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hammy275

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Games

YearLDThemeGameDivisionRankOvFuInThMo
202660Old TechLighthouse Operatorcompo
202659SignalGamified Positioning Systemjam7552.972.633.564.242.79

Performance over time

overall score (left axis) percentile (right axis)

Correlations

Feedback left by hammy275

hammy275 leaves an average of 11.5 feedback comments each event.

LD60 — Old Tech (14)

WinMines95 by ElStep 2026-10-28T22:38:48Z ♥ 0

The blips and bloops work quite well, and I appreciate the extra detail of building out a mini Desktop UI!

It was admittedly quite confusing when I surpassed $20k and my balance simply reset to 0 without an acknowledgement. A win screen or something similar would be quite nice to have.

That said, I wish this game had something more to it. Someone else in the comments mentioned increasing the stakes as you got closer to $20k, which I think could be interesting, since it makes you think twice about increasing your bet to try to get to that $20k faster. Or perhaps increase the number of mines the more times you restart to incentivize gambling with lots of money when the player doesn't have a safety net of money to fall back onto.

That all said, thank you for submitting this! The aesthetic is solid, and gambling in a minesweeper style is not something I've run into before but was fun nonetheless!

TrainManager77 by BeatQuestGames 2026-10-28T22:27:49Z ♥ 0

This is conceptually really neat! Juggling the views of multiple trains at once is a lot, but that's the point. The music is also a neat little tune to go with, great job making it in 10 minutes xD.

I really feel the "Next Level" system is flawed. The trains start back up again after stopping, so the trains need to arrive at about the same time for the "Next Level" to show up. If that's the intention, that's fine, but in that case, it would be great if the game paused when that screen appeared.

It would also be nice if the score was kept between levels, so I can try to go for a high score, rather than each level resetting me back to the start. With there not being any difficulty scaling between levels (from what I can tell at least), it's odd to me there even is a level system.

Lastly, I do feel the lasers take away from this being "old tech". If the intention isn't to go for the theme, then that's fine.

Overall, this is a conceptually really neat game, with some rough edges I think need to be sanded to turn this from something neat conceptually to something solid to play. Thank you for submitting it, it was quite fun to play! πŸ˜„

Wake Me Up Before You Pogo by Papaver 2026-10-28T22:06:16Z ♥ 1

Simple conceptually, but hard to master, it's great! The comparison others have made to Getting Over It is what I was thinking while playing (before reading the comments).

The music is very nice, and the art style makes the game super pleasant! The charm let me enjoy the game, even as I was fighting the mechanics (in a good way). This might just be a skill issue on my part, but level 4 definitely felt the hardest by far, and it made me want to quit with how hard lining up the jumps were πŸ˜….

Thank you for this game!

FACEPAGE: Old Internet by Darkwing00Duck 2026-10-24T20:16:32Z ♥ 0

Fun small game! The theming is on-point and the sudden "REDESIGN" was really funny. The group mechanic is also very neat, though the RNG between it and the friends that choose to show up keep it from becoming the most useful in some cases.

As others have mentioned, the balancing makes the beginning very hard with it becoming easier and easier as the game progresses, it would have been nice for that to be the other way around, with your friends helping you to defeat tougher foes (the Prince being something to save for the end to go with, for example).

Thank you for this game! It has a few rough edges, but it's short and sweet! πŸ˜„

Memory Leak by Rocktavious 2026-10-24T20:06:11Z ♥ 0

This is a conceptually really fun game, it's interesting playing a deck builder where you have to balance the two separate resources (CPU and RAM), the latter of which the enemy is also constantly eating at and you're sacrificing as processes are killed.

That said, I think this game is VERY lopsided to the player, and I found myself crushing most combats by round 15 (I went until round 30). Most enemies can be killed with a few damaging processes and those that don't aren't much of a threat otherwise. The only real threat to spamming processes at the enemy is the enemy that only dies upon restoring integrity, but it poses very little threat otherwise (sure it scales damage each turn, but restoring 10 integrity is not a tough bar to clear).

Besides the balancing, I do wish I could see my deck so I know what would make sense for me to add to it when I pick new cards.

This is a great game idea and is surprisingly fun, thank you for sharing!

The Tester by Curtis Pelissier 2026-10-24T19:24:37Z ♥ 0

Very interesting puzzle game! I appreciate a lot how slowly puzzle elements were introduced and taught to the player for the first half of the game, and the retro aesthetics and music are great!

I think the later puzzles (last puzzle in the second area and the third area as-a-whole) need a first-time-player pass, like how the game before it was seemingly designed.

Spoilers for the second area:

!> The last room in the second area seemed impossible without going back to the previous area and grabbing a third laser redirector, though I'm not even sure if that's the intended solution. I'm not sure how to improve this, honestly.

Spoilers for the third area:

!> The third area had me entirely lost until I saw someone in the comments call the thing I was carrying a "respawn element." I had initially thrown it to the other side, then thought I triggered some invisible checkpoint games have where they respawn you on the nearest platform to cross the initial gap. From there, I jumped around the wall that you were supposed to insert the respawn element through before getting totally stuck at the very tall wall after you're supposed to throw the element over (which missing that and missing the grab means a very annoying restarting from the start). I think some sort of effect to show the respawn anchor is the thing causing the respawn here would go a long way.

Overall, this is a neat puzzle game with a great foundation and an overall fun experience that I think is missing a first-time-player pass to make it really shine. Thank you for submitting this game!

STEAMRAIDERS by deadjolly 2026-10-23T23:43:54Z ♥ 2

The art direction here is super great, the music is very nice, and the gameplay loop is solidly fun! I especially appreciate how nice the movement feels and the ability to look out into the ocean further when up by the wheel. This was a very fun time that I would be interested in playing more, however running into two separate bugs on two separate playthroughs prematurely stopped my game:

- Jumping off the ship softlocked me, keeping me trapped in the ocean. This one was mainly my fault, though a barrier or a game over screen here would be nice. - I put two pieces of food on my head when only one table was available. This seemed to later cause no more tables to ask for food (despite the people being hungry) and leaving me unable to pick up more food or interact with anything else on the ship.

I also ran into a more minor bug surrounding jumping and climbing that left me unable to jump until I went back down a ladder.

Besides the bugs, I do wish it was more clear how much payroll each employee costs. Is it the same as how much it costs to hire them initially?

Thank you for this game! Would be very interested in trying again after a bugfixing pass.

Junk 4 Slimes by William Capon 2026-10-23T23:26:44Z ♥ 1

Echoing what everyone else has said here, your enemies using your "old tech" here is really neat! On one of my playthrough attempts, I got absolutely wrecked by the slimes, combined with me not having saved up enough to carry through to the next area. The art also works well and complements the gameplay quite nicely! Nothing felt out of place and everything felt like it belonged.

I do wish there was more progression. Going to the next area and having it be the same as it was before, both in enemy frequency and in tower variety makes the progression not feel very meaningful beyond the distance to surface number ticking down. I think the slimes could use a spawn rate increase as you progress to increase the challenge. Otherwise, I found just placing 3-4 of the 6-cost towers both kept all the slimes at bay and were easy to deal with when I moved to the next area.

Overall, this game is quite neat with a lot of polish! I would love to try it again even if just difficulty scaling was added. Thank you for submitting!

Play In Case Of Death by thristhart 2026-10-23T23:00:24Z ♥ 1

This was a greatly fun, light puzzle game! I really appreciate that knowing how to use the old tech is not the sole thing driving this game, but rather the light puzzle elements too. Using the bits of media given to you gave me those "a-ha!" moments that make puzzle games so great.

The art is on point, and the sound effects for every action are super nice. Both characters have their own personality to them that works really well both with how they're voice acted and the setting of course being an extension of the grandfather's character. I really don't have any criticism here, thank you for this wonderful game!

27MHz by jordantanner 2026-10-23T22:44:00Z ♥ 0

The graphical and sound design here are both wonderful! As others have mentioned, it captures a great retro feel, perfect for the 80s vibe you're going for. I also really like the replay and ghost system. It's super unique for a game jam game, and it's really neat that I can share my ghosts with others and compete on the leaderboard.

The gameplay itself was super fun, albeit weird from a difficulty standpoint. The controls and physics both feel great, and are awesome in combination, but the ground is really non-punishing, especially for the Badlands Brute and even moreso the Mega Van. I found myself getting silver pretty easily by just holding space and W for most of the race, whether I was in the air or about to hit land, as I would "bounce forward" on land. Given the time bonus for tricks (which is a great way to incorporate the trick system into timing!), it doesn't encourage as much skilled gameplay to go for those higher medals.

Overall, this is a really great game, with a ton of detail from both a visual and audio perspective and an "around the game" perspective (leaderboards, ghosts, etc.) with quite solid gameplay. Thank you for sharing it!

TeleFΓ“ by Braulio_JG 2026-10-23T22:09:07Z ♥ 1

This is a simple but fun entry! I think the idea works super well with theme, and the music is a nice touch. The core gameplay loop here is really solid and is both a great foundation to build on and fun in its own right. I made it to 22 money having made only one mistake at the start (after failing my first playthrough pretty badly).

Besides increasing speed as the game goes on (others mentioned that already), I do wish less focus was put on the side of the screen. Having to look there continuously for the second party to connect the wire to feels annoying, taking me out of the game to look at a single number. Perhaps you could highlight the receiving party like you do the calling party? I do also wish there were some sound effects to alert me to things happening, both to immerse me in the game more and to alert me when something happens (mainly a call coming in or a call ending).

Hopefully you'll be able to make it into the compo next time, and thank you for making this game! πŸ˜„

Dialup Debug by Maxwe59 2026-10-23T02:35:38Z ♥ 0

The concept here is quite interesting, and I really, really think the graphics here are great. There isn't a single part of this game I don't enjoy looking at, and I appreciate especially how the help system is an always-accessible window on the PC screen.

I do think the puzzle here is genuinely too complex. I don't know if it's randomly chosen or if it's hardcoded, but I found myself unable to discern any sort of pattern in level 2, which is the first level where there actually is some scrambling that takes place! This gave me little hope of progressing, so I simply gave up. I realize you didn't have an in-game tutorial, but you could pull a page from what other puzzle games do and make the first few levels very simple and teach one mechanic at-a-time. For example, level 2 could be only one change that's extremely easy to visualize (row swap, opposite letter, etc.), level 3 could be a different swap on its own, etc. From there, later levels can start to combine them, now that the user has the pattern down. If level 2 was already only one mechanic, I genuinely think that mechanic is too complex as the first one to show the user.

On a more minor note, the beeping of the monitor became quite annoying quite quickly. I think the game could benefit from having it not beep while looking at the keyboard to allow one to focus.

Overall, I think the idea here is extremely solid! I mainly think it needs a pass from a first-time player experience standpoint before it's able to really shine.

MiniRPG by Zathnic 2026-10-23T02:12:16Z ♥ 0

I found this really interesting! The world design I think is very nice, and the ASCII representation of everything is very unique in a great way! I do think the game could mainly benefit from a balancing pass and more things to do in the world besides combat. Expanding on these more in bullet-point form:

+ I like the overall layout of the world, it complements the simple enemy AI a lot + Each area of the world is also quite distinct, which makes it feel easy to mentally navigate between areas + I really like the placement of the Warlock early on that's also trapped, it builds anticipation a lot for what could be out there! + From an old tech perspective, I think you nail this one. Everything is ASCII, but encoding detail in color and getting across the level and name of something with just a level number and two letters works really, really well! - I wish there were more things to do besides combat (a world with interactable elements in it I think would help this a lot) - I think the game would benefit from enemies being able to attack you even if you aren't attacking them (but are attacking someone else). This way, places like the horde of rats and generally high-numbers of enemies become much more of an interesting threat, especially when the player is underleveled. - Things feel pretty lopsided towards the player. I found myself pretty easily winning fights against a dragon at level 7, and with how fast regeneration is, I'm very incentivized to keep doing it to get xp very rapidly.

Old VS Tech by AdelinTP 2026-10-23T01:52:28Z ♥ 0

I have similar issues that others have reported here running on Windows 11 (albeit in a virtual machine). After the first wave, there's a lot of glitchiness on the borders of the screen, and after a few robots spawn 1-3 times (one of the robots I think teleported out before I could kill it), no bots spawn.

I really would like to play this game in full, the gameplay feels solid and the classic wave-->upgrade loop is very fun here.

LD59 — Signal (9)

Sneaky Signals by almost 2026-05-06T02:31:11Z ♥ 1

Super simple but great! I had a lot of trouble remembering all the signals later on and had to write them down πŸ˜…, but the challenge of trying to remember and messing up is part of the fun! This also fits with the theme very well, and I had a surprising amount of fun trying to coordinate with my partner cat in winning this game.

The music makes for nice atmosphere, alongside the "fancy" vibes of the place, and I find all of the sounds to work very well! I do appreciate that the meow is not an annoying stock meow sound, but is more toned down to fit the rest of the game.

I think a multiplayer form of this game would be fascinating to see. Both having to coordinate with a person, while also making sure your other two opponents don't catch on and act accordingly (through some new mechanism). But I digress, this was very well done! If I had to offer one improvement, it didn't occur to me when playing the first time around that I was learning the game, and would learn the signals later. Maybe hide the prompts to perform the different coordination actions until then?

U.F.GO by maximevincent 2026-05-02T23:09:51Z ♥ 2

Simple but very fun! Took me a minute to realize you had to signal to the beat, but once I got past that, this was very fun! The dual motivation of more points and not falling behind makes you take more and more risks with the intersection, preventing stale gameplay, and the increases in speed keep me on my toes. Signaling itself obviously fits the theme, and I appreciate the unique game you made out of it!

The graphics are overall quite nice, though I wish the score and BPM were more readable than they currently are. Furthermore, I found myself confused the first couple times I game over'd; the phrase "signal lost" there to me doesn't fit much.

Thank you for this small and fun game!

99 Penalty Kicks by AlexClay 2026-05-01T21:31:49Z ♥ 1

This was super fun! Honestly, at first I found the coordinates above the players' heads to be not-so-helpful, but I got used to reading them fast and they became great!

I appreciate the absolutely absurd amount of things you have that signal you in different ways, then of course having the fans not signal and the red kickers "reverse signal" you! It's a great establishing of a mechanic, then subverting it.

The gradual introduction of mechanics is also very nice, though I found the "memorizing" sections to not be that necessary, especially given that it's not a mechanic you see inside the main "99" level (level 12).

The sound effects are simple and effective, and the music works well for the setting. And this is great, out-of-box thinking with the theme.

Overall a very fun, small game.

Signal The Charge by Ty Victorson 2026-05-01T21:10:29Z ♥ 2

I think the concept here is neat, but the design is not where it needs to be to live up to that concept. I'm sure this is primarily due to the limited time of the jam, but I digress. My main thoughts are:

- There's little motivation to not play cards the moment you get them. I couldn't find out a rock-paper-scissors type system for the three unit types, or if there is one, the difficulty doesn't necessitate using it. Without such a reason to hold onto cards, there's little reason to not immediately play them in a lane an opposing unit is coming down. - The button to send out many units feels like a "win" button. Even in hard, two waves of it on top of the cards I was playing won me the game. Perhaps I am expecting more out of the game's difficulty than what was intended? - I think having three different maps/levels for the difficulties used time that I feel would have been better spent refining the mechanics on a lower number of maps. At the very least, the easy map doesn't seem to contribute much being a single lane.

That said:

- I do quite like the underlying concept here! I think the gameplay is simple but leaves a lot of room for strategy were the game's mechanics ramped up. - I really enjoy the concept of the "many units" button as an extra mechanic alongside the cards. Perhaps multiple abilities that are mutually exclusive with each other in some way would flesh this out? - The sound effects work surprisingly well! If you want to spice them up for the future, I think having multiple variants that are randomly picked from would be neato.

Traincidents by YellowKamel 2026-04-28T21:12:44Z ♥ 2

Gameplay is extremely simple to wrap your mind around but becomes difficult very quickly in the best way possible! The VA is great and adds a lot of humor and entertainment to the game that would otherwise make it boring, like how Portal was in playtesting before GLaDOS was added. I especially found the "running over influencer" mechanic hilarious.

If there's one thing I would want to see improved is for it to be more obvious where a train is going to enter the map. I find myself being surprised at a train having seemingly "appeared" partway through the track, when I know it had to come in from off-screen.

Overall, absolutely excellent work done here!

Lonely Crossway by polyvishap 2026-04-22T22:51:35Z ♥ 1

The atmosphere is really good, I felt horrified the entire time. Simple yet great use of the theme as well!

I do admittedly wish the payoff to messing up was a bit more than what it actually is, only because of what the atmosphere is already setting up.

Would love to see what you're able to do in the future when you have more than 12 hours!

Lost Crab in the Great Sand Labyrinth by Alpaca 2026-04-21T23:57:48Z ♥ 2

This gameplay is super unique and tons of fun! I really appreciate the balance of puzzle levels and the more "quickly dodge the racoons" type levels. Bouncing back and forth between the two lets your brain rest from puzzle thinking while you do a more action-y level, then you can switch back to a puzzle later! I also especially like how where in the tile you are plays into the rest of the puzzle, especially with how it helps guide you to which key gates you need to open.

The sound design is uniquely great, I appreciate the music used when you're in "tile moving mode", it gives a very nice feel for what you're doing. Graphics are dead simple, but they're only what they need to be to be great! I think I would have personally preferred more color versus a Gameboy-esque green, but that's personal preference more than anything.

Thank you for such a fun game! These types of puzzles usually aren't my thing, but in a jam-sized game like this, I had an absolute blast!

SIG_NULL by Tobius 2026-04-21T23:37:17Z ♥ 4

I really like the concept of sending these hacking "signals" to enemies! It plays with the theme well, and is very fun from an in-world perspective.

I feel my main issue with this game stems from the repetitive typing of the same hacks. The first time or two I typed something new it was fun, but it becomes tedious rather quickly to nearly pause the game every time I encounter a new enemy. Perhaps once you complete a level, you get the ability to quickly perform that hack without typing it again?

RADAR LINE_ by saloid 2026-04-21T22:56:21Z ♥ 4

The atmosphere of this game is great, both in matching the theme and for drawing you into the world! I also greatly enjoy the unique gameplay experience here, the combination of tower defense and somewhat real-time strategy! This is an excellent concept, and I would be interested to see this expanded into a more fully-featured game!

I find the balancing of the different radar stations and SAM batteries odd. I found the highest priced radar to be of little use, given its slow rotation speed. Whereas many medium-sized radars can cover similar ground and get information faster and more often due to sheer quantity. Similarly, the high range on the more expensive SAM batteries is great, but they get neutered due to the very high cost to fire a missile from them. Medium sized batteries seem much more effective both in placing more of them and in firing missiles, especially given the few amount of objectives that need covering file.