CONTAINMENT BREACH by wisstopher 2025-10-23T19:06:15Z ♥ 1
Very impressive compo entry, with lots of content for the short amount time! I usually struggle with this kind of narrative-led walking sims, but I played through it (twice!). I am not sure about the non-linear adventure game part though. When I hear non-linear, I think of choices that can change the outcome of the game, but I think there were no choices?
LD59 — Signal (7)
Battle Signals: Echoes of the Very Big Horn by evgenii-petrov 2026-05-07T14:52:33Z ♥ 1
* I feel like the hitbox on the placed soldiers is a bit big, because I felt like I clicked on an empty space but nothing happened a couple of times. * There could be more feedback if I click on a soldier icon that is not ready yet, same for when I successfully select one. * Would love some keyboard shortcuts. * The placing of units with cooldowns at the start feels novel, so big points for innovation there π I feel like a lot could be done with that, especially in a multiplayer context, where two players get an amount of time to build their setup.
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Keeper of the Wild Shores by ghpxi 2026-05-07T14:40:20Z ♥ 1
So stressful π Great implementation of the theme, plays well. Maybe you can actually lean fully into the educational part of it, I would not play it just for fun. It gets repetitive after the third try, maybe if I could call the next ship right away so I get to the stressful part early, I would have done more tries.
Receive & Repeat by TurboLaser 2026-05-04T16:48:05Z ♥ 1
* The round speed can be faster, maybe add a speed up button. * I would like to see the range of a radio if I hover over it between rounds, maybe even something to show all signal ranges. * Rig the randomness or place a working chain so I cannot lose the first round. * I love a lock mechanic for shops in this kind of games. * There is only one cheap receiver that can fix my economy at the beginning, so it is very easy to death spiral because I cannot afford any of the coin generators.
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I bookmarked it so I can come back to it and play through it ππ
Wild Magic Dice by senior_sigan 2026-05-04T15:56:09Z ♥ 1
Nice entry. Once I played in full screen I started to understand what was going on, because in the default size I did not see the dice symbol on the cards π
I would like some clear feedback if I whiff a dice roll and cannot cast anything. Audio would obviously enhance the experience as well.
Mechanics wise I would like to see stuff we are used to from deck builders, upgrading or merging cards, special dice with some crazy effects. Maybe also cards that always trigger but are based on the value of a specific dice. I feel like it is a base game where you can go in many directions and build a lot of fun stuff.
Plume Tactics by WeirdBitGames 2026-05-04T15:40:58Z ♥ 1
I played two rounds, the theme is on point, and the game is well made and polished. The strategy part is where it is lacking, with the signal being visible for the defender it is trivial to always pick the right thing, and on the other side it just feels like a gamble to pick the right action, unless I missed something. Maybe you can figure something out to make these decisions harder and more meaningful.
Formation Tactics: Line Breaker by wdebowicz 2026-04-24T12:20:41Z ♥ 1
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I played for quite a bit, probably 10 tries or something over 30 minutes, but I was not able to create a strategy that seemed satisfying. I always ended up grinding over two columns until I won because the opponent cannot clear tiles. Not sure how to improve my issue without doing some testing, maybe if the blocks from behind could move up and merge with the first block so they can help with the damage on the sides.
I will keep thinking about it, I like the general idea and concept, but something is missing for me to enjoy it. I will let you know if I come up with something π
Other than that, polished entry, no bugs encountered, audio could be improved, I think the sound effects stack up and get louder if multiple get triggered.
Valiant Stars by LCStark 2026-04-24T11:22:57Z ♥ 1
Ambitious compo entry, the best strategy I came up with is to let all my ships rush past the enemy and just spawn my own mother ships so I do not die.
I like the simple and clean art, maybe the signals button could be a bit highlighted so it pops out a bit more, especially on the first run where you are not sure what is going on.
Music and sound design are great, maybe some additional sound effects for placing the signal and spawning new ships.