Bons Baisers de Roquebrise by Kerdelos 2026-04-21T13:08:25Z
Looks nice, though had trouble with rotation the lighthouse to begin with, and knowing where I was supposed to direct the ships too. It's a good concept, and definitely hits the brief.
Foon → Ludum Dare Explorer → Users → FadingDreamStories
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Last One Alive Leave The Light On | jam | 761 | 2.95 | 2.59 | 3.01 | 3.42 | 2.96 | 3.23 |
Looks nice, though had trouble with rotation the lighthouse to begin with, and knowing where I was supposed to direct the ships too. It's a good concept, and definitely hits the brief.
Finally, someone tells the true story of what happened with the Louvre Robbery last October! Decent entry, ran smoothly, easy to understand and straightforward execution. Nice!
Just, kind of a mixed message ;) mixed-messages.png
Such a cool idea, really enjoy the vibe of it, though like a few others, couldn't always understand how to do better at it. Some trial and error got me to about level 22, but there's something really good in this. The music is lovely background music, the sound gels really well with it, and the whole look is nice and crisp. Well done!
Interesting idea, and very nice work with all of the lore associated. It's an interesting set of events that took place, and definitely sounds like someone didn't hire a janitor to clean up after all the birthday parties and painting! At least that guy stopped snoring though.
The first word it gave me was FLAG FANATIC apparently, and uhhhhhhhh EXACTLY what I look for in a game about semaphores, which I don't tend to look for unfortunately. Interesting concept and I can appreciate the gusto/vibe of the game itself; semaphomaniacs (is that the term?) wouldn't seem to do things by halves, not like those timid morse codets. Your target audience (which I cannot count myself among) would really appreciate what you've done here.
Definitely see the potential here. the art style is neat, the controls are responsive, and the sound effects works. The physicss for the driving is good too. You could definitely pull something together out of this!
Played this a few times, but couldn't get past the censor - never seemed to have enough cards to do much, nor much energy. Music was good, and would have been cool to hear what our signal was doing - maybe that would make it easier to read. Can't wait to see what you do with it!
Very atmospheric, super creepy for sure. It feels like swimming in remorse, occasionally come to breathe in the complementary dread.
Really nice idea - like the double-side of the signal mechanic itself, and imagine there are quite a few strategies that work. Music was decent and the art was good.
Really interesting idea - there have been a few games out in the world that have tried to do the newspaper publishing angle, and I think this really nails it. It doesn't feel like something that was done over a weekend plus change, and I think that says everything. Did find the font a little obstructive for reading as well, but loved the whole "Newspapers Please" angle
Really love this one. Big fan of any linguistic game, and the way that everything is constructed with reason (not just random symbols, but a thought-out framework for the language) is just amazing. Would be great to see this extended, or use what you've built to go forward. Reminded me too of the *OLD* days when games would have a manual, that'd be both thematic but also useful within the game - kinda like a sourcebook or toolkit. Amazing stuff.
ALSO (sorry, whole reason I even opened the game) - the name is stellar! Titles like that are the goods.
Great game! The controls were good, general vibe and atmosphere was great. A nice series of game loops that tie together well. Only things of note were the distance to signal fading in and out meant it wasn't always clear if I was going the right way, and in such cases I just stopped moving; the other being the camera height for the character felt short, but nothing major.
Interesting game, and nice to see another person sticking it out with unreal! Was a little dark in places, and the activation areas for some things were a bit fiddly, but was a nice experience. Creepy and crunchy!
Definitely a unique idea. Love the circular way of representing the rhythm, and the process of recreating the tracks and seeing how it compared. I'm not really sure about the finger thing, but only lost one before I realised I could listen again, and try the tapes without submitting it.
@lesdremlet As different as the finger chopping was, I would lean into the music side of the game more :)
(is Chopin your favourite composer perchance?)
@lesdremlet First thing that comes to mind is a duelling banjo type thing - you match the last song, but build on it. Could also be hitting things like an orchestra, or matching a dance. It's a really cool way of doing music loops though
Really cool everything with this. The game itself is decent, very different way to use a cards mechanic - and the preset of directions was a different way of doing things too. BUT the big thing with this was the vibe. The opening and closing cutscenes are really well done - reminded of me games from the Quake 2 days, and admit to a little disappointed because I thought it was going to be exploring the location with *THAT* vibe (it's honestly a treasure). The music was really good, the voice acting good, and all in all, a wonderful game. Probably one of the standouts of the ones I've played so far
The aesthetic is great, the mood creepy, and just... uhhhh that monster. I love the whole vibe of it. The scanline filter really works with the style, and is that a Twin Peaks black lodge reference in the title screen?
So I have an idea for a woodfarming venture, but it really hinges on ships being captained by moths...
Really cool idea, and you cannot go wrong with grapples. Really enjoyed the graphical style, and great show of having a clear game loop, and really making it work. Those things where it's like, easy to get the concept of, but difficult to master.
Nice concept! There were a few frequencies out there that gave me a false positive (it sounded like something, but when I found the actual one, it was very different). It also became easier once I realised I didn't have to click successive areas in the list. Also was stumped by the high/low frequency, but your comments above helped. Really cool, and definitely a fan of the tuning in to hear a signal side of it
The atmosphere and the idea in general are great. I had trouble getting a trade to happen, and then running between the phone guys and the traders, and trying to keep track of things. Chaos! I made $11 though, so not a bad day's profit.
Lots of cool references in a decent game - somehow it's an interactive idler, and it's not a contradiction in any way. Theme is great, music (multiple tracks!) really suits, and it's a nice atmosphere.
Very solid effort, and really cool environment. Really like driving through a foggy landscape (I get to do it occasionally in the real world) so that was nice. Also the music! I just had the game running on the menu just now, and didn't notice that it was still going, because the music was just pleasant to listen to.
Really nice style, creepy from the get-go. Even the menu. The retro phone was a nice touch, but so glad to be finally out of that village...
Lovely art style, nice music, and an interesting idea. Via trial and error, but would be cool to sort of ease into the complexity (you could even make different attributes counteract each other!). Hope to see more from this!
This was a treat! Really cool aesthetic, the sound and the controls work perfectly together - the aim lag for the turret was a great idea. I think you've got something decent here! In particular with the art, I love how so many static elements work together to sell the idea that the plane is moving - it's extremely well done!
Only thing to note is the plane needs more armor! Just add it in the red dots, that's where planes get shot :D
survivor.jpg
Really nice crisp UI, great concept, and terrific execution. Music is great too, and just a general cool theme/backstory to it too - not just a tune some signals, but actually a bit of lore? Love it.
First run wasn't great, but second was decent. nexus-hope.png
Took me a few turns to get the hang of the timing, but really cool idea!
Music and style are great, and I'm a sucker for any game with sleds or arctic (my first ever gamejam was a sled thing!). Maybe had some bad luck when I was playing, as the UFO zapped my cargo within 5-10 seconds of grabbing it, reset to the same spot, and did the same again.
@acartlidge I'm really sorry you got such a complicated run. I've added some tips to the description just now, but there is the ability to scan through quickly until you start hearing something other than static. The signals will pick up either in the square it originates from, or in an adjacent square (lateral only)
e.g. If the signal is in C3, then B3, D3, C2 and C4 will all pick up the signal as well. You would then mark C3 on the map
Thank you for playing!
@zwi-zausch @0x0961h @ulziton @cicya-later-8p @jiamu-zhao @someday-not-today Thank you for your kind comments. Appreciate your time :)
@miclefirst Hey there - thanks for playing! I've just added some tips on how to solve, but unfortunately haven't addressed the mouse sensitive or FOV as yet. I tried something a little different to what I usually do, which maybe wasn't the best idea, but gotta try sometimes! Appreciate the comments :)
@yarcha Thanks for playing! Definitely plan to address the controls and camera in the future, but appreciate you playing :)
@lesdremlet Thanks for playing and for your comment - really appreciated! I have gone through and made some of the changes, but in the interest of the sanctity of the jam, those are only on the itch version that I've just updated. Just small touches/quality of life stuff, but enough to make it not too painful :)
@wo-ri-gou-le Thanks for playing and appreciate the feedback - I have updated the version that's on itch to explain things better, adjust the FOV and mouse sensitivity, but as they're significant changes on top of the jam version, they are separate.
@entink Thank you so much!
@soul-grinder Thank you for playing! Glad that you enjoyed it, and that the audio suited for you
@anszwa Thanks for playing and leaving a comment! That was one of the early ideas I had, but had to drop just in the interest of getting the game running end to end. Cheers!
@rvenson Thanks for your feedback. Appreciate you taking the time to play. I have made some changes to the FOV and sensitivity on the version that's on itch (in the link), but have kept the jam version here in the interest of keeping to the rules - it's at least a taste of what could have been. All the best!