MORSE SHOOTER by AstroAceOne 2026-05-03T23:57:01Z ♥ 1
The morse code combos make for a really interesting input system! Reminds me of games with spell combo systems like Magicka.
Foon → Ludum Dare Explorer → Users → ectucker1
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 60 | Old Tech | π€ | π₯ | Corner the Market | jam | |||||||||
| 2026 | 59 | Signal | π€ | π₯ | Radio MoleBat | jam | 416 | 3.58 | 3.70 | 3.75 | 4.18 | 2.95 | 2.78 | 2.85 | 2.98 |
| 2025 | 57 | Depths | π₯ | Crust Busters | jam | 99 | 4.05 | 4.08 | 3.61 | 4.02 | 4.09 | 3.97 | 3.07 | 3.92 | |
| 2023 | 52 | Harvest | π₯ | Slim Pickings | jam | 204 | 3.80 | 3.95 | 3.27 | 3.08 | 3.96 | 3.66 | 3.11 | 3.62 | |
| 2020 | 47 | Stuck in a loop | π₯ | The Cult of the Broken Clock | jam | 627 | 3.62 | 3.41 | 3.71 | 3.96 | 3.73 | 3.61 | 2.67 | 3.48 | |
| 2020 | 46 | Keep it alive | π₯ | Repair-bot Rodeo | jam | 1204 | 3.50 | 3.22 | 3.42 | 3.84 | 4.10 | 3.54 | 2.38 | 3.44 | |
| 2019 | 45 | Start with nothing | π₯ | You are Nothing | jam | 78 | 4.09 | 4.00 | 3.89 | 3.82 | 4.07 | 3.58 | 2.80 | 3.73 | |
| 2019 | 44 | Your life is currency | π₯ | Library of Madness | jam | 667 | 3.33 | 2.94 | 3.08 | 2.97 | 3.85 | 3.63 | 2.32 | 3.58 | |
| 2018 | 42 | Running out of space | π₯ | Castle Custodian | jam | 735 | 3.25 | 3.25 | 3.17 | 3.71 | 3.18 | 3.48 | 2.44 | 3.40 | |
| 2018 | 41 | Combine 2 Incompatible Genres | π₯ | Submerge | jam | 280 | 3.75 | 3.46 | 3.32 | 3.53 | 3.99 | 3.61 | 2.69 | 3.59 | |
| 2017 | 39 | Running out of Power | π₯ | The Tertielemental Wizard | jam | 681 | 2.96 | 3.04 | 2.73 | 3.04 | 3.46 | 3.19 | 2.26 | 2.92 | |
| 2017 | 38 | A Small World | π₯ | The Core | jam | 317 | 3.47 | 3.79 | 3.45 | 3.00 | 2.69 | 3.61 | 2.27 | 3.20 |
ectucker1 leaves an average of 12.9 feedback comments each event.
The morse code combos make for a really interesting input system! Reminds me of games with spell combo systems like Magicka.
I love the animation when traveling, and the art style over all! I enjoyed figuring out what the different items were good for, but it wasn't clear how much (if any) progress I was making overall - I'm still not sure if I just needed to travel more or wait for a certain signal random encounter. Lot of interesting stuff going on either way!
I love how animated this is; everything is constantly squashing and stretching. Gives it a lot of energy. Lots of humor in the different endings too!
Love the aesthetics on this one; the city looks great with the lights and all the monsters walking around!
I did find it a bit odd that cars would stop when a light _behind_ them turned red - feels like they should stop caring once they're past the light.
Very interesting method of storytelling here. Reminds me a lot of LSD: Dream Emulator.
This is a really clever interpretation of the theme! During the first couple tutorial challenges the animations felt too slow, but I definitely needed the extra time once I had to juggle multiple signals. Very cool.
Very cool game! Love how you were able to make so many different puzzles using the same basic elements.
The portrait art looks really nice, and the writing gave me a few good laughs! The random news popups were particularly funny. Nice work!
The animations of the summoned creatures are insanely cool! Really got the right timing on the giant eyeball.
It would be nice for more of the unfinished cards to work, but you nailed the mood part of this.
Had a lot of fun with this one! It's easy to end up in a tricky situation with no clear way forward, and it felt nice when I did the math and finally found the way. I made it all the way down after a few runs.
I love the environments in this! The music and art fit very well together. Planting weapons is a cool take on the theme, but it got a bit tedious having to restart the adventure to wait for swords to grow each day.
I love the little animations on the sun; feels fun to have it react like that!
I love the music in this! It feels so peaceful and ocean-y. I do wish there was a map pointing me back to the towns; I tended to get lost when I was out fishing and floundered when I was looking for an upgrade.
All the details in this game are really cool; I particularly liked the jokes on the whiteboard in the back. I had some trouble figuring out how to advance with anything other than the manager and the furnace, though that might just be me missing obvious clues there. The game is also lacking sound besides the music; a bit of audio feedback could have been nice. And a good explosion sound for when you blow up the office. The music itself fit the game really well though; I liked the sax.
Very well done overall; I really appreciated how the landing sound fit into the music. I had a bit of trouble with the controls at times; mostly due to not always knowing which direction the character would go when pressing right. Some kind of indicator for that may be helpful. I also kinda disliked the enemy in the last level. Since his position was randomized, it was hard to plan around him and I found that to be a bit too frustrating. Other than that though, the level design is very good; lots of interesting uses of the main mechanic throughout. Great work!
Quite the game! I had some trouble with the spikes; it sometimes seemed like I'd get hit by them when I wasn't expecting it. My boi Nate got that taken care of though. I love all the animations in this, especially the reaction of the wheel guy when you get hit. Really gave the game some charm.
Neat set of games. It's interesting to see how many things can be done with the same basic mechanic of moving something around in a circle. The first one had really nice sound on the bounces, but the rest were a bit to quiet, and sounds seemed to clip when they did play. The visual component was really polished though.
Quite an interesting game. Some of the objects were kinda tricky to interact with; I tried to grab the plant from the left first, but was only able to actually get it from above. The story and concept were clever; I could see myself playing a few more rooms of this kind of game.
The gameplay here reminds me a lot of the capture mechanics from Pokemon Ranger, and those fit the theme in a really engaging way. Things got a bit repetitive for me after a while; I was able to keep the zombies off of the car without too much effort. Increasing the difficulty as time goes on might be a good solution to keep things tense. I love the overall aesthetic though (especially the narration); it felt like a cheesy action movie in the best way. Well done!
I quite liked the artstyle of this game, and the music fit well. It took me a while to realize that eating more things was the requirement to cross between areas; I didn't make the connection that eating helped keep me from being too heavy to cross the bridge. The ending was pretty funny though!
My game crashed at the end, though it seems you already know about that bug.
Seems to be a problem with the build currently. I can switch between the different dogs on the main menu, but nothing seems to happen when I press Space to spin.
I love the animation on this; the scene is always in some kind of motion. Gameplay was definitely a bit basic, and I had some trouble telling where the hitboxes were on the food. Still, the graphics and audio were enough to make it a really cool experience!
The dialogue in this was great; especially the trees in first area. You did a great job spinning some of the limitations of jam games into humor. The art had a nice style to it as well. Great job on this one!
Lots of interesting mechanics in this game; milk knockback would not have been something I'd come up with. You should definitely list out the controls somewhere; it took me quite a while to realize I could jump. The spoiled milk just looked like another color floor at first, and I walked into it several times before realizing it was an obstacle. Once I figured that out, the game was a lot more fun. The art was super cute; great work with it!
I like the geometric artstyle; it worked surprisingly well with basic shapes. As others have pointed out, the controls definitely felt a bit off. Once I got the hang of it, the game had a good feeling of tension to it. Nice work overall!
Quite like the artstyle; the mix of sprites and 3d graphics was cool. Sounds and other feedback could do a lot to make the combat feel better. Also found a bug where the elevator could keep going past the top of the level, see this image. bugshot.png Definitely like the overall idea of the game; it's a solid start!
Quite enjoyed this game; it was easy to pick up and play. The puzzle mechanics aren't anything new, but I found the difficulty curve to work well - I had plenty of room to work with on the first few puzzles and was barely scraping by at the end. Nice work for a first LD!
Love the visual animation style on this; it was very fluid looking! The music fit with it well. Could use a bit more visual or audio feedback to help explain how the game works, but it was quite enjoyable once I got the hang of it.
Love the idea for this game! Controls felt a bit wonky, and it was kind of hard to tell when I have successfully put a stick in the fire (audio feedback is always good for this). Good job for a first entry!
The PS1 artstyle and atmosphere were very effective. Loved the humor in the opening cutscene; I wish there was an ending one to go with it. My one big problem was that I didn't realize the goal of the game was to leave tracks for a while, though in hindsight the arrow was obvious. Nice work overall!
Really enjoyed playing this one! My one complaint is that it was hard to connect to generators when enemies moved under them. Aiming to the sides, as other users mentioned, would provide an option to deal with this problem. Other than that, this game had very tight gameplay!
It took me a bit to figure out what was going on, but the game was pretty fun once I did. I felt accomplished once I figured out what to do at each stage. Some sound effects could help to make communication more clear, and gameplay more satisfying. Nice job overall!
I loved the humor of this game; the dialogue with the bee had me laughing most. I'd agree with other people's feedback about attacking; I especially expected it to work because I had a downwards pointing attack. A different style of combat can definitely work; it just needs to be explained better. I'll make sure to watch for a continuation of this.
This is a clever use of the theme; I wish there were more levels to figure out. Some audio and animation feedback would help as well. With some more content and polish, this could be a very interesting game.
π¦ CRAB GAME π¦
The mood of this game is spot on; the audio really sold the effect of the cold weather. Gameplay was a bit lacking; the slow movement made it not feel worth it to go back and try to find trinkets that I missed. Decreasing the distance between fires would help with that, though it could make the game feel like less of a journey. Either way, you fully immersed me in a winter storm.
I love the aesthetic of this game; the character rendering and weapon firing effects look great. The soundtrack really tied a bow on it. It could use a bit more variety in level design, but this was overall an enjoyable experience.
Neat story, it would definitely work as the plot of a full game. Obviously not much gameplay at the moment, but I still enjoyed playing through it. Nice work.
I really like the graphics of this game; it's got a very cohesive and well put together pixel art style. Like some others, I had difficulty figuring out S was also the button to use doors, upgrades, etc. I also had a lot of trouble with the platforming, and would often miss jumps by a few pixels, which felt frustrating. It would be nice to have a slightly more powerful jump to start with, or maybe to be able to place blocks to avoid impossible jumps. Nice work overall; I really like this use of the theme.
I really like the animation when shooting coins; it feels nice and physics-y. It was satisfying to see the turrets fall over. The camera was very shaky, which made it kinda nauseating to play. I often didn't realize when I was getting shot; some sounds and other feedback would really help with that. The walking speed was a bit slow (I'd just make it sprint by default; there was never really a reason to walk), and the dash was kinda hard to control. But the idea was pretty good overall; I enjoyed playing it.
Nice stuff; I love the outlines around the enemies and the summons. The characters all looked great, their animations looked sharp, and they felt distinct gameplay wise.
I found the balance to be a bit weird (played the current web version). I personally think it would make more sense for there to be fewer heroes and more minions; the necromancer should be the one with a swarm.
With some creepy music and sounds, the atmosphere would really shine.
Gameplay feels very nice, the random generation is an interesting idea for an FPS. The reload seemed a bit bugged; holding R for too long would take me back to 0 ammo. It was a bit hard to navigage; the doors could use some more contrast from the brownish walls everywhere. I could use a bit more feedback when hitting an enemy. Lots to work on, but a good start.
Love the design with the currency-themed enemies. Really going all out on theme. I also had some issues aiming; the crosshairs didn't really seem to follow the mouse. Using a controller fixed that for me. The upgraded weapons were satisfying to use. Loved the soundtrack; it suited the action gameplay well. Lots of good stuff in this.
Love all the details in this game, the splash effects, walking particles, player animations, etc. It all fits very well together. There were a couple translation issues that made the introduction a bit hard to understand, but I figured out what was going on. Very fun; nice work.
Probably may favorite use of the theme so far; the sacrifices were really creative. I found it hard to avoid enemies during combat; could use a bit more indication when they were going to attack. Overall very interesting entry.
The environment design on this looks really nice. I think I'd prefer a bit more subtle music to go with it, or maybe just some howls and footsteps to sell the atmosphere. This game looks like it could go somewhere cool, great start.
Interesting concept. I got a bit confused in the minigames; they weren't really explained well and were a bit too challenging to pass. It would be good to tell the player exactly what was chosen when it lands on Random. The game felt a bit too much up to chance, but that's to be expected from something like Mario Party. Nice work overall!
Love the music! This is a polished and simple game, I really enjoyed playing it. Got pretty intense once the green and blue hearts started showing up; added variety even to a basic concept. Nice work!
Liked the character art. My main problem with the gameplay was that I couldn't tell when the ghosts were going to attack. Some kind of buildup animation on them would be nice.
Love the idea of this; it could make some very interesting puzzles. One issue I saw: the attack read "does no damage to zombies" but still worked fine on them. This made a lot of levels pretty easy; I rarely had to sacrifice limbs. The fall off animation when enemies jumped of ledges was very satisfying. Nice work overall.
Pretty neat game. My main issue with the gameplay was that levels would occasionally start with an immediate and nearly impossible to avoid turn. I also had a hard time reading the upgrade options before picking them up. Great artstyle though; your really ran with the wavy theme.
The pushaway power felt really satisfying to use, and I really like the concept of this game. It could really use some more art though, and it would be nice to have some kind of win state though. With some more feedback for abilities (sounds, visuals, etc.) the protagonist could feel really predatory.
Love the melee combat in this; it feels really satisfying. My main complaint would be the spells; they seemed to take forever to activate and generally didn't feel impactful enough. I would also have liked some kind of animation on the dash. Overall quite good; I really enjoyed the sound effects.
Great work with the attack sounds; they really made all the attacks feel forceful and distinct.
The game could use some more feedback when enemies are hit; I couldn't really judge which of the attacks was doing more damage, and mostly stuck to the fireball for the whole game.
Nice work overall, loved the intro.
Pretty neat dungeon crawler. I like the spider design and the glow effect.
The combat didn't feel very tight; it was like I was ice skating towards and then away from enemies. It could really use some feedback when you hit or get hit, a red flash and a sound for both.
This interpretation on the theme was pretty interesting, though I wasn't able to get far with it due to the combat difficulty.
Love this take on the theme! The game has an intensity to it, mostly sold by the music and narration. Great entry!
I looks like you've disabled the wrong voting category; I can't rate you on graphics and there's no audio in the game. But I'll put it here instead: the art looks great; I love the style.
Gamplay was well balanced; I found that I usually ended waves with very little HP left.
The game could really use some feedback (both audio and visual) when hitting/being hit - I tended not to notice when I took damage, and wasn't satisfied by kills.
I like the blue colorscheme.
Really love the gameplay here - it's a fun puzzle to try to build up to different things.
A couple of the errors were unclear; it took me a while to figure out that I had to thicken previous branches more to thicken the later ones.
Overall a very peaceful and pleasant game to play - good job!
I love the animations on the gun, and the robotic arm from the vending machine looks great.
The game obviously has a lot of bugs, but the concept could be pretty cool fleshed out. I could use a bit of context for why I'm shooting up an office though...
The core mechanic was really interesting; tying life to space was a cool idea.
It could really use some feedback when attacking enemies; making them flash or something. I was never really sure if I was making an impact at all.
I enjoyed the sound effect for the allocator gun.
I get this message when I click the download link:
File was deleted from server. File was deleted by owner or exceeded maximum storage time (100 days from last download).
The controls felt off, and the levels were sometimes frustrating to complete. I was raging at it (that may have been the idea, I'm not sure)
I really liked the idea of levels based around different sins, differentiating them a bit more and adding making the controls more precise could make this a really cool game.
I really liked the atmosphere of the game. The hints gave me a lot to take in at once, so a more guided tutorial may have helped ease the confusion. It was really fun once I figured out how to play.
Nice game. I wish it had a win condition of some kind so the cat didn't have to starve :(
The concept was pretty cool and I enjoyed the artstyle. It was kind of annoying that the snow became impossible to move; I eventually felt like I had no options. Maybe you could make it take more clicks to remove instead.
I don't know if this is intentional, but I got stuck and couldn't close the "Contact Technical Support" popup.
The game was hilarious though, reminds me of my friend's old laptop. It would have been fun to interact with the ads a bit further and see what happened, quite a few more jokes could be fit in through there.
The particle and lighting effects in this game look great. The gameplay felt a bit unfair, mostly because I never quite understood the criteria for the lava spreading/ground falling. A visual timer, or maybe a warning crack could help with that.
I love the animation of the player. It's way smoother than I would have though possible.
I was never quite sure whether I made a jump or missed it, so some more feedback could be useful there.
The mood of this game was really great, and the sounds matched it spot on. Great job.
Interesting concept. It was a bit unclear what everything did, but the racing was fun. The game tended to spaz out a bit when I hit the grass, which was pretty annoying. Some more music would be good to set the mood.
I enjoyed the writing style a lot. The plot was a bit tricky to follow at points, but I think I have it figured out now after playing through a couple endings.
The music and art set a very calm and ocean-like mood.
It would be nice if the skip feature stopped a couple lines back to give some context.
The concept here was really interesting. Some special effects and other "juice" could make the game a lot of fun to play.
The action was kind of clunky, but I really loved the music and particle effects in this game. With some better character and environment assets, the game could look really cool.
This game was great fun to play. It got kinda annoying to have to catch the same things over and over before I found anything new, so the game flow could be improved a bit there.
The animations and the audio are impressive.
This game was a lot of fun. It took me a while to get the hang of it, but once I did it was a fun challenge to place cards and create a reasonable route.
I got a bit confused by the ending; it kind of felt like the game should keep going on. Once I figured out that I had to place all my cards, I was able to win.
Some music and more interesting art could make this really great. A story-line could be added in as well, something kind of like Hand of Fate's.
This game is a lot of fun to play, but I didn't quite understand what was going on. I'm not sure precisely what causes death, or what causes the "risky" bonus. The audio feedback was great, but I'm just not sure what triggers everything.
It took me a while to figure out the controls. I think it could be a bit more interesting with a normal hold down to move control scheme rather than just switching directions. That could also allow for a more complex map layout.
Cops didn't walk into buildings, which meant I could exploit their AI by walking back and forth inside until they left.
Like everyone else, I though the lighting effects were cool.
This game was a lot of fun to play. It had some intense moments where I hid behind a bookshelf as a librarian searched the room. Hiding areas I wouldn't be able to see made it feel there was always a chance a librarian was around the corner.
The main thing I'd add would be more intense sound effects when the librarians see the player. It could really up the fear.
I love the detail in the background, and your animations are really smooth. Shooting doesn't seem to do much, and it's easy to win just by running forwards and jumping over obstacles. Still, nice job!
The humor was fun, and the puzzle-like gameplay of determining what to shoot was interesting. The sound for dialogue coming in could have been better; it got annoying quickly for me.
Fun game. It was hard to drag a card to the screen and dodge at the same time, but that comes with the genres being incompatible. I was also somewhat confused by the deck builder at first, and ended up hitting escape and closing the game in an attempt to navigate it. Still, it's impressive that you were able to create such a variety of cards and fairly smooth combat in a weekend.
It's amazing how much this game was able to put me on edge, especially during the boss fight. You really nailed the retro aesthetic, and I loved the details of the computer errors. It was annoying to try to hit specific areas with the ball, but I guess that's what breakout is.
Like many others, I kept hitting the frozen buttons bug. It seemed to always be on Thursday?
The one time I was able to "finish" I starved to death, so that was fun.
The game was still fun, and the messages made me laugh.
It was kind of annoying that the game ended if I ran out of power, I often found that I could have still completed the level after running out, by picking up a nearby battery, but I had to restart anyway.
It would also have been nice of the movement wasn't gridlocked, making it a bit more of an action style game. It was often hard to get past enemies because I couldn't move how I wanted.
Still, the puzzles to defeat an enemy were interesting. Nice job.
The game looks really nice. I especially liked the explosion effects.
The constantly spinning UI was kind of annoying, I could never quite read it properly. Also, I was sent all the way back to level 1 when I died, so I never progressed far into the game.
The music and occasional voices were also a good touch.
I absolutely love the art and atmosphere of this game. It feels... restricting.
It was a bit hard to distinguish red and black enemies from the rest. That may be the point, but I often hit them thinking they were white.
The tutorial was a good bit of polish. I'd be rather confused jumping into the game without it.
The control scheme is solid, and the setting is really unique.
I could never figure out how to move on to the second level. Maybe I'm missing something, but I feel that could be more clearly communicated.
As others have said, the elements covering the level can be annoying. They'd work better in the background.
Interesting puzzles. They were nicely tuned so I actually had to think a little bit.
A bit of music, even if you don't make it yourself, would really add to the feel.
The movement was a lot of fun, but there seemed to be a lack of a goal. I had no particular reason to do anything in the game, and was never at real risk of running out of power.
That said, the music was really nice.
These levels remind me of the strength puzzles in Pokemon games.
I really enjoyed the music, and the dimming effect forced me to take a balance between potentially needing less blood, and actually being able to see.
Really good job.
I liked the arcing concept for the fireball. And the inclusion of check points.
My primary complaint would be inconsistent platforming rules. Certain object could be jumped on in some areas, but not others. The tree you have to climb is solid at the bottom but not near the top. This kind of information needs to be communicated better graphically.
I love the graphics and the game feels really well polished.
It's very difficult though. It's easy to get to the point where I can't get any charge because I'm overwhelmed with ghosts. I'd prefer they only hurt the plant, so I had a chance of lasting longer.
It's a really cool idea though.
Edit: I shifted my focus more to the enemies, and did a lot better. I was spending too much time on the plant beforehand.
The controls, especially the jump, felt super slippery to me. The jump went a bit too high in most scenarios, so that made the buildings super annoying.
It was really cool how the cat affected gameplay though. The ground shaking, and riding his head were interesting concepts.
The movement and general gameplay is really smooth, but I wish there were more levels or that they were harder so the game would last a bit longer. Running out of power never really felt like a risk.
The controls are also a bit funky. I'd recommend the arrow keys for movement (including jumps), Z to attack, and X to repair.
The pixel art was also really nice, and cohesive.
The main menu is really cool.
As for the actual game, it's way too hard for me. I'm not a frequent player of bullet hells, but I do think the player sprite needs to be much smaller to represent the actual hitbox. And the second wave is just too much.
The concept is cool, it just needs a bit of tuning.
The concepts were interesting, but it seemed that there was little advantage to having multiple zombies, especially with the slowdown.
In general, I'd speed the player up, so more things can be eaten and the game can last a bit longer.
But overall it's fun.
Not bad. The physics are a bit crazy, but I enjoyed the music and art. It could easily have been pretty fun if some more levels were included.
The concept is cool. The major issue, for me anyway, is the blurriness. Browser graphics are hard! It would also have been good if it was more clear what was food and what was an enemy. Still, good job!
Not bad. The movement felt a bit of, some animation and better art would help with that. Fights can get tough if you accidentally hit extra people. The main thing the game lacks is a reason, why is everything happening? Why do I get money for talking to or killing someone? It just seems kinda arbitrary.
The game looks great, painting is always a nice break from pixels. Even if you didn't make the sounds, they really helped make the collisions feel impactful.
The start time for the first wave should be a bit longer, so the player can get a feel for what's going on before they're assaulted.
This game got tough! I feel that if it takes as long as it takes me to connect a bloodstream, the patient would be dead.
The two colors of blood confused me. I think they have something to do with the lungs and oxygen? I usually just ended up connecting everything and spinning the heart until it worked.
Good job.
I love the voxel art style. The penguins look great.
It's a bit funky that there's no animation. A movement when slapping and maybe a bit of waddling would look great.
The slap sound effect was great. It felt impactful whenever I took a penguin out. I wish there was a more intense background soundtrack. Calm waves do not feel right for penguin combat.
I also had some input issues, I think due to my multi-monitor setup. I should probably have run it in windowed mode.
It took me a while to figure out how to move things from the TV to storage. I also kept getting the same news over and over again. It would be better with more stories.
I think a better explanation, possibly through graphics, would make it much more clear.
This game is very fun! I really enjoyed the gameplay and the blood effects.
A minor annoyance was that when planets were resting on each other, and I moved close to them, I'd die. The directions were also a bit counter-intuitive when upside down.
Still, I enjoyed it over all!
The concept is pretty cool, and the exploration was fun. Combat, however, felt really rough. It never seemed like anything more than spam clicking. The "loud noise" the player mentions never played for me. I suppose it's just not there.
Good job with the models and art.
This idea of a small world is pretty neat. I enjoyed the game. The UI was a bit confusing, especially the "You are in x" link, which doesn't seem to do anything useful. Maybe it's a remnant from other games? I enjoyed the music and the art. Good job!
This game is very innovative. I love the mechanic of transferring between screens, and unlocking things. The platforming was a bit slippery at times.
It got hard to tell what switch went with what. A color code of some kind would be helpful for that.
I loved the music, and the transition between songs sounded smooth.
Good job!
The intro startled me a lot. The game felt really abstract, and I didn't quite get the story. But it set a really great mood.
The audio really made it feel strange, in a good way. The effects, like screen shaking, also added to the game.
I'm sure you've already heard this, but vector graphics would help a ton. The blurriness was a bit distracting.
Good job.
This game look really great. The UI and character animations worked really well together.
It was a bit annoying to have to keep mice from continuously reactivating objects, and avoid the electricity. I suppose that's the challenge of the game.
Sound effects were good, but the music got a bit repetitive over time.
Programming for the NES sounds like a pain. And I complain about WebGL!
The game itself is pretty fun, if a bit repetitive.
The concept of a whole world on the pendant is a really cool take on the theme. I'm not certain about the story, but I think it's something like Horton Hears a Who where the triangle guy notices the small world and is rejected by everyone else? And then the round guy on the pendant leaves? A bit of music would have helped for understanding the mood, at least.
The game is pretty fun. It's a bit unclear to me the direct impact of the player's stats. Only attack seemed to make a difference.
Still, a pretty good concept. Good job.
This is really cool, but it was a bit hard to tell what color of pixel represented what. A more detailed rendering of this would make an awesome live wallpaper.
Wow, that did make me cry. It reminds me of To The Moon, with the memories and all. The music really tied together the emotion of it. An only complaint is that some objects don't seem like they should be able to be clicked on. That made me fail my first attempt.
This is a really great interpretation of the theme. Great job.
I like the illustrations. The various conversations are funny.
The only thing I'd gripe about was that it was hard to remember all of them. A note screen could be useful so players could think it through with less reliance on memory.
Very simple game, but interesting. I had never heard of Agorophobia before, but it makes sense after playing the game. The heartbeat and flash effect worked well.
I loved the music and sounds in this game.
The initial phase of gameplay is cool, but nothing happens for me once I reach the ship. It did spawn on me, so that may have caused the problem. I may make another attempt later.
Illustrations and more variety in the calamity cards would be good. It seemed they were nearly all "tremor"
The game is pretty tricky, I had a hard time with it. It was fun trying though!
The graphics are simple, but well polished. The use of animation is really nice. The woosh sounds are good, but it could do with some better music and maybe an effect for hitting a wall.
Valid Criticism Here
I loved those realistic splash effects. They just really add to the realism and mood of the game. I don't know what this entry would be without them. No game has gotten water right before this point. But you have done it. This could be industry changing.
On a side note, nice humor.
This is a really fun game! The music and art style fit together really well making the game feel creepy. The shooting is fun, even if the skulls get me every time.
My only complaint is that on one of my runs, the screen was absolutely filled with enemies. There's probably a spawn rate bug in there somewhere.
EDIT: Finally started hitting skulls! My score is up to 9650.
I love this interpretation of the theme. Size is relative...
I really like some of the lighting effects, the graphics were cool. It would be nice to have a frame of reference for the scores, I'm not sure how well I did.
This would take a crazy amount of effort, but if the band got more intense the better you did, that would be awesome.
I enjoyed this. It's a nice calm down from other games, and I loved the way the music always sounded like a meow.
There are a couple points where you can get stuck, e.g. the road and houses. But most of the game works fine.
The mood of this game is great, it feels calm and atmospheric. All the pieces fit together in this game. The particle effects are particularly appealing.
Platforming mechanics work well, but the aiming is a bit tough.
There's nothing like killing a boss and promptly jumping off a climp.
Interesting game. Humanity ruins everything, as usual.
I liked the low poly art style of this.
As everyone else has said, the physics were a bit wonky. But I really enjoyed the games humor, especially at the end.
The graphics could use a bit of tuning. If you go for a low poly style like you did, it tends to be better without textures, and with more lighting.
As to why there was a hotdog over the first exit, I will never know.
This game gives me a headache!
The globe effect is neat, but the puzzle mechanics are a bit unclear. I'm still not exactly sure what the fireballs or magnets do. It was still fun to try.
This is a really cool concept, but I had the same issue as epiplon. Some levels worked fine, but most user made ones broke, even if they looked legitimate.
I had to force close the game to try a different level, a skip level button could help immensely to avoid this issue. Unique IDs might prevent anything being overridden, but I don't know how your backend is set up.
Here's a minicode for a broken level: https://pastebin.com/cR0w2dRX
I hope you get everything working!
Nice game! I really liked the atmosphere of it. The sounds and art style went together great, and the spinning background cloud animation was neat.
Cloud pushing seemed a bit inconsistent. It made for some interesting puzzles, but the time pressure was a bit too much. It could be made a bit better if the barrier on the left was removed.
The gravity wells are a cool mechanic. This kind of game would work better with multiple levels, to provide more of a challenge. It's disappointingly short as is.
As @heinrix said, the controls are opposite of what most would expect from thrusters.
You weren't lying about the short part. But I liked the animation and music of this.
Some of the elements, like the text bubbles, could certainly be used for the narrative you want to add. I hope that goes well for you.
I love the presentation of this game, with the 3d and 2d mix, and some great sounds and music. But the gameplay feels kinda off. It took me forever to figure out the controls. And the limit of two unit moves meant that every time I destroyed a city, the enemy would just rebuild it next turn.
Even so, making a strategy game for a jam is a real challenge. Good job!
Interesting game. It could use some more indication that it takes multiple rounds of work to fix the boat. I guess it would be too easy otherwise.
The time management mechanics made the game interesting to play. Some more animation and sounds would help a lot with feedback.
The notes were neat.
I loved the animation of this, the main character looked good, even if you didn't make him.
The movement feels a bit slippery. It was also really annoying to have to retry the whole level every time I died.
Platformers are tough. You might do better with something more constrained.
It's a good first game. Good luck in the future!
LD60 — Old Tech (6)
Rental Breakdown by Tobius 2026-10-29T02:11:51Z ♥ 2
Managed to get 8 finished! Love the retro aesthetic. I do think things started breaking down a little early; I hadn't even figured out how to use the controls by the time the rewinder was unplugged and the power was off. I enjoyed the more complex issues later, especially the bit when your boss starts talking was funny. Nice entry!
Steaming for Her by Gurtek 2026-10-26T03:06:58Z ♥ 0
Fusion 360 is a wild choice of a tool for game graphics, but very fitting for mechanical components! I thought it was neat how you tied the different parts of the train simulation into the narrative. Nice entry!
BELLDIVERS by Bardia 2026-10-26T02:50:55Z ♥ 0
Had some fun playing this co-op! It was interesting to manage which teammate was using which tool. It took us a while to realize that we had to remember Lady Darington's instructions; maybe it would help to keep those visible in the UI or something?
MiniRPG by Zathnic 2026-10-23T02:47:01Z ♥ 0
Loved the mood with the somber music combined with ASCII graphics. The 2x2 display of creatures along with their level was a nice way to present that info; much less cryptic than the traditional roguelike "D for Dragon" approach.
I did find the 2-full-tile at a time camera movement pretty jarring for a game where you move so much. Maybe you could add a little new tech to make that smoother.
Loops 4U by CometSlush 2026-10-23T02:31:34Z ♥ 2
Really nailed that Wii-era Nintendo visual aesthetic, nice work on that! Wish it could have had some of that quirky music to go with it (or maybe it did and I just didn't get Cemu set up right). The gameplay was interesting but a little tedious, maybe checkpoints each time you enter a new tile could help?
Overall super impressed you got something running on Wii U hardware at all!
Grandpa's Grid Too: Detention by No Grapes Games 2026-10-20T02:57:32Z ♥ 1
The animations for drawing in the rooms are super cool, good stuff! And I love the concept of re-using ideas from a previous jam entry as your "Old Tech."
The bullet hell rooms get pretty hard to survive as the time they require goes up, but it's a good challenge.