Mishfu Zoo by impiaaa 2024-10-20T16:48:05Z ♥ 1
I like the idea of an idle game that is meant to be played alongside other things you're doing. I tried to play this one alongside some other Ludum Dare games I was playing and writing ratings for, and I did make it for a little while.
I got about 4-5 Mishfus at best (some would often die as the population got larger), and I was able to keep at least one alive as long as I was actively able to check on it.
Unfortunately one of the Ludum Dare games I played did not really leave any time for tabbing back to check on them, and when I came back they had all died. I guess this is because the trees all die and then the Mishfus with them.
I think the rate that you have to check back to really keep them going is too fast to really leave this game idle for a long time, which makes it difficult to play as, say, an ongoing task over a day. I think it would take too much attention to really do it alongside any significantly long task I was trying to accomplish--even playing it alongside writing a Ludum Dare rating made my writing slow down a bit.
I have one minor complaint: Every time you click on the game, it will play something like all the queued sounds from when you last played it, so every time I clicked I would hear the eating sound even when I clicked on a gem (for some reason the gem sound would be suppressed). This might be a tricky interaction with the browser, though--I know browsers often do weird things with sound and it can be hard to put together a clean interaction.
Still, I think that a game that requires attention is itself an interesting premise. Sure, it's been done before, but this game is very needy, IMO, which is a funny property to have. π That is, at least if you want to keep your Mishfus alive.
All told I think this is a nice execution of a more novel premise, and I had fun trying to keep it alive. The feeling that I was about to let all my Mishfu's die if I didn't check on them was a bit stressful, but in a fun way rather than really being a real stress. And I think that's kinda neat -- I'm not sure I've played a lot of games with a "fun stress" before.
LD60 — Old Tech (2)
Like Clockwork by oller125 2026-10-23T03:27:56Z ♥ 0
Nice game. Took me quite a few tries to pass the first stackable level. The game kept deleting my gears and as far as I could tell the only way to recover was to restart the game from the beginning. (For jam games especially I highly recommend having easy ways to restart the level in case of glitches).
I felt a bunch of times that the gear ratio math seemed off, but after double-checking it when writing this comment I think I was just wrong. I guess the gear ratios can be quite unintuitive sometimes. Level 4 was definitely a real puzzle even after I realized you could stack the gears (yes, I somehow ignored the prompt when I first saw it...), I got stuck on this idea of stacking the gears on the top axle and chaining them down to the bottom axle, but that was wrong. So, that was cool.
I like the sound effects and the way the gears click into place, it is very satisfying.
My final score: 28 total components used.
Grandpa's Grid Too: Detention by No Grapes Games 2026-10-21T03:14:37Z ♥ 1
Very fun aesthetic! I remember playing around with these kinds of physical games when I was younger, including e.g. making paper pieces to move around, and it's fun to see that concept realized in this way. I think it would be cool to have a little plastic frame around the pieces as they move, as I seem to remember you could usually see the edges of the plastic sheet.
For jam purposes, I appreciated the somewhat low difficult of the game. π I did realize after doing a second playthrough that I may have been somewhat lucky with my first one. Either way, it is nice for a roguelike to not be too punishing specifically in a game jam context. That said, I think thematically the low difficulty of the game clashed with the story where apparently Jessica has been beating us handily for years.
I think the weapon system is a bit awkward. My first game, I did not see a single weapon other than a sword, but did see multiple "spear breaks." My second game, I saw a single axe (still no spears), and I saw probably 6-8 weapon breaks, including an axe break that broke my axe. So, it seems like using any weapon other than the sword is asking for trouble, and it's difficult to find one in the first place. And I couldn't find any meaningful reason to use the axe... even after getting a damage upgrade, it was still just barely short of killing enemies in one shot. So it was actually worse than the sword for taking out normal enemies, but could maybe be more efficient in a boss fight. So, I think if the weapon system is going to be so punishing towards ever picking up an axe or spear, they should have some benefit to go with it, but I'm also not sure there is any reason for the system to be so punishing. From strictly a variety of gameplay perspective it's kind of awkward how hard it is to find and keep a spear.
But speaking of variety of gameplay, I really enjoyed the different variations of rooms in the game. Having both the enemy combat room plus the bullet hell room was a really nice set of options for keeping the gameplay more interesting, and having the darkness modifier that would go on top was also nice.
I found the boss pattern I got in my second run (basically a huge circular set of bullets with thin gaps in between) was very difficult to dodge, and I ended up just tanking it and spamming attack. Maybe this is where the axe would excel (it had broken before then). Not sure what to say about that, I just thought it was interesting that the boss I got in my first playthrough was quite manageable but this pattern was very very difficult to dodge. (Update: I played this boss again on a third run and found a way through the pattern, so maybe it's not actually that hard).
I love the little circle icons / bottle caps for the upgrades, they look very cool.