Balck Hole Salvage by kkritselis 2025-10-14T16:44:37Z ♥ 1
I liked this one a lot. I was just about to buy the heavy hauler, when I ran into the same bug that others mention: just a black screen in space, eventually a white one instead. (No errors logged to the console either FWIW, only a warning about too many active WebGL contexts? A random guess, but maybe you're not cleaning up your webGL contexts when switching scenes, and eventually the "space" context is auto-cleaned up because it is the oldest one.)
I didn't feel much difference when switching between the laser Mk1 to Mk3, I think the game loop would be more satisfying if the upgrades had a more obvious effect. The laser targeting also felt a bit random, and it gave me the impression I didn't have much control over what asteroids are broken down - is it related to the size of the asteroid at all?
Shame about the game breaking bug, but nonetheless this is a very fun entry that could become a great one with some tweaking of gameplay params.
LD59 — Signal (21)
-- .- -.-- -.. .- -.-- mayday by Ray Himmel 2026-05-08T20:20:19Z ♥ 1
Oh boy I was very bad at this. But I found the concept very intriguing, and the gameplay very meditative. Appreciated the dynamic BPM option as well, the little results I had I achieved at half the suggested speed, but the vibes were maybe even nicer there.
A very unique entry, well done!
They Devour Signals by justking144 2026-05-06T16:23:16Z ♥ 0
A very interesting take on the theme! The signal being "devoured" is an interesting idea, but I guess in practice it's not that different from any other wall or obstacle... Like other commenters, I found it quite challenging to catch with my eyes and then remember where the traps were, but that's what made it fun! Well done.
I think some UI refresh/polish to match the ominous description could make for a very nice post-jam version which I'd gladly come back to.
A minor nitpick: in full-screen mode you can't see the timer and the signal meter.
TrainguNut by takanoro 2026-05-04T21:18:12Z ♥ 1
Such a cute concept! I wish luck had a smaller part in it - even from level 1 on, you can't get a perfect coverage of the playing field with your sticks, so you're often forced to guess around with a very limited number of shovels. I think this is rather frustrating, either there should be way more rods, or they should replenish when not finding anything, or you should have infinite shovels. (Maybe you could get a score based on how quick you found the nuts - that way luck would be still rewarded, but everyone would be allowed to progress.)
I ran into a bug on level 2 where I placed all my dowsing rods, then I used my (I think) last shovel to find the 1st nut, and then I was just stuck there, not being able to dig any more, nor failing or winning the level either.
Nonetheless, a great concept with beautiful graphics that plays very smoothly. Well done!
Switch Happens by Zettelkasten 2026-05-04T21:06:36Z ♥ 2
That's probably the most comprehensive and impressive tutorial I've ever seen for a jam game, hats off! A simple concept executed very well.
Signal Space by ping78 2026-05-01T20:54:37Z ♥ 1
Very cool vibes - the visuals and the movement feel are great! The core mechanic is easy to pick up on without any explanation, and it's very engaging - when the relays work, that is. I struggled a bit with relays often not connecting, and I couldn't figure out what causes this. It didn't _seem_ to be just based on distance or angles (sometimes the closest, and straight facing relays wouldn't connect), so I just considered it bugged, and unfortunately it was "bugging out" a lot.
Despite this, I had quite some fun. Having the "live" network of relays on free-moving asteroids was very satisfying, and a very nice take on the theme.
Coherence by bentglasstube 2026-04-26T21:11:48Z ♥ 1
Very cool, impressive that the levels are randomly generated. I gave up on level 4, but I had fun, and I admire the concept. Even with the added description, I don't really get the point of the signal shape visualization, is that just an other timer? Or what makes the signal fuzzy? What should I do when it's becoming incoherent?
ROGER-ROGER, LOGGER! by CHAD-GPT 2026-04-26T21:01:33Z ♥ 1
I loved this one! Who knew that boats are one of the biggest killers of frogs? I liked how the different tracks lent themselves to different tactics, for example you can't effectively hit anyone with the train, but it's good for giving you some control over the incoming frogs. A brilliant spin on a classic, and it plays very smoothly!
I think I ran into a bug where I lost with still an open slot left, but nonetheless this was one of the most fun games I tried this jam, bravo!
No Signal by dk5000p 2026-04-26T20:50:57Z ♥ 1
"You chose the right door", heh. Unique entry that requires a lot of attention to complete. The undo option was much appreciated. I wish it was a bit longer, I feel like you set up some nice systems, but just as I was getting comfortable with them, it just ended. But I guess that's what jam games do! Some sound effects or some minimal illustrations could do it wonders.
Signal's Edge by kkritselis 2026-04-25T22:34:04Z ♥ 1
Very nice! The movement is very satisfying, and the scrolling terrain looks very cool. I decided to try not building any defenses and just winging it, and well, it just worked - probably a bit too easily. Seems like the enemies should be assaulting the base a bit quicker, to urge the player to spend resources on defenses. Also, the base fire rate of the main drone/ship is just imba, no matter how many enemies I let accumulate by the gates, it only took a couple seconds to mow them down, so that I could return to collecting resources.
But overall, quite fun! I'd love to play a full game built on these foundations.
I think the biggest UI issue is the horizontal scrolling on the upgrade screen - I only noticed by accident (and well, looking for anything to do after building the tower) that there's anything after the first three options.
Send the Signal by Pavel Goncharov 2026-04-25T13:06:19Z ♥ 0
I swear some of those asteroids were out to get me! I had lots of fun with this one, spent way more time than I thought I would after the first run. I really appreciated "luck" being upgradable :) The controls not rotating with the ship were a bit of a mind-bender, but still, a very polished, fun and all-around impressive entry. Well done!
Radio Survival by 2Inkling 2026-04-25T12:33:09Z ♥ 1
Oh no, I shot myself with an orbital beam :( But as a life-long supporter of friendly fire game mechanics, I can't be mad. Beautiful graphics, and straightforward concept, well done! I was not good enough to complete it (that hostile fauna is a menace), but I had fun.
Space Narwhal's Impeccable Directions by Aster24 2026-04-25T12:26:51Z ♥ 1
What a cute concept - I only glanced at the description before starting, so I was expecting a mostly regular narwhal to guide ships in a harbour, but then the beautiful cacophony of space-moths docking in space-cobwebs and space-sharks landing in gravitationally bound sideways pools started... fun game! Loved the creativity and the bold visuals.
Fire Support Survivors by Zamizmi 2026-04-25T12:20:55Z ♥ 3
Very cool! I wish it had a more gradual learning curve (in the beginning I really wished hitting the opponents once was enough, but with some of the initial commands you needed to hit them 3+ times), but once you get going the concept really shines! Great job with the cell-based drawing system, it's a great jam solution to the complex task of hand-drawing signals.
FIRE WALK WITH ME by Fadex 2026-04-25T12:11:46Z ♥ 1
A beautiful and intriguing game. I actually found the parallax a bit confusing, the concept (and the minimap) suggested that we are in a watchtower looking around, but the parallax effect made me feel like I'm "orbiting" around a forest, because the back layers were barely moving. I'm not sure if you know what I mean :) Either way, I guess a bit of confusion fit the dreamy and mysterious aesthetic!
GHz: WEE by Entink 2026-04-25T12:00:42Z ♥ 1
I found this super hard, I felt like I didn't really get a grasp on how to properly lure and avoid monsters. I thought you can sneak around them by avoiding alerting them with the signals, but that didn't seem to work either.
The ping / echolocation mechanic is maybe not that unique in this jam, but the visual effect you have of the soundwave getting "painted" on the walls is truly unique, and it looks great - it really creates the effect that walls closer to you feel more solid and dense. Great sound design and atmosphere, well done!
The Abyss by TureGrappa 2026-04-24T22:16:36Z ♥ 1
Very nice, simple but polished. I went back multiple times, my best time was 25.8 seconds.
S.L.O.P. - Signals lost on planets by Pentaworks 2026-04-24T21:34:03Z ♥ 2
Ah, Advanced Interplanetary Signals Lost On Planets? I spent some time wondering the philosophical implications of the thought that from the perspective of a satellite trying to broadcast, planets are just junk in the way... Then I spent a longer amount of time not seeing the "back" button on the credits view (which I was tricked into clicking), as the credits rolled painfully slowly by.
Then I spent even more time sending rockets (I mean... signals?) around planets, which I was terrible at. Fun game though, with a clear and straightforward concept, well done!
Signaliens by martinfernandezGD 2026-04-24T21:18:11Z ♥ 3
So cool! I really liked the straightforward concept and the smooth driving with the parabolic antenna swinging to left and right. Great vibes, fun to play, bravo!
ULTRA-RADAR by ZezinhoESR 2026-04-23T19:23:10Z ♥ 1
Simple but with great polish! Although we've seen it in many games this jam, I think the general concept of having silent enemies that only get revealed on a scanner/ping/signal sweep is actually a great mechanic that builds tension in a very immersive way.
I managed 43 with a touchpad :)
After a short while shooting randomly in all directions becomes a rather effective tactic with all the enemies on screen. I wonder what would be a way to counteract this. Maybe you could penalize missed shots? Or have a "magazine" (or whatever the spaceship equivalent of it is), that only gets refilled on successful hits? Just some food for thought.
Formation Tactics: Line Breaker by wdebowicz 2026-04-23T08:35:12Z ♥ 1
Interesting puzzler! Nicely polished too. I beat it in 24 waves - probably the last 10 or so were fighting over the only couple spaces the opponent had, because I didn't realize I can clear tiles for a while :) It seems like the opponent never clears their tiles, which is a huge handicap.
Having the scoring units shape the battlefield for the future rounds is an interesting mechanic, but I wish there was a bit more strategy to this. Maybe there could be more bonuses depending on the formation? (e.g. synergies across multiple columns, special shapes with special effects, or some passive use for the 3rd row.)
Sparkle Sweeper by tetrapteryx 2026-04-22T00:02:16Z ♥ 1
Very cool! I really like this minimal-yet-polished look, the no-fuss scope and the isometric playing field seemingly hovering in the air really fit the level-based puzzle concept. Clear and to the point!
I found it a bit tedious to scan and re-scan all the fields trying to compare them - I guess there's just a limited amount of fun to be had with this concept, heh. Maybe it would be more intuitive if the treasure distributions followed a more continuous gradient. For example, I often (frustratingly) missed isolated tiles of high-value gems, because I skipped over their cells, as there was not much indication of elevated levels in the general area.