Fight By Wire by brawnyfrogmouth 2026-05-05T03:57:37Z ♥ 1
Really neat idea but really hard to use in practice! There was such a delay between input and action given what was going on, but it was still neat and the little guys were cute
Foon → Ludum Dare Explorer → Users → Jahwffrey
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| π₯ | π₯ | 2023 | 54 | Limited Space | Tiny People Big Adventure | jam | Humor | 4.70 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 60 | Old Tech | π₯ | Detective Of The Dead: The Dirty Deal | jam | ||||||||||
| 2026 | 59 | Signal | π₯ | Fission Quest | jam | 78 | 4.10 | 4.14 | 4.29 | 3.67 | 4.24 | 3.86 | 4.57 | 4.17 | |
| 2025 | 58 | Collector | π₯ | Cryptozootography | jam | 18 | 4.31 | 4.15 | 3.85 | 4.33 | 4.29 | 4.23 | 4.55 | 4.11 | |
| 2025 | 57 | Depths | π₯ | Metaspace II: The Long Division | jam | 435 | 3.56 | 3.60 | 3.52 | 2.66 | 3.98 | 3.64 | 4.54 | 3.88 | |
| 2024 | 56 | Tiny Creatures | π₯ | Ultimate Mug Ball: Desktop Edition III | jam | 610 | 3.48 | 3.55 | 3.41 | 3.70 | 3.13 | 3.32 | 3.55 | 3.30 | |
| 2024 | 55 | Summoning | π₯ | Detective of the Dead: Ghoulish Adventures at Erstwhile Manor | jam | 484 | 3.66 | 3.67 | 3.91 | 3.83 | 3.67 | 3.74 | 4.28 | 3.95 | |
| 2023 | 54 | Limited Space | π₯ | Tiny People Big Adventure | jam | 125 | 4.06 | 4.22 | 4.30 | 3.58 | 3.84 | 3.55 | 4.70 | 4.25 | |
| 2023 | 53 | Delivery | π₯ | Fission Fight | jam | 516 | 3.64 | 3.58 | 3.76 | 3.62 | 4.11 | 3.73 | 4.63 | 3.87 | |
| 2022 | 50 | Delay the inevitable | π₯ | Mythical Mediator | jam | 201 | 3.94 | 3.86 | 4.29 | 3.76 | 3.76 | 3.95 | 4.38 | 4.00 | |
| 2021 | 49 | Unstable | π₯ | Magic Knight Out!!! | jam | 609 | 3.63 | 3.55 | 3.57 | 2.71 | 4.12 | 3.49 | 4.17 | 3.60 | |
| 2020 | 46 | Keep it alive | The Puzzle Of The Fantastic Fungus | jam | 729 | 3.70 | 3.63 | 4.15 | 4.39 | 3.07 | 3.33 | 2.24 | 3.43 | ||
| 2019 | 45 | Start with nothing | π₯ | MetaSpace | jam | 295 | 3.70 | 3.61 | 4.00 | 3.20 | 3.86 | 3.55 | 4.16 | 3.65 |
Jahwffrey leaves an average of 11.2 feedback comments each event.
Really neat idea but really hard to use in practice! There was such a delay between input and action given what was going on, but it was still neat and the little guys were cute
It's *so* hard, especially because your whole robot body is a hitbox, but you can kinda string together heals if you get a chance. I got down to 247 hits left so I haven't beaten it but I had a pretty good time for a while when I figured out how it ticked
Really cool! I played it for quite a while and got many squares. It was a really cool mechanic to see the whole line traced out, and if you really looked you could sometimes find really good shots. Maybe I wish it the game ramped up more quickly but I liked it quite a bit
I love it, it took a while to understand what was going on but I managed to start talking to it and getting different responses and having a vague conversation. It's really tough and I honestly haven't gotten very far but this is too cool!
That's a really cool idea! I only wish there were more enemies to fight and such things, but I understand time. Excellent style for certain, and it splits your attention between two different tasks that could in theory interact with eachother. Neat!
Extremely solid implementation, and I really dig the vector graphics style! I was surprised a few times by enemies running out but I usually dodged out of the way, it was a pretty slick effect
I really liked it! It's a straightforward math puzzle with space constraints as well, pretty cool and very slick. I felt smart for being pretty good at it β¨, so you got some thing right for sure. The music helped me keep focus, but maybe I wish the oscilloscope was a bit smaller than the others. Nice!
Nice! Cool idea and good execution, and I especially liked it when red lighthouses showed up and made things more complicated - very interesting escalation. One thing I wish it maybe had was speed control setting, I found myself waiting around alot in earlier levels and occasionally at other times, it would have been nice to be able to fast forward or even slow down. Not bad!
Gorgeous, and the vibes were tragic and terrifying! I also adored the accurate-to-overhead out of the window view seen when scrolling the pointing direction of either antenna. Nice work, and very interesting way to tell a story.
Sorry, did you write this for the NES? That's awesome. The game is really cool tool! I *love* that you could/had to nest signals to get a robot to get a robot to do something - thats an a really cool level of recursive thinking needed! You also had a surprising amount of levels for the timeframe. Very cool!
Nice! That took a genuinely surprising amount of focus but after a few tries I was getting the harder ones somewhat reliably. The music is nice and the challenges get interesting without being frustrating, and that one of the funnier color pickers I've seen. If I have any complaints, it's that 'Miss' vs 'Good' vs 'Perfect!' didn't really seem to line up with what was happening alot of the time - it took a while to get the hang of things because it kept telling me I was doing pretty good while I was barely doing anything. Maybe it counted all the blank tiles I didn't put smoke on a hits? Either way, Good job!
Hah! That was really charming and fun to do. I loved their voices too, and the concept surprised me. That was great!
Really cool and easy understandable and interesting to manipulate mechanic! It looks charming and fun too! I especially things like enjoyed the alien making you only roll certain numbers, that was interesting
You have the gall to give me a rocket car and task me with driving carefully! That was pretty good, but also pretty frustrating, but also it looked pretty cool and when they died they god damn explode and shout crazy things. Good job!
I had a really fun time playing it with friends, and I loved zooming around on the bikes, but it was also buggy as all hell and ultimately repetitive. I really had a great time with coop though, you've made something really cool here!
Great work! Really good art, great matching music, and a really cool idea. I had a great time and only became a laughing stock a few times.
Really pretty and a delightful little world! I really liked the color scheme especially when I occasionally found like a contrasting bright red bug.
Really cute! Excellent mood and vibe, the dog was really easy to avoid though. I liked it!
Weird! Cool! Fun, too! The ghosty guy fun and cute, the forest was beautiful, and the space blob was hard as hell but damn I got close a couple times! Not bad.
Hah! The truth is that level 2 and really level 3 appearing I really laughed at, then I immediately lost patience. This is a really cool idea executed really well and it's already beaten me
This is really cool! I really liked the variety of swords and the nature of their advantage, and the game was quite difficult too! I love durability blade + the one that doubles damage + something cool, and that moon creeps me the hell out. Good job!
Wow! That was metal as hell. And that hunger timer was surprisingly tight! It felt slow at times but really neat overall!
Really cool! I liked that you could technically go right to the bottom if only you'd started with a perfect hull. It's like water depths and earth depths working together, that was cool and relaxing but you could also push it and go deeper than you should. Cool!
Wow! Really cool vibe, pretty bizarre controls, terrifying spider and the yawning void. Lots of careful timing to turn at the right time because you had to turn at full 90 degrees, I liked it.
What a strange thing you've made, I loved the guy talking nonstop about being cold or something. Jumping was kindof more frustrating then fun sometimes but so be it, I had a good time.
Really cool idea, and it was fun and relaxing! I loved that you could see the whole map from the very start and it's a solidly made and cute game about controlling a bunch of little guys. If I have a nitpick, the bug sounds themselves were kindof piercing sometimes.
Good god I hate it and made it very far but gave up on frustration on level 7. Really well done, and it's strange chiptuneish beeping with occasional rumbling was great.
Wow! Holy cow what a wild ride. What a very stressful experience. I thoroughly enjoyed it, and I especially liked that you could more or less set your own pace and go as fast and risky as you wanted or not. Nice job!
What an utterly nonsense idea for a sport. I loved it, and what a weird little ocean you've made. Thanks!
I really liked this concept but your implementation was janky! It was hard to move items and hard to get them be counted once out of the bag and it eventually broke entirely. I really like your idea though, it's very funny and dynamic and you did get alot of things right.
Wow! Felt like a little video game version of Delve. I really liked it, and the murmuring sounds they make were adorable. If I had to nitpick, your game needs to explain itself more clearly, but these are game jams and sometimes you need to read directions and I do understand.
Super cool! It was *very* unclear when I could and could not descend until I read comments before posting here that explained it was only on highlighted tiles. I went back and tried again and did really well after that! The maze is almost 3d in a way and it's semi-controlled procedural generation kinds. Good job and very solidly implemented!
Nice! I really like the core concept and the little progress of the adventurer is adorable, but with nothing changing in the platformer as the adventurer progresses it got pretty repetitive pretty quickly. Not bad!
This is super cool! Extremely clunky to use correctly but really neat! Very on theme, hellish, and fun - I love that echoes can get upgrades for you!
What an awesome little idea and a great execution! It's fast and colorful and I really enjoyed it. Thanks!
Wow, didn't expect conway's game of life the tower defense. Really interesting concept and really obtuse to take it to your advantage but definitely engaging for a while there although making a fairly small pattern and spamming it maybe works a bit too well. Pretty cool!
I really liked it! The different mushrooms were cool and cute and I really liked the idea of needing to power them and plan ahead for what the next row that's going to be powered is going to be. Maybe I wish the enemies moved more often than they did but it was a pretty contemplative game anyway, it doesn't need to be faster. Good job!
Awesome feel and I loved the camera filter, this is definitely mini Phasmophobia and you did a great job making that work in such a small room and time frame. Tying the ghost to the doll is a good way to make it work and keep the focus, I just wish there was more explanation for these things and how and what you can interact with was clearer in-game. I understood things more when I read the description, but even so more readability in general would be awesome, but then again maybe not being sure exactly what to do makes it scarier. I liked it!
Really cool idea held back by it being pretty unclear what any of the stats do. Whatever's going on happens so fast and there's practically no feedback except cell counter and who ultimately won or lost, but it's not that bad. Focusing hard on 'Age Limit' seemed to make me win alot more and I think it's because each of my cells then had more children but, again, 'it's hard to tell' is the main downside affecting this game. Overall, really cool!
Nice and looks great, but ultimately you just get too many bones. Your description says that defenders have different weaknesses, but I didn't really see that indicated anywhere and I had so much money so quickly I just put as many mages near the crystal as fast as I could and cleaned up shop. The whole crystal/evil environment is awesome and I love the rigid sway the skeletons do when they attack.
Nice! Love the little guy and you got a good number of interesting hazards in there. Digging a staircase up and to the left/right was pretty awkward and accident prone, and I at least did it a fair bit, but the game is solidly put together and the sprites are crisp if maybe a bit too small on screen. Good work!
Wow! Extremely put together. and the Stanley Parable is strong with this one. The platforming controls were excellent, I love the narrator, but a couple things of note: a couple times when I died and the narrator was going on about how terrible I am, the voice line for me dying overwrite the main dialog and I didnt get the full verbal beatdown I deserved. Also, I didn't realize I could store multiple words in my inventory until it happened accidentally. I used holding down my mouse as an "extra" inventory space a couple times till I realized. Extremely polished for a jam game, well done!
What incredible graphics, sound, and vibe! I love this little world you've made and it's so much more put together than most of the things on here, I only wish the water and fire powers were nearly as open-ended as the wood ability. Fire especially felt like things wouldn't have changed very much without it - it just unlocked a couple doors, but using the wood ability quickly while the lillypads were getting ready to disappear beneath me was exciting! Good work!
For being thrown together in a couple errors it's remarkably seamless. Everything worked great and I love little Atari games like this. Straightforward and fun!
Nice job! Great enemy sprites, love the little skeleton too, and it was always very exciting to make a new weapon combination and see what happened. There were several times I dashed over spikes only to hit an enemy I couldn't have seen beforehand which kinda sucked, and one-life-then-back-to-the-start is *pretty* punishing, but there were even multiple areas with different tilesets and lots of wacky enemies to meet. Thank you also for including controller support so I didn't have to use my terrible track pad.
Very nice! I loved the little graphics, I loved the music, overall not bad. I really liked summoning little guys, but I never felt like I ever found a rhyme or reason to exactly what the colors do. Both all purples and all oranges summon a high spirit? Yellow seems to be mostly snake related... I would have loved it if I could logic-out what colors to use to get a summon with some particular properties I wanted or something. Secondly, you have GOT to explain some things in-game. I know it's a jam game and I know alot of people don't read it even if it is there but a few tutorial boxes would have gone a long way. Good show!
Great art and vibe, I love the terrifying monster I end up with, I just wish I got to use it more (even though I know that's a dumb thing to say during a game jam). The winning strategy appears to be to make a wide shape and instantly crush everyone to death, but if not doing that I love the crazy shapes you end up with by trying to get eyes and the organs needed to make eyes work all packed together. Great stuff!
You've definitely got something cooking here but it's held back by some unfortunate flaws that I'm pretty sure is the main thing you're going to hear about. Something that I think would really have helped is tooltips. The unfortunate fact is that I don't know what these icons mean and if a tiny bit of text that said 'Resistant to fire' appeared when it put my mouse over a tiny icon it would really have helped, especially because alot of the icons ended up really really small on my screen. It should also have said "Monster will now have +X Damage(??)" in a list near the next summon box when you had collected +X of the sword with ball icon. All of that said, I really really liked the concept of moving around the astral plane to determine what you summon. When I really tried, I found myself finding particularly powerful paths that I could call upon when needed to summon a monster, and I remember one particularly good moment when I worked out a path I could use with the pink ball icon to get a 2 hearts icon, a 2 and 4 sword balls icon, and a bow icon in one use of the pink ball item. The unfortunate fact as it stand though is, once you've worked out a good path, it takes forever to click and drag the individual icons, do the fire, over and over, once I've figure out a path and now I just have to execute it... again. I don't really know the solution to that, but overall I liked the vision behind it.
Nice work! I really liked that the items were different each run-through, although getting the same outcome for different summons used on the same client was a little disappointing (although I fully understanding time constraints and all that). Great work on the art for the summoned things, it was fun to discover a new combination and wonder what it would look like and who it might help.
Really cool! Nice concept and well executed. It's like a moving where's waldo with various levels of success possible.
I LOVE the way the ooze moves. Reminds me strongly of The Ooze on sega genesis, I wonder if you took inspiration from that.
Giving me a gun but no energy was a nice touch. I have a very clear goal of getting energy for it and felt pretty weak without energy, forcing me to get creative and merc that one ooze by sending them out the airlock. Then, when I did get energy, bam bam bam and another ooze was dead!
One some more frustrating sides, while I am fully in favor of high pitched retro sounds, some sounds, especially the man crying out in pain, were maybe too much louder than the baseline and pretty piercing for that reason. It also sucked that I had to scroll over to a keycard in my inventory and select it before I could open something with it. Being able to open things just by having it would have been nice, with maybe the inventory being 1 space smaller to compensate for that fact?
Loved the graphics and solid gameplay. Well done!
I love the art and the relaxing music! Great vibes! Also, your description mentions doing things fast, but I didn't see any indicator of time being of the essence in--game? Honestly tho, the (apparent?) lack of a time limit was something I liked in this one - it was a pure tetris logic puzzle rather than a frantic organizing game, which to me felt like it fit the visuals and sound great.
Made in pure C++? Neat, that's very hard. Cool little sortof-tower-defense game, although since the turrets only fired forward I pretty quickly got into a pattern of putting the nails thing to stop individual cars and hoping the turrets would eventually get one so I could increase my money. Hopefully we wont have destroyed THIS much of the earth by 2043.
Neat! I liked the cute little characters and the inventory was very slick. I feel like then items being different sizes never really ended up mattering though - it was a logic puzzle to try to figure out what to trade with whom but I never felt like I couldn't make a trade because of space restrictions. Cool little game!
Nice! I liked that you couldn't pick up just one piece at a time, you have to carefully plan which exact pieces you pick up and where they go to get a high score. After literally no other sounds ion the game, that loud sound effect when you placed something made me jump.
Nice! Got pretty frantic after a while which was pretty great. Started dragging packages away from the fire, but then not even that was enogh.
Thanks for joining! Very surreal, I liked the audio and the graphics. I hope to see more from you in future ludum dares!
Wow!! I loved it. The guys were so cute, it felt like there was a truly surprising amount of things to do, what a great adventure! You don't have to apologize for running out of time, there was well enough here that I wouldn't even think about it if you hadn't.
Spoilers: I feel like I understood that I wasn't supposed to destroy it in the end, and I was pretty sure when I went to destroy it then the final decision would come up, but then it just got destroyed and I failed everyone and the witch was mad at me. Maybe the right answer is to collect everything and then just leave? I'll come back later and see if I can find the good ending.
Nice! Very well fleshed out fire emblem style controls and I loved the voices. Really cool puzzle, although I suppose I wish maybe the elements interacted more? One particular time I was sure I'd beaten a puzzle because I'd blocked the way of the ice wizatd with fire, and then when I used ice to clear the fire, the fire and ice both stayed on the tile. But believe me, I fully understand the merciless time limit. Good job!
Nice! Love the idea. That is a very tiny sokoban.
Really nice work! It's a tiny version of one of those games where you gotta juggle the different facets of running a spaceship. I love games like that! Well done, I liked the little slime guys too.
Nice job! I loved the guy talking to me. I'm very glad he told me when things deactivated because of resources. Neat mechanics and good theme!
It's a damn shame this didnt get enough ratings on time, but my sister and I had a blast playing this! it's fun and fast paced but a couple of honest feedback: I fully, fully understand time constraints and jam whatever, but only one attack felt too simplistic. If the other player had the box and was ahead of my towards the flag, it also felt there wasn't much I could do to catch up. The fact that attacking/rolling also threw the box sortof acted like that, but either way really well done.
Nice job! Cute little game solidly put together. You wanted feed back on the graphics, and yes, I would play a game with these graphics. The mostly-two-colors is pulled off very well and the whole thing feels consistent and like a 'silly toy' if that makes any sense? The closest comparison I can give would be Jelly Car, the whole things feels small and charming. It feels most at home on a mobile phone or on a game I would otherwise play a little bit at a time, but maybe thats the Jelly Car still talking.
It took a while to get hectic but when it got there it really got there! There's just something about all those arms moving and the trains coming and going that gets me. Well done! Of note I did have some problems with trains offscreen, though. Once I got pretty far I started getting trains so long they went off the bottom of my screen and I couldn't get all their boxes.
Fun and silly idea, and I really like the damage accumulating over the entire game. It was pretty unclear for a while that I had to restart to get a higher jump on some of the springs but I figured it out. Well executed on a simple idea, and I don't have any complaints about not knowing what's off screen because of all the big helpful arrows.
Swing was awesome and felt great but lack of fine air control made it frustrating. Loved the intro cutscene, and the quick turnaround between dying and trying again was well executed. Good job!
Nice! I like the methodicalness of it, and I really like that enemies dont die until you find the time to do the spear thing and send them to the great beyond. Well put together and with some clever ideas!
God I love the look of the space station, it feels alive with the trains moving to and fro and the various out-of-reach parts that make it look like this is one thing going on in a much larger something. Great work with the music too!
Nice concept and very slick graphics, but unfortunately it felt like most of the time I lost a level was because I didn't know which teleporter led where and just had to lose a few times seeing where they all went before giving it an actual try. I really like the mechanics of +/- moves and switching colors though, made you really consider the right path before giving it go.
I love the adorable little oof sound, and the art style was great! Unfortunately, I felt alot of the time I got hit by various threats was because I couldn't see them against the background at speed. Good work overall!
Wow I love those pixels. Great take on indirect control too! And the 3d box was just perfect too. Far more seamless that jam games, great work!
Well thought out puzzles, good challenge, cute rabbit. Nicely done!
I adore the look of the city and art style in general, very very well executed there. The truth of the gameplay overall is that I found it frustrating and slow, unfortunately. Don't let that detract from the fact that this city and style is genuinely impressive and a treat to explore for 72 hours, well done!
Neat! Good intro puzzles to teach the mechanics. At first I thought you could only place on the green squares until that early level where the solution was specifically to not put it on a green square and that was the only thing that level taught you. That's a simple example but there was more things like that in the early levels, good job!
I loved the look of all those little robot guys, they were somehow both adorable and brutal/grungy. Congrats on your first game jam!
Very cool combat mechanic! I love it that it showed you what attack would happen beforehand and it was up to you to get out of the way/not get yourself into that situation in the first place, even if I was pretty terrible at actually accomplishing that. Well done!
I really really liked that the oxygen bubbles disappeared soon after the room loaded and you had to get them quickly, I only with I could have picked them up while dashing. Cool game, good art, nice job!
Wow! I'm impressed how much you got in with the time constraint. I really liked all the art and strange characters, nice job!
Really interesting idea but damn it's hard! Would be nice if a few anomalies 'looked wrong' early on in some way to give you an idea of what to look for early on, like putting objects that don't belong in the kitchen into the kitchen, but what do I know. Not bad!
Interesting and strategic! I like it, but I gotta say, things like these absolutely need a tutorial in-game. I did read the text here before playing so I did know what to do, but you would be truly surprised how many people don't do that. Overall, nice work!
I loved how it looked, how it sounded, and how it played! It creates such a calm and kinda somber mood, I love it.
Unique and well done art style that really feels like it belongs in this situation. Really funny and interesting take on the theme too! Well done.
One hit to death is tough! Not bad though, really fun. I especially liked it when my head came off and fired on it's own.
That was a great idea and really well executed! A surprising and different challenge for sure, and I enjoyed it!
This is a really very clever use of the theme executed perfectly! I loved the art style, I loved the concept, well done!
quopwin.png I prance so far I fell into the void. I count this as a win! I found out I could use my powerful front legs and launch myself forward across the terrain, if my other damn limbs didn't keep getting in the way. This game idea was just crazy enough to work.
Really clever! The art really reminded me of that ufo game on switch in a really good way. The idea was great but the controls could use some work. I ended up wanting items to always be falling so I had to constantly press e, which made it really hard to also use the rest of the controls. Nice work!
Oh my god that alarmed scared me to death. Weird idea excellently executed. Well done!
What a fresh idea for a falling blocks game. At first I was really annoyed that I just had to "get luck" to get a nuke in a good spot to block up blocks, but then I realized you could do a vertical move just as your bar filled to guarantee you'd get the nuke in a particular column. I've got nothing negative to say, this is a really clever idea executed very well!
I love procedurally generated weapons, and I think that's a really nice use of the theme. I died a few times but then got a sword attack which also unleashed a hailstorm of deadly bullets and then it was the enemies who went running scared. Had a blast!
Really great work - I just wish there was more! I doubt making controls on the surface of a torus feel good is an easy task, and yet it felt so natural to loop around this giant doughnut on my bike. Great job!
God that was weird. Well done. It took a long time to figure out how Jeff actually worked but I guess that was part of the point, excellent work!
This is cute and fun and different - great job!
I really like this, It's not like many things I've see and you need to make interesting decisions to stay alive, but I feel like it escalates a little too quickly? Before long I feel so swamped by approaching enemies it felt like there was nothing I could do. I guess ease me into it a little bit more carefully, but otherwise great job!
I really like this! I suppose I wish the shots weren't quite as homing, however? What I at least found the most fun and interesting was having to juggle the different priorities of types of meteors and guns, making sure I was always attacking the most I could with the right resources, but everything auto-targeted so much that that aspect diminished more that I would like. Would I be saying the opposite if there wasn't auto-targeting? Yeah, Probably. So what's the answer? I have no idea. Either way, great work!
That was an fun and hectic little experience! Only real complaint is a couple of areas with weird geometry that were frustrating to get past (I got stuck under an egg in a pit at one point), but overall effective and fun.
Very atmospheric, great use of tense hallways, overall great work!
I really want to like this game but I just can't understand how it works. I like this idea and think it could be fun and relaxing but it needs a bit more explanation than it provides. Besides that, nice entry!
Not bad! There were some legitimately interesting puzzles in there once I figured out how to play it. As others have said before, my main complaint is that I can only actually play this game once I know how to, and so I got stuck and almost quit fairly early on. Overall though, good job!
Thank you for this adorable little ride
Amazing. That was bright, colorful, clever, and I thoroughly enjoyed it from start to finish. Great work!
What an incredible atmosphere. It feels like I'm playing out some ancient myth. Bravo!
I dont know if you know but there's a cool bit of math involving this exact situation (youtube.com/watch?v=IM-n9c-ARHU)! Fun game, lots of potential and well executed. Good job!
This is an excellent puzzle game! A little bit better of an explanation of the rules for each mechanic before I learn them by failing a level several times would be nice, but once I understood each mechanic I saw that levels were making really interesting use of the established logic! Well done!
This is SO cool! I do wish it was a bit harder because I like this concept so much!
Sweet genius that's alot of demons! And a good reversal of the theme!
What a stupid, fun idea. Thanks, that was hilarious!
Thank you for making the electron look like megaman.
Well that got stressful and out of control - really fun game! One thing to note, I'm playing on a laptop with a trackpad and can't left & right click at the same time, so I can't use the portable shield. Well done!
It feels really great to go really fast for as long as you can, but I wish the asteroids didn't pop into view as close as they do. When speeding at, in scientific terms, a bijilion miles per hour, I need to we able to plan my moves ahead. Good job!
Not bad! There were some long stretches of just switching back and forth between items at the start, but once enemies started appearing it quickly ramped up to a very stressful experience. I thin the slow part at the start was a bit too slow, and the ramp-up happened altogether too suddenly, but this reminds me alot of Crystal Chronicles, and I love me son Crystal Chronicles. Good job!
Hey! I know alot of the comments here are similar to this one, but I really wasn't able to figure the game out. I'm certain there's a really cool game here but I'm not able to play it the way you do because I can't find the game within all the icons and symbols. Conveyance is key - and the 'How to Play' section didn't convey to me how to actually play the game very well. That said, this is really impressive for a first ever finished game, keep up the good work!
Hey, coming back to say that I watched your video and now kindof understand it enough to get somewhere, but my comment above still stands: there's an ironclad that I myself and guilty of forgetting too many times to count: Nobody Reads The Description. If the game doesn't guide you through how to play it in small steps right from the beginning, a tragicaly large number of people will simply give up and never experience all the effort you put in. I hope to see more work from you in future jams, keep it up!
Now thats a fresh take on the 'consume to grow bigger' game. I really like the choice and risk/reward involved, I only wish the choices had been more impactful - it ended up boiling down to 'choose speed until i have not alot of shilds health left, then get a couple more shields'. With a little more thought this could be really cool!
That was delightful! There were a number of times I had no idea how to accomplish what it was asking of me, but besides that this is really quite a nice, well-put together experience. Well done!
I really like this idea! It's a non-simple optimization challenge, but I think it really needs work. As it stands you are simply dropped into things and given a flood of numbers with no feedback, and then when you finish you have no idea if you did well or not (is a score above 100 good? I dont know!). It would heavily benefit from, for example, indicators of what is making your score go up and down or showing what your score is while building. Really it all boils down to feedback - turning this monolithic scoring thing into something human readable and an enjoyable, open ended puzzle. Great potential!
Not bad! There were some really fun moments in this, especially gobbling up huge clouds of text overlaying eachother so you cant read any of it. My main complain was how suddenly short it is - i really hate saying that for for game jam games because we're all in the same 'i could have done more if i'd had time' boat, but I felt like the game set up an expectation for me to keep getting bigger and bigger - i wanted to eat buildings and mountains and eventually consume the whole world, then start flying around the solar system. If you could deliver on that apparent promise this could really be something special.
I really want to like this game, but it has some issues that mar the whole experience. Primarily, I would really like if there was some indication of where the next platform would spawn, and secondly that falling off was way more punishing than getting shot. With more work this could turn into something pretty cool though!
Well that was something new. It took me really, really long time to understand what was even happening, and I had to restart far too many times because it was impossible for me to progress. Once I got it though, this was a really fun feedback loop where I ended up creating some crazy shifting gem contraption to excavate as quickly as possible, and it was awesome. Not bad!
That was absolutely incredible. An excellent use of the theme and a gameplay experience pretty unlike anything I've played before. Bravo!
Now this is the kind of nonsense I join game jams to play. Like man thats a weird concept but you made work extremely well. Like who on earth makes snake the puzzle game? Nicely done!
What a fascinating little genre mashup this is. There's alot of games that have you looking for matches among blocks, but this one had me considering different matches and looking in new ways. Well done!
Now THIS I like. Simple to understand game with really interesting consequences and choices that change every playthrough. Well done!
On a different note, one one run I encountered a bug where a 'Consume' card didn't properly disappear after use and the game got into a weird state where I could use each of the cards in my hand once but they wouldnt leave my hand afterwards and I couldnt draw more cards. Just felt I should report this if you ever felt like coming back to this.
I adore the look of all these little guys, and I'm always impressed when people manage to make a strategy game for a game jam. Learning the actual controls was pretty tough - I had to re-read the description several times and just try a few things before I understood. Not bad!
I really really like this idea, but I think it needs work. Too many combinations did just nothing, and so i would just run out of money and restart again and again. Maybe if there were fewer ingredients and failures gave you some hint to what you could have done? Dunno. Spirit Spirits is adorable tho.
LD60 — Old Tech (5)
Would you still love me if I were a switchboard operator? by Jawdan 2026-10-28T14:37:36Z ♥ 1
Nice! Very cute and I loved the colors, and there was alot of creative exploration of the underlying game mechanic - cables are goals, flowers, swinging vines, and shortcuts all at once. I did feel that the physics were pretty floaty and slippery, it was really finnicky to get the cables onto higher platforms, and honestly the large switchboard at the top of the final large room quickly felt like a chore more than fun gameplay once I got a couple switches in, but I liked it. Tiny nitpick: holy mouse sensitivity batman! Overall, really good work and a well put together 3d platformer
Observatory 85 by pro4 2026-10-28T14:21:58Z ♥ 0
Incredibly slick visuals and wonderful audio and mood! Weirdly relaxing to play, at least until it got frustrating. I'm not a huge of the only-up rage type mechanics at play but that was more of a mechanic borrowed from it rather than the focus of the game and a tasteful application of that concept. Really good!
Sem_Ion. by Hexela 2026-10-27T14:36:53Z ♥ 1
Hah! Long time since I seen one of those. Great recreation, down to the rough png background.
i have a sword by smilewood 2026-10-27T14:32:05Z ♥ 1
Sometimes you just gotta bring a knife to a robot fight. Nice! You did great for the short time you had, but if I can offer one primary complaint/criticizm it's that the robots need a warning before they attack and the player needs an indicator that the sword swing can be used again. As it stands it's extremely difficult to avoid getting hit because my sword just wouldn't swing sometimes or because the enemy was right next to me - if there could be some small effect to reveal these internal states of the game it would do a significant amount of work towards being polished and playable. Nice job!
Rusty Relics by Andreas Roschal 2026-10-27T14:21:44Z ♥ 2
Really cool and very slick looking! Calming to play as well. There does seem to a tension in the design, I didn't really have any incentive to dig things out quickly and all the upgrades helped me do precisely that while also making it more likely to hurt the relic. It feels like the main thing preventing me from just using the default items and get a perfect score by taking it slow is my own impatience. Either way, great job!