Travel to Uranus by DarthWaxus 2025-10-24T20:46:40Z ♥ 1
Jumping from asteroid to asteroid felt *really* good when they lined up correctly! I had a ton of fun frantically trying to keep myself on-screen in my early attempts before I had figured out that the best strategy was to play patiently and carefully, which makes me think that there could be a *different* very fun minigame about just trying to keep yourself on-screen in that chaotic asteroid field! :)
My only real feedback is that I wish there was a tiny bit more control over the rotation of the asteroid that you're currently on. If it would automatically spin up to speed like the center asteroid, or you could have some control over your positioning on the asteroid, there would be a lot more opportunity to enjoy those rapid asteroid jumps. As it is right now, the unpredictable risk of a fast-moving asteroid encourages patiently bouncing back and forth to the slowest moving asteroids.
Overall though, well done! :)
LD60 — Old Tech (32)
Don't Run by Local Minimum 2026-10-27T22:05:24Z ♥ 1
snowman.PNG
I miss text adventures, so I had fun with this! I was also quite amused by the sheer number of references to rejected theme submissions over the year π
In terms of gameplay, I really appreciated the way that you offered a distinct list of options rather than going for the traditional text parser approach. It kept things much more manageable for a bite-sized jam game, because I never felt like I was forgetting something that I ought to try for, or just plain using an unexpected verb. I might be showing my age with this reference, but there were no "you can't get ye flask" moments here, and I greatly appreciated it :)
In terms of constructive feedback, this is so minor (given that it took ~40 seconds total), but I thought it was a particularly mean prank to send the player *all the way* back to the car to pick up the letter before taking the elevator. This was a good teaching moment (it's the first item that you have to LOOK AROUND to find, and it's the first item you need to pick up), but sending them back to the car before letting them enter the front doors would have felt much less punishing.
As a less-minor piece of feedback, I unfortunately had a *really* hard time with the U-shaped room, to the point where I honestly don't know that I understand how or why I solved it. From the text, my understanding of the room was that it looked like this:
u-shaped-room.png
Because it seemed like there was only one door (and it led to the Snowman room when I tried it), I spent around ~15 minutes wandering the reception area USE-ing and TAKE-ing anything and everything, trying to find something that would warm my hands. I eventually happened to enter the loop from a the other side and LOOKed at the door, so I understand that it goes to different locations depending on which corner you're in. This makes me almost certain that I *must* be thinking about the geometry of the room incorrectly (as I suspect the answer isn't "it's a magic door"), but I have no idea how else to have interpreted it. :( I'm sorry!
I also wanted to mention a *super* minor nitpick with the text display which would make it a lot more enjoyable to read. Currently, it looks like you're adding text to the display character-by-character, which causes text to continually reflow and makes words jump around as they trigger a linebreak. Instead of revealing the text by continuously adding characters to whatever string is being rendered, you can have a much smoother reveal if you start with the *entire* text already in-place, but use rich text controls to render whatever hasn't been revealed yet in either the background color or a fully transparent color (I'm not sure whether or not Godot allows transparent text colors). That way, the text never re-flows as you reveal additional characters, because the whole block of text is already being pre-allocated with whatever line breaks ought to exist.
Overall though, I had a good time, so well done! Hopefully it's obvious, but the wall of text doesn't mean that I didn't like the game, it means that I spent a lot of time with it and wanted to try to share as much feedback as I possibly could π
Dr Break Boom Invaders by Jimbly 2026-10-27T03:23:32Z ♥ 0
kaboom-scaled-down.png
I am absolutely awful at multitasking, so I was shocked that I found this to be manageable! It wasn't *easy*, but I had fully expected to burn out as soon as I had two games running simultaneously. I suspect that a better player than I could keep track of the different game more easily, but for me it felt like an exercise in frantically figuring out exactly how much I could drop the ball on any one game before I had to give more attention to it π I really appreciated the generous life count, which kept me from absolutely losing my mind as I played.
The first time breakout broke out and taught me that the games could interact with each other, it was such a fun surprise, and it completely changed the way that I was playing. I suspect this is part of why I found it manageable to juggle so many tasks at once; the interplay between the games made the whole experience feel as though it had combined into one meta-system. Great job making what could have been an overwhelming and disjointed experience feel like one cohesive whole! It feels so natural in the end product that it's easy to overlook, but that is some seriously impressive invisible design work!
All of the games felt great to play on the terminal display, with the minor exception of Space Invaders, which I never quite got the hang of. I've played plenty of LCD-based renditions of Space Invaders as a kid, and I would have expected the terminal display to play just as well as an LCD screen, but (for me) the low speed of the shots, the ship, and the aliens didn't read super well; I could never get an intuitive sense of the movement of either the aliens or my shots as having real velocities, so I could never quite figure out how to line up my shots such that they'd collide (which is why Space Invaders was the game that knocked me out π). Weirdly enough, I suspect I would have had a much easier time parsing things if the speed were doubled, because my brain would have interpreted the cell-by-cell movement as real motion. As it was right now, my brain kept interpreting everything as a strange turn-based system.
Overall though, this was really well done! I only bring up the issue that I had with Space Invaders because I think it could be useful feedback, *not* because it lowered my enjoyment of the overall experience. Great job with this :)
Lexitron by woona 2026-10-24T16:10:14Z ♥ 1
I thought this was really clever, and very cool, but I am absolutely awful at factory games π I suspect that I'm not the target audience (which was *my* fault for being a dumbo, not the game's fault!), and I didn't leave a rating because I wasn't able to see most of what you built, but I wanted to pass along my impressions anyway because I really liked what I did see, even if I am awful at it! For context, I spent around 30 minutes on the DREAM -> DEAR level and couldn't figure out a solution.
I think the reason that I got hard-stuck at level 4 is that I just don't have enough experience with factory-style games to know what to do with the repeater. I plotted out as much of the letter-swapping-and-repeating as I could in a notepad document to try and figure out what operations I could *theoretically* use to get from DREAM -> DEAR, but the closest that I could theorycraft only got me to EDARM. Once I started plugging ideas into the factory to see where things might be going wrong, I realized I fundamentally didn't understand how the repeater worked, even after a lot of experimentation.
I think the issue that caused me to get stuck was that there are multiple new concepts required to solve DREAM->DEAR: You need to understand how to use the repeater, and also need to understand how to eliminate characters via collision (I assume π I never figured out how to get rid of the trailing M). Instead of figuring out how to apply tools that I knew how to use, the DREAM->DEAR puzzle felt like it was asking me to both discover what tools were available to me, *and* how to apply those tools, which was very hard open-ended problem (for a dumbo like me π ). I really liked how you had introduced the letter splitter with a mostly-functional setup, and I think something similar would have been really helpful for both concepts here.
I also did run into a crash, and took a screenshot of a repeatable setup to induce the crash, in case you wanted to try to fix it. It seems like when two letters separately enter the finish line, the game locks up:
broken-combo.PNG
Please don't take all of this feedback to mean that I didn't like the game! I thought it was awesome, and the problem was on *my* end (because I am a dumbo). Great job, and I'm sorry that I wasn't able to get far enough to leave a rating! π
Black Box of Light by EmeraldRat 2026-10-24T14:46:08Z ♥ 1
black-box-of-light-finished.PNG
I really liked this! It was charming, well-polished, cute, and !> a little spooky at the end.
The character controls weren't the main point of the game, but I loved how there were so many tiny little touches in the way your lil wizard moved that weren't *necessary*, but made the game feel so nice to play. I really appreciated that you could maintain your momentum as you swung along the aperture of the camera, rather than forcing the player into a pre-canned animation, and the little roll that the wizard does as they land from a tall height felt very good. While the overall experience was quite different, all of the smooth animations reminded me of Donkey Kong 96 on the gameboy, which is one of my personal favorite puzzle-platformers. :)
I have a little bit of constructive feedback, but my feedback is all *tiny* nitpicks which wouldn't have made it into this post if not for the fact that the rest of the package was so good! :) I only have nitpicks to bring to the table π
In the beginning, I struggled a little bit to figure out exactly what I was supposed to do, and probably spent around a minute or two before opening the mailbox for the first time. Upon replaying the game I did notice that the flag went up right as the scene loaded, but that was a pretty subtle animation that didn't catch my eye the first time around. Given that players need to interact with the mailbox to know what they're doing, it probably makes sense to be a bit more blunt in pointing them towards it. It was really not a big deal, but it could make the initial onboarding experience a little bit more smooth for folks who are less inclined to investigate on their own :)
After getting my assignment, I had a good time playing around with the mechanisms of the camera to figure out how to take a photo. The bright red coloring on the interactive elements of the camera made the controls very readable, and I had no issues at all figuring out what I needed to do. :) The only thing that felt a little bit strange was that the aperture was the only interactive element that didn't prompt you to interact with it; this didn't feel like a puzzle to me (the handles were still bright red, so it wasn't as if I were discovering something *hidden*), so much as a strange UX quirk.
The only other piece of UX-related feedback that I had while playing is the *tiniest* detail, but it was very distracting as someone who has done a little bit of film photography π On a film camera, aperture size and exposure time are the two variables that you can use to control how much light reaches the film. Normally, as exposure time increases, you need to close the camera's aperture further in order to prevent over-exposure, but all of the puzzles required you to adjust both exposure and aperture size in the same direction. This is *such* a nitpick, but it felt like it was worth pointing out, because it slightly distracted from the fantasy of running around inside of a camera.
Sorry for not bringing any more substantial feedback to you! Overall, this was really well made! I had a great time playing :)
Help Grandma Open Mahjong by smikevth 2026-10-23T00:53:00Z ♥ 0
Awww, grandma was actually very sweet and just wanted to spend time with her grandkids! What a wholesome twist :)
I really liked that little clock-beat that you had going on in the background
Telerhythm by baziki 2026-10-22T23:39:35Z ♥ 1
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This was great, especially as a first-time jam entry! I was so certain that I was going to be awful at it, because I am abysmal at both multitasking and rhythm games, and my first run through the tutorial went *horribly*, before I realized I ought to be considering both morse-code-tappers(?) to be two halves of a single instrument. Once I shifted how I was thinking about them, and just focused on staying in the groove, I had an absolute blast.
I also *loved* the music. On the non-tutorial level, the way you bounced between the top and bottom tapper-thingies felt viscerally satisfying in a way that I can't enunciate, but felt. I knew going into it that there were only two levels, so I was really hoping that level 2 would be brutally long and difficult, just so that I could vibe to more of that jazzy jam.
There unfortunately isn't really much constructive criticism that I can offer that you haven't pointed out in the description. I was a little bit confused the first time a red dot came down the line, but then I saw your note about things not fully resetting when you restart a level, so that's not new information to you π
The sound mixing is maybe the one place where the audio could use some improvement - The song was *much* louder than the rest of the games sound effects, so I had to choose between hearing the sound effects, or having the music at a comfortable listening level, which was too bad.
The only other piece of feedback I have is more of a personal preference, but I tend to prefer games that let you recover from a mistake, rather than demanding perfection after too many errors. It should be *difficult* to come back from a near-death experience, but it's much more fun to be able to make that recovery and continue playing comfortably. If you're constantly near-death after a mistake, it incentivizes you to throw away any attempts that get off to a bad start, because otherwise you're theoretically wasting your time on a run you'll likely need to restart later anyway. I think this might be where the "too hard" comments are coming from, because a successful run requires you to be consistently good from start to finish, with little room to come back from an error.
Overall though, great job as a first jam game! I hope you come back for LD61 :)
Retroid Zania by rogual 2026-10-22T19:38:20Z ♥ 1
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This was *really* good, especially for a compo game! The art was lovely, the gameplay was solid, and I just really enjoyed playing it!
It took me *forever* to figure out how to get past this guy for the secret ending though. I was genuinely banging my head against it for around 20 minutes, checking its trigger radius, trying to do loops around on the left, and thinking that there was something I didn't understand about the pathfinding whenever they cut me off, before finally having the eureka moment I needed to get through
this-guy.PNG
I really only have one super nitpicky piece of constructive feedback: Right now, movement in the Zelda-style portion of the adventure feels very slippery for the subtlest reason. When you move the player, it seems like you're treating X and Y velocity independently of one another, which means that diagonal movement ends up making you run at around ~1.5x the speed that you ought to be moving (specifically, you're running at `sqrt(2)`x the speed of your horizontal or vertical movement). This is because by moving in the X and Y directions at the same rate, you're effectively moving along the hypotenuse of a triangle with side length `sqrt(2)`. That slight change in speed isn't very noticeable on a conscious level, but it makes movement feel much less precise because your speed keeps subtly changing.
I'm not at all familiar with the library you're using, but it *looks* like the change would be in `zelda.js` where you're reading the input intent, and then multiplying that intent by your speed.
Instead of: ``` let intent = input.intent; let speed = 100; intent = vmul(intent, speed * app.dt); o.pos = vadd(o.pos, intent); ```
You would want to first get the angle of your input vector (`Math.atan2(intent.y, intent.x`), then set X and Y separately as `cos(angle) * speed` and `sin(angle) * speed`. Take the full code example with a huge grain of salt because I'm quite comfortable with javascript, but I've never seen the vector math library you're using before:
``` let intent = input.intent; let speed = 100; let inputAngle = Math.atan2(intent.y, intent.x); intent[0] = speed * app.dt * Math.cos(inputAngle); intent[1] = speed * app.dt * Math.sin(inputAngle); o.pos = vadd(o.pos, intent); ```
Sorry for the extremely long-winded nitpick (and hopefully the code suggestion is not an overstep!)! I loved the game, and I love getting into the weeds of technical minutia and game feel, and figured I'd pass along the tip :)
Game & Roots Two-Flavor by LeReveur 2026-10-22T17:58:08Z ♥ 0
I know I'm not treading any new ground by saying this, but these felt like the real deal, for better and for worse :)
I read through the comments before leaving this note and oh man, if you had a piezo buzzer in there it would have really hit hard. Maybe next time! :)
If you do need to generate square waves again in the future, I think you should be able to generate the square waves you need via Audacity. The only thing to watch out for is that pure tones are *extremely* loud, so you'll need to mix them down (and probably want to not be wearing headphones when you listen back to them for the first time π)
As someone who also grew up with those old LCD handhelds, the gameplay felt *almost* perfectly authentic; the only thing that was missing for me was a ghosted image of each space that wasn't currently lit up! I assume that it was an intentional creative choice to remove those, but I like to think they're part of the charm of the medium!
I don't have a lot of feedback to offer about the gameplay. Old LCD games are intentionally simple and both games were simple and served their purpose well as LCD showcases, but I would have personally preferred a sharper difficulty ramp. I never felt like either game was challenging me at a gameplay level; most of the challenge was coming in the form of a test of my cursor accuracy quickly moving back and forth between the controls before I realized I could also use the keyboard π I got to ~60 in each before wiping out to see the kill screen, because I didn't notice the speed increase and thought it could go forever.
Nitpicks about the medium aside, these games both do exactly what they set out to do, so well done! It's always a pleasure playing your games each jam :)
It's a Pipe Dream by dracco_0n 2026-10-22T16:32:26Z ♥ 1
pipe-dream-credits.PNG
Up-front, I don't think I'm your target audience, so take this with a huge grain of salt! I thought this was a well-made game, but it's a genre I don't normally play. I figured I'd give you as many impressions as I can so that you could see if you're hitting the mark you sought out to hit, not because I think that my opinions are correct! :)
I thought it was a really cool idea to turn a Zelda-style trading quest into a non-linear narrative game! The randomized nature didn't really click with me, though; I think a hand-crafted series of items/descriptions would have served the game better than the current generic requests and responses. The writing and environmental storytelling are two very big draws (the generally macabre nature of the letters and item descriptions crafted such an eerie mood), but getting mostly generic requests/responses reduced their impact. It's possible that this is a side-effect of the English translation, and it might read more fluidly in the native Chinese
Similarly, because of the semi-randomized nature of the gameplay, I had a hard time with a few of the requests; some of the solutions were very ambiguous, and others didn't feel like they matched up very well with the request. On one request, I was asked for something "small and finely made", when I had a pocketwatch, kaleidescope, and klein bottle. It was a big surprise to me that they were asking for the klein bottle, when any of those items felt as though they satisfied the request. I was later asked for "something worth keeping" when I had a pocketwatch, music box, and money, and was shocked it was the money that was being requested, as that felt like the only thing *not* worth keeping of the group.
In terms of UX, there were so many nice little touches that I really appreciated! The subtle click-into-place of the map overlays was quite thoughtful, as was the way that letters collapsed down into just their date/location when you closed them. These two things turned route-finding into a pleasant little activity, rather than feeling tedious at all - Well done! The only feedback that I have around the main gameplay loop is that changing the time machine clock felt detached from the rest of the game, and *did* just feel like a bookkeeping chore, because it didn't interact with any of the other systems. I pretty consistently forgot to set the clock before sending a response out to each letter, and it added an unfortunate layer of frustration to an otherwise quite pleasant experience interacting with the game systems.
Also, I absolutely loved the background music! I would be happy to just put it on in the background while I do chores or go about my day to day activities
Overall, this was really charming, well-polished, and there was clearly quite a lot of care put into it! Even though it's not my style of game, I still think it's a good game! With a little bit more polish, I could see this being a really fun and creative way to tell a story across several generations :) Well done!
Mr. Duck by emrod 2026-10-22T04:26:26Z ♥ 0
I really enjoyed this! I've never played anything like it, and that is a very cool feeling! I did sadly had to stop after 30 minutes though, because I started getting motion-sick from the camera pivoting around the VHS player.
Despite my motion sickness, I absolutely loved the art and vibes. The background details just felt incredibly familiar, and captured what I remember the 90s feeling like, even if my memory is likely hazed by nostalgia :)
I'm not sure if the difficulty was intended, but this is also a *brutally* difficult game in its current form. In the 30 minutes I played, I kept getting to the row of dumpsters after the pigeons you need to fast-forward under, but I kept crashing into the dumpsters before I could pause the tape; I just didn't have the reaction time to save myself. Given the fact that you have to take the level at Mr. Duck's pace (fast-forwarding always seemed to kill me outside of the pigeon section), I think the game would have really appreciated a checkpoint system, if only to help folks see the whole thing during the jam :)
I did run into one really weird camera bug during my extended play session that I figured I'd let you know about. I'm not sure if I just got extremely unlucky with random camera movements, or if the camera doesn't quite return back to center as it pans around, but the camera ended up zooming extremely close to the screen and only showing me the bottom right quadrant for around 30 seconds, before slowly zooming back out. I only thought to grab a screenshot once it started zooming back out, but this *kind of* shows the bug:
camera-bug.PNG
Overall though, please don't take this wall of text as me disliking the game - I spent 30 minutes playing because I thought this was well drawn, original, and fun! I wish I were better at it, or that my constitution was stronger, because I wanted to see the end! I'll see if I can come back later this week and at least finish the first level :)
But Buttons by Euler Moises 2026-10-22T01:55:53Z ♥ 0
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Holy cow, this is absolutely the hardest game I've played (so far) this LD. I wish there was a timer so that I could say for sure how long I spent in the last level, but I do know that I took at least 25 minutes, because I eventually realized I ought to start a podcast while I kept grinding it, and I'm 25 minutes in now π
I liked it despite the intense difficulty (which might be obvious, given my play time)! When I started my grind, I was worried that I was going to have to bail out early, but I eventually found myself falling into a sort of meditative state where I was both thinking each movement through very carefully, but also not focusing too intently on any one attempt. I quite enjoyed it, and it paired *excellently* with a podcast! :)
I also thought the levels were well designed, with a clear intended pathway through each of them, which helped keep the difficulty approachable. I always knew what I was supposed to be doing, even if I couldn't execute it properly. That said, there was one quality of life change that would have kept the intended challenge, while making the moment to moment gameplay feel much more friendly and enjoyable: If you added a visible box around the up/left/down/right arrows telling you when they would kick in (perhaps in the form of a button that you're depressing), it would make the game so much more legible. As a player I eventually got a feel for where each of their hitboxes were, but for a game that was all about pressing clicky buttons, it was strange that the main movement buttons didn't have that same clickiness. A little bit of feedback would have helped the game feel
Overall though, well done! Thanks for making and sharing this :)
(And also, *thank you* for not adding a fourth layer, because I think that level of indirection would have melted my brain, but I still would have tried very hard to beat it π)
Phone Frenzy by Retrific 2026-10-21T20:58:19Z ♥ 1
This was incredibly fun, and incredibly frantic. Great job :)
switchboard.PNG
The only real feedback that I have is that the drop targets for the plugs felt very precise to me in a way that detracted a little bit from the frantic fun of quickly responding to and connecting calls; it felt really inconsistent whether or not the plug would connect to the switchboard, and I felt like I had to focus on very precisely on the alignment. I eventually figured out why I was having so much trouble: I was releasing my mouse every time the *plug* was overlapping with the hole on the switchboard, but collision was determined based on my *cursor* position. Even with that knowledge though, I kept missing my inputs, because it was hard to track my cursor position compared to the large plug
Overall though, this was *very* fun, well done. I played much longer than I thought I would (and you were right that I *did* have fun loudly (mis)pronouncing each name as I connected the call)
Torch Keeper by Boxofcuriosity 2026-10-21T20:00:27Z ♥ 1
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This was great, but also very frustrating! π
At first, I spent around 30 seconds or so in the first room not *quite* understanding the controls - In the beginning, I was rushing as fast as I could because I assumed that the torches kept expiring on an extremely short timer, but I pretty quickly figured out that walls were putting my torch out once I hit the second room. I had originally started rushing because I assumed that the jumping enemy at the gates was about to start chasing me, which prevented me from taking the time to fully understand the mechanics on that first screen. My initial rush wasn't an actual problem, and the second screen did a great job of communicating how the mechanic *really* worked :)
I loved the art style you used! It all looked very consistent and cohesive, and it was extremely readable at a glance. I'm a huge one-bit enthusiast, and it was used to great effect here. I'm also really curious about how you accomplished the water effect, because that's something I've been thinking about adding to my own games for awhile. Is that being done as a custom shader, or something else?
The level design was also quite readable! I never found myself unsure of what the game wanted me to do, which is really important in a brutally precise platformer :) I also appreciated the quick restarts and frequent checkpoints. Knowing that you'd never lose more than ten seconds or so to a mistake was very appreciated!
In terms of constructive feedback, there were a few tiny places where the game felt frustrating in seemingly unintentional ways (as opposed to simply being difficult and precise), and where a few small tweaks could have an outsized impact on the overall game feel.
The first point of friction was admittedly avoidable. At the end of every screen, I would jump to clear away the vines, and then immediately lose my torch to the ground/ceiling right next to them. This meant that I had to play each screen twice: once to burn the vines, and then another time to bring the flame to the next checkpoint. While I could have theoretically positioned my mouse better and avoided doing this, playing the same level a second time felt like busywork rather than an intentional feature (because it didn't provide any novel challange/new gameplay). Providing the player with either a checkpoint right before the vines or with a small immunity period while the vines burned would have made the flow from challenge to challenge feel much smoother.
frustration-torch.gif
The only other friction I encountered may very well have been an intentional design decision; every time I jumped near a ceiling, my platformer instincts kicked in and would release the jump button early to try to perform a smaller jump. Ordinarily, a variable-height jump makes a platformer feel so much more fluid and responsive and it *could* be a great option to add here, but I could also see it competing for space with the torch-carrying mechanic, because they both accomplish similar goals.
Please don't let the long post make you think that I didn't like the game - The opposite is true, I really enjoyed it! The fact that you had such a well executed vision makes it easy to comment on the nitpickiest details, because you obviously put a ton of care into what you made. Very well done, and thank you for sharing! :)
Necropolis by amkingTRP 2026-10-21T00:37:22Z ♥ 1
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I absolutely loved this. I've never played Citadel or Hobgoblin, but this reminded me a lot of other proto-metroidvania sidescrollers, in the best possible way. Well done!
As a heads-up, I did find a sequence break that I (thankfully) didn't pursue. With well timed dashes and double jumps, you can skip the floating powerup, and skip ahead to the pit. I have no idea if it would have been possible to complete the game from there, but I'm very glad that I turned back (the game did a very good job of telegraphing that I probably wanted to go the other way first :) )
sequence-break.gif
Aside from that, I have no real constructive feedback to offer, this was just a very solid mini-metroidvania! :) Great job!
Raytracer by Wouter52 2026-10-20T21:55:12Z ♥ 2
This was so good, so creative, and so cool, and I am SO bad at it lol - As soon as cyan was introduced, I completely fell to shambles.
cyan.PNG
Adding magenta into the mix didn't help
magenta.PNG
Then things got a little tiny bit better when white got added
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The funniest thing is, I was trying my absolute hardest on each of these attempts, I am just incredibly awful at rhythm games, *and* I'm awful at games where I need to coordinate several inputs π I get mind-flooded quickly
The tutorial voiceover was incredibly charming; it gave me the vibes of a 90s museum exhibition or science show, in the best possible way.
I sadly have no constructive feedback to give! I thought the whole package was very well done! I also enjoyed the peek at your daily driver CRT! How well does it perform with modern video? Do you have to put a downsampler somewhere in the mix to get everything to play nice?
Notes on Ancient Tech by kristinamay 2026-10-20T19:57:13Z ♥ 2
Phew, I made it!
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This was very good! I had a lot of fun making connections in the beginning, and then started getting overwhelmed as I got towards the last few few objects in the list. First of all, I loved the art. The Beings were ridiculously whimsical and charming, and their creations had an almost Seussical quality to them. Great design work!
Second, I had a lot of fun with the progression of the item identification. First, there were constant dopamine hits as I quickly identified the easy items, and I enjoyed the later items which felt almost like solving a page out of Where's Waldo. When I finally spotted the the "don'tsinkie" (what I named the float), it was both such a relief, and also made me feel quite proud of my observational skills!
I did unfortunately run into a pretty rough issue in the last round of objects; I had Omega, Chi, and Kappa left at the end, and I was completely stumped by them. I found them on the board, but I didn't have enough context to identify their actual purpose. This was compounded by the fact that a lot of purposes ended up accidentally pairing with one another depending on context/interpretation (float and rest, entertainment and sport, improve appearance/improve health/correct behavior, house inhabitants/mark a grave), and I was never sure which of the three I had wrong. I ended up brute forcing them with every possible interpretation I could think of, which wasn't a very satisfying conclusion.
That doesn't take away from the fact that, up until that point, I really liked the game! That friction that could potentially be alleviated by removing uses from the dropdown list once there are no more objects to identify with them, but I'm not sure if that would swing too far in the opposite direction and make the last few items too *easy* to identify.
Finally, it was such a nice little touch to let folks come up with names for the various artifacts. :) My only piece of feedback there is that I wish there was a final screen showing all of the names that I gave to the objects, because I absolutely wanted to see screenshots of everyone else's names, and to show off my "great" names here.
Overall, well done, and thank you for sharing this game! I had a great time
One last question: What WAS the ridiculous thing that Dr. Fig said?
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(Also my favorite being was this one, for their lackadaisical attitude)
Typing writer by Nikorych 2026-10-20T17:45:33Z ♥ 1
Oh man, my hands are killing me after mashing my keyboard for so long π I don't normally get sucked into incremental style games, but something about the whole package here was super satisfying.
I will say, I got very confused at first when I opened the game, because I thought you were supposed to be clicking on the keys of the typewriter to start typing. I tried clicking all over the place, and must have spent around a minute or so before I thought of pressing anything on my keyboard. Definitely a skill issue, but it might be worth clarifying how to get started for dummies like me
Snake Boy by neowhoru 2026-10-20T17:24:14Z ♥ 1
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This is a very good version of snake! I just wanted to give you a shout-out for the attention to detail that you put towards making authentic gameboy visuals. Pixels were aligned to a pixel grid! Sprites stayed within their four-color caps! Is the gameboy screen actually running at the proper resolution of the original gameboy too? Great job :)
The only piece of feedback that I have is that it felt like the error powerdowns often appeared right against the edge of the screen, which made them particularly dangerous in an unpredictable way, and meant that your best bet was generally to avoid interacting with them, which was a shame. Giving the player a visual piece of feedback to let them know which glitch was occurring would have helped the powerdowns shine as a risk/reward mechanic for players who like to live dangerously, as opposed to a hazardous mechanic that will almost always kill your run. For example, if you rotated the head of the snake, you could subtly signal to the player that their controls were scrambled, giving them more agency to survive the scrambled controls without trivializing the danger.
Overall though, I really enjoyed playing, well done!
Jam Boy by Juutis 2026-10-20T16:57:20Z ♥ 1
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This game reminded me a lot of Gauntlet Legends for the N64, and really brought me back! I also loved the way that you and all of the aliens strutted around each locale, there was just a ton of charm in that walk cycle :)
My only real critique is that the moment-to-moment gameplay could feel slow when exploring the world map or looking for a cassette after clearing all of the aliens in each level. I felt like I was mostly wandering aimlessly in both cases, hoping to stumble upon the next piece of fun gameplay.
Overall though, well done! I had fun jamming out to the various cassettes, and I wish I could have listened to the tracks for longer!
Simon's Key by COKE 2026-10-20T16:11:13Z ♥ 1
Oh man, I love the throwback to Solomon's Key! In general, I absolutely love when old games are reimagined in a new context :)
The difficulty was brutal though! I spent forever before I figured out how blocks fell, and then I unfortunately got hard-stuck on level 9, right before the end :( Things started getting very visually glitchy in terms of which blocks were connected to which as they fell and I pushed them around, which made me think that I was on the absolute wrong path, but I couldn't figure out any other path to take. I spent around 30 minutes or so trying to brute force a solution, but I just couldn't get there :(
It might be a good idea to add some spoiler-tagged hints/solutions to your description page to help anyone else who might run into the same skill issue as I did π I wanted to see the end of the game so badly!
Overall though, this was very cute (I loved the lil fox!), cozy, and fun!
I Don't Even Knit, or Olde Castle by Chomby 2026-10-20T15:10:15Z ♥ 1
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This was cool! I *really* liked the 1-bit background details that you had strewn throughout the house, they were very well executed. Super clean, super readable, and super moody!
I do have one super nitpicky minor tech-art suggestion which might help make your running animation feel more grounded. When your character runs, their feet slide along the floor because the animation speed doesn't fully match their in-game movement speed. It's not something that you really notice consciously, but your brain can pick it up on a background level and matching your character's running animation to their movement speed is one of those tiny details that can help a game feel more fluid and polished on an unconscious level.
Overall though, well done! That feedback is the nitpickiest of nitpicks! Like I said, I really liked the artwork, and it was overall a very enjoyable vibe!
Nimkip and the Quest to Build an Airship by T C 2026-10-20T14:30:15Z ♥ 2
It looks like the full-screen button isn't there on the itch page right now, so I haven't had a chance to play yet, but I may have a (long-winded) answer to your aspect ratio issues depending on how your UI is set up. Basically, Unity will always scale your game to fit your monitor's full height and width of the screen is purely dependent on the aspect ratio of the screen the game is running on. If (as an extreme example) you have an ultrawide monitor and your friend has a 4:3 CRT, your game might look fine on your screen, but the left/right sides might be cropped like crazy on your friend's screen.
Historically, *most* widescreen monitors have tended to be in a 16:9 aspect ratio (so if you develop for a 16:9 monitor, running in full screen will look right for most people), but that's not guaranteed. A lot of apple computers are moving back towards more square aspect ratios lately, and I actually use a pair of 16:10 monitors myself, because I prefer having that little bit of extra vertical real estate for software development, image editing, etc.
Sorry for the long background information dump before actually getting to the solution(s) to the problem π First, you can set your webGL build to run at a specific screen size in the aspect ratio that you expect. If you go to your [player settings](https://docs.unity3d.com/Manual/class-PlayerSettingsWebGL.html) you can set your game metadata, but there's also a collapsed section where you can set your webGL canvas resolution. If you set that to something that matches your expected aspect ratio, non-fullscreen builds may work better for you.
Second (and I'm sorry for burying the lede), I actually started the jam by working on a pseudo3d game using rendering technology based on the old Sega SuperScalar arcade cabinets, which was going to be very resolution-and-aspect-ratio-dependent, so I spent some time trying to solve this problem before pivoting away from that idea (for now!). I haven't 100% battle-tested this solution, but adding this script to your camera and setting that aspect ratio constant *may* make sure that things scale as you expect: https://github.com/Koolruz/unity-resolution-scaler
Floppy Defrag by Dywanix 2026-10-20T13:45:10Z ♥ 1
This was very fun! I love a good Sokoban, and the puzzle difficulty was just right. The room designs were great signposts for what areas to pay attention to as I tried to plan out my route, and I felt actively engaged in problem solving the entire time, rather than just going through the motions of inputting an obvious solution on a too-easy level, or trying random moves to brute-force my way through a too-difficult level.
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My only feedback is that an undo button would have been hugely useful (there were several times when I accidentally slid the wrong block near the end of a puzzle and had to start over), but the puzzles were short enough that it never felt *too* punishing to restart from a mistake.
The only other feedback I have is more of a meta comment about the game page; it currently feels very AI-generated, and that almost made me skip the game (but I'm very glad that I didn't!). You might want to give the description another edit now that the jam is over and there's no time crunch :)
Overall, well done!
Broken Arcade by koala585 2026-10-20T03:36:12Z ♥ 1
Oh man, I absolutely loved this! This gave me some heavy 2000s fangame vibes, in the most complimentary possible way (and that fits the theme of old tech even harder)
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I only have two pieces of minor feedback to offer. The first is that the glitch effect was a bit too intense at times, and started making the game unpleasant to play in places. I don't have any photosensitivity issues, but I could definitely see that causing problems for someone who does.
The only gameplay critique that I can offer is with the Pacman stage - The controls there felt rough, and the goal of getting 25 points was in and of itself a very difficult starting challenge. This might have been a skill issue, but I had to retry that stage about 30ish times before I finally beat it. It was by far the hardest part of the game for me.
I'm glad I stuck through it though, because minor nitpicks aside, I loved what you made :) Great job overall!
i have a sword by smilewood 2026-10-20T01:56:08Z ♥ 2
I tried to play through several times without knowing that you could use your sword to block projectiles, and I thought the joke was that the main character's sword was a bad idea. Then I got to the part where you descend the stairs and there are three robots shooting at you, and I'm not sure if I'm just really bad at the game, or it's brutally difficult π
Sadly, I couldn't get past those three robots, no matter how hard I tried. I did really like the art though! The robots were shockingly charming, and the little waddle that the main character does is just plain fun :) For having been finished in only eight hours, this is incredible!
The Sturdy Goblin by mcmuniz 2026-10-20T01:33:43Z ♥ 1
I am horrible at rhythm games lol - I thought I did okay, until I saw Vinnnie's score above me
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I really liked the lil goblin dude's sweet dance moves though!
I am Computer by Ioana 2026-10-20T01:27:06Z ♥ 1
FYI, there might be something buggy going on with your site - Using the arrow keys to move around causes the site itself to start scrolling down to a console below the game. At first, I thought this might have been a meta computer-within-a-computer bit of gameplay, and was quite confused.
Going into fullscreen did help, but every time I closed a menu with escape, I'd have to hit escape twice (once to exit full-screen, and once to close the menu)
I didn't leave a rating yet since it definitely wasn't working as expected, but let me know if you make a fix and I'll come back! :)
Old farm old times by Neeko69 2026-10-20T01:20:28Z ♥ 1
Well done for a game made in just 24h! It took me a little bit of time to understand that time was constantly moving as you went between the different minigames, and the requests were expiring, but the first time the "request expired" sound effect played while I was in the middle of filling my watering can, everything clicked. I can see the vision :)
24 hours obviously doesn't allow for a wide variety of minigames, but I would have loved if they were more frantic and fast-paced. I'm not sure if you've played the older WarioWare games, but they might serve as good inspiration for 5-second microgames :)
Pigeon Prompt Engineer by Made In China 2026-10-20T01:11:01Z ♥ 2
I had absolutely no idea where that was going to lead, but I greatly enjoyed the journey! The writing was great, the humor landed for me, I liked the art, and the sweetly melancholy rooftop toast at the end was a vibe. Plus the music was awesome as well!
My only real feedback (and this is mostly a matter of taste) is that I would have enjoyed more agency during the story. Even if the story had a fixed end point, having some options to choose during dialog would have helped keep me more engaged with the visual novel as an interactive medium, rather than just as a comic.
Overall though, I liked this quite a lot! You accomplished what you sought out to do very well! I'm also delighted to have learned about the pigeon project as a result of this game, so thank you for that
Broken, Repair! by dagon 2026-10-20T00:33:39Z ♥ 1
I love the vibes! Sadly, the game lagged really badly when I started trying to use the brush, so I didn't leave a rating but I figured I'd let you know in case it was something you could fix. I was running in Windows Firefox. It seemed like it might have lagged every time a dust cloud particle effect went off, but I'm not 100% sure, it was generally just very stop and go
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The Wild Choo-Choo West by Bulwar 2026-10-20T00:26:27Z ♥ 1
For what it's worth, I think it is awesome that y'all submitted and got *something* across the finish line :) Are you planning on doing a post-jam version with more of the intended experience, or are you moving on to greener pastures?
Ancient Technology by kumber 2026-10-19T23:19:38Z ♥ 1
Aww the ending was so cute! I thought it was a fun little metroidvania-lite, although I did get somewhat lost to the right at first, because I started jumping around at random in the dark and couldn't find my way back to the door π
The only real feedback that I have is that the sound effects were mixed quite loud, but I saw you're aware of that already! It wasn't a problem, I just turned the volume down :)
Overall, well done!
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