've updated the game, and would love if you gave it another try to see if it is more intuitive now! Thanks for feedback!

@matt-swieboda Thank you for playing! We've added another version that is hopefully more clear now, would love to get a second look from someone who played the 1.1 version.

@furyohfury As mentioned we've updated the game with a second version that hopefully addresses some of your feedback, and would love if you gave it another shot! Thanks for playing!

@Julester 1.2 version has addressed some of the early feedback, would love if you gave it another go. Thanks for your feedback!

@verttixpertti Awesome that you finished it! Thanks for persevering! We've updated the game to try and take your feedback into account. Thank you for the detailed breakdown and we're glad you enjoyed the narrative loop!

@conduit-games That's some high praise, thank you for the kind words! We didn't want to rush the player at the beginning and let them figure out what was going on. Hopefully the new version is more apparent. Thank you for playing!

@pixel-studios We've updated the game 1.2 to address some of the early feedback. Would love if you were able to give it another go! Thank you for the feedback!

HORIZON'S CALL by deadjolly 2026-05-07T01:27:06Z

@allax Thanks for playing, it was supposed to be a 'discover as you go' kinda game. Played your game, it was good!

@bloodcat8090 Thank you!

@ciaranw Only benefit to putting the scanner down is that you can run away faster ;). Thanks for playing!

@leophyte We'll call it horror-adjacent. Thanks for playing!

@valb-soares The scanner will lead you to where you need to go, and there's something about that portal...Thanks for playing, I will check your game out!

@tetrergeru We get more efficient with every jam :). Sometimes I surprise myself. We didn't want death to reset any progress made, so glad you appreciated that! Thanks for playing!

@sid37 The compass is more flavor than useful, but it does show the way North...Thanks for playing!

@alexandr-gerya Glad you appreciate the discovery aspect to it. We tried to make it as intuitive as possible. Thanks for playing!

@tinykidtoo Yeah we wanted to add more props to the scene but time was a constraint and we did what we could. The tutorial glyph is something that keeps coming up, we'll have to consider that for next time! Thanks for playing!

Beacon by MostLikely 2026-05-06T13:09:19Z

Alternate take on Slay the Spire. I could see this being expanded out into a faction-type game where different fantasy houses have unique units/flavor/cards (catapults anyone?). Didn't need a user's manual to figure out how to play the game, which is great!

Felt frustrating that I couldn't revive troops when they were all gone, while holding a revive card in my hand. Maybe have an exhaust feature, where if all troops are dead, using the revive removes that card from your deck the rest of the round. That way, you get to bring back your troops, but at a cost. Would make more sense to build a deck around that strategy as well, otherwise it felt like I really only need one 'healing' card per unit.

I really dig the tactical line mechanic, and think there are ways to expand on that and make it more relevant. I think visual feedback for which cards affect which lines would be useful to the player.

Solid foundation for a bigger project if you decide to expand on it, which I think you should! Good job!

a Saunter by kukaracila215 2026-05-04T03:42:26Z

I jumped, I sat, I laughed, I cried. The waving boy brought a tear to my eye. I do enjoy the lofi aesthetic, especially when it comes to lowpoly beaches. Something hauntingly serene about them. Fun little walking simulator to explore in, not much else to say really. Keep making stuff!

66.6 FM by ImNotVegan 2026-05-06T12:29:45Z

It's hard to tell if using the signal detector is actually worth it or not. I managed to find a few items by blindly running through the level. I really liked the office area, reminded me of F.E.A.R. I didn't notice any audio when the monster was nearby, I feel like that would really help player responsiveness. This game is very similar mechanically to the game my team made, but with an obvious horror inspiration. Nice job!

LD59 SIGNAL STRIKE by GARYglhf 2026-05-03T23:43:07Z

Nice little shmup! Music was pretty hype, was fun shooting the arachnids. Enjoyed the variation in the small and big bugs. There's a sound effect for the machine gun, seems like the missiles would benefit from a sound effect as well. The missiles were pretty spammable, didn't realize how effective they were at first. Maybe make them hit harder, but have a slight cool down?

Enjoyed it overall, nice game!

Signal&Conquer by DZO 2026-05-04T01:05:46Z

I like the concept of being an actual commander on the ground in an RTS format. The major thing holding this game back is the camera. It's really hard to see ahead of the player so by the time the enemies are on screen either you or your soldiers are already half-dead from taking incoming damage. That being said, I love the pixel art! The soldier and commander sprites are especially well done, the art style is really charming. Who doesn't wanna dance with the boys? This could be fleshed out into something more substantial, nice job!

SILENTIUM by Shram 2026-05-08T14:11:42Z

Pretty wild how much you all got done in 72 hours. Kudos to the art team, that's a ton of assets. Don't think I didn't notice the wire switches in the trailers...Totally unnecessary but you did it anyways...respect! Game reminds me of Pacific Overdrive (haven't played) with the car kinda of being the player.

So many diagetic gameplay elements really help the immersion here. All the buttons and knobs to press in the car, wipers, headlights, stereo buttons, gas tank, hood, trunk opening all help sell the immersion factor. Also want to show out kudos to the level design and environment art. I love the amount of vertically in the cliffs and rocks, you even had a view vistas that were worth taking a moment to enjoy. The level mostly led me to the end without much difficulty, but I did manage to get the car stuck a few times. The variety was also pretty impressive, from the starting tunnel, to the forest, to the town, to the cliffsides, to the little tower locations...that really helped the exploration vibe.

Finally, wanted to shoutout the audio. Was always satisfying getting in and out of the car with the car door latching shut, all of the previously mentioned car elements had accompanying audio that elevated player feedback. And of course, the team has great taste in music. Was not expecting a Kavinsky cameo, but damn, that actually hit hard. Rain and ambient audio were tone-setters, for sure.

I spent 50mins playing the game (I spent time exploring). Crazy work for a weekend jam! Thanks for making this!

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Occult Ace by IRKAR 2026-05-03T23:56:37Z

The actual gameplay of running around and fighting mobs was pretty engaging. Took me a minute to realized that I had to hold the card out in order to fire my magic continuously. That felt like an extra step for a game like this. I like the rogue-like elements of randomly generated abilities in the cards, but actually playing the cards in order to cast abilities felt clunky. Something about the camera movement felt a little off, almost motion sickness inducing (not for me, but I could see that being an issue for others). The sound design was excellent, and the main menu had a ton of style! I killed many goats. Cool game, even it if had nothing to do with signals ;)

Distant Driving by GrayMansion 2026-05-07T14:43:18Z

Taking controls away from the car felt almost like a non-issue. The car kept coasting in the direction it was going anyways. I did like the fact that you could flip the car and break the antenna off. That was a nice touch!

Graphics had that old-school charm. The engine noise got a little repetitive, having it pitch up or down as you accelerate would help, as well as an audio cue for 'disconnecting' from the radio towers.

Fun little physics driver, nice job!

Air Signal by MicleFirst 2026-05-04T02:16:55Z

That was insanely stylish. Love the use of static images to create so much life within the cockpit. The faux-3D effect of the controls stick, the turret delay, the glowing red lights, the diegetic UI, all felt extremely cohesive. The audio effects were mixed well and added to the atmosphere. I could be reading too much into it, but for the final stage where the enemy count goes to 99, and by this point, my health was at 0, mixed with the faded audio design and synth ambience, made me feel like I had died and was fighting these aerial battles as a warrior's apparition. Don't know if you're inspired by the Machine Games Wolfenstein reboot, but your scene feels reminiscent of that weighty, chunky desaturated feeling. Really awesome, glad to hear you're turning this into a bigger project!

lil lighthouse by Boxofcuriosity 2026-05-07T14:25:06Z

The progression in this game was great! Going from barely seeing in the dark to lighting up the night sky and poppin' monsters like it was just another Tuesday. The gameplay loop was well implemented, essentially a zombie wave survival game, but with a lighthouse! Was a fun dynamic to zoom around fishing and then come back to the lighthouse for manual aiming (if needed). The simple graphics worked well for a clean aesthetic, and the audio helped set the atmosphere.

Not sure if the boat had health or not? By the end I was letting the lighthouse autospin and zooming around (which was super fun), but that might be one more extra layer of balance. The boat controls did feel a little weird, even with upgrades, but was still fun! It'd be nice to have a slight UI change (ie. gold color, star) to know when an upgraded was maxed out, and some of the audio pops were a little harsh in my headphones.

Played this way longer than I should, because it was that fun getting all the upgrades! Great job!

No Signal West by Topling 2026-05-04T01:55:00Z

Shooting hordes of zombies in the wild west will never not be cool! The actual shooting felt fantastic with the camera shake and zombie responsiveness. Some corpses or blood decals would have put the cherry on top. I kinda felt like the areas where you find the signals should have been wave-based instead of endless spawning, since finding the signal was it's own sort of minigame. Eventually the screen is just covered with zombies and finding the signal becomes irrelevant because I'm focused on shooting zombies. Music is rad, dripping with atmosphere! Cool game!

Signal Ryder by goblon17 2026-05-08T16:34:47Z

Dynamic camera movement definitely added to that feeling of riding a rollercoaster. It was unclear to me if squatting down made me go faster down hills (it felt like it did). I thought I would be locked to the track and have to time my jumps to collect orbs, but was surprised when jumping actually launched me into the cybersphere. Not sure I'm a fan of that since the character is 2d and the track is essentially a 2D line through space. That being said, the visual vibe of the game is great, love the color palette. I do think some sort of grind feedback (Kirby Allstars sparks) would go a long way to make line surfing feel awesome. Felt like jumping and timing the landing would be a fun way to increase speed. The lightning shader was rad, good job!

Signal wave path, NEW VERSION by valb soares 2026-05-07T16:31:50Z

I played the latest version, and I couldn't get past the first door? I found a frequency at the top of the stairs in the corner that unlocked a green light, but I couldn't figure out how to unlock the touchpad, and of course using it while it was red hurt me until I was dead. The spiders seemed undodgeable, even with sprint. Cool room and puzzle setup, but I didn't have the patience to keep cycle through all of the static signals over and over.

Solid graphic presentation, and decent audio design, although the static got a little grating after standing in it for any amount of time. Spiders reminded me of headcrabs ;). Nice job!