FoonLudum Dare ExplorerUsers → Leophyte

Leophyte

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659Signal👥OUT THEREjam3.633.183.774.004.093.752.253.95
202558CollectorEVERYTHING: The Trading Card Gamejam963.973.803.914.553.834.113.75
202557Depths👥Awakeningjam3863.623.073.533.803.373.543.93

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Leophyte

LD57 — Depths

Skellevator by Kahztein 2025-04-09T07:50:42Z

Cool little game, the animations are super fluid and nice to look at. I wish you could scale the window to you screen easily, that would be a nice QOL addition in the future. Didn't know you could throw the sword until looking at the comments lol

Fear of Sea by UnidayStudio 2025-04-08T09:17:50Z

The game looks very fun, but the controls aren't adapted for ZQSD keyboards so it was a pain to pilot the submarine ^^' Definitely impressive for 3 days tho

Dantes Descendants by elZach 2025-04-08T21:57:38Z

IN 3 DAYS??? Incredible stuff, everything is so polished, not to mention the online interaction aspect... Im bad at it though. My guy is going to get killed for all eternity because of how much my 3 different builds sucked lol

Riches From Below by negdo 2025-04-08T21:24:15Z

I killed 3/4 divers in the first minute... I swear it was an accident

Best looking game so far for me! I didn't quite get how to know precisely where the treasures are in the white areas (unless that's just part of the game to search randomly in them?), but the divers come back pretty fast so it's not that big of an issue

Deep Pursuit by Andreas Roschal 2025-04-08T01:34:28Z

Great game! Reminds me of that wii play minigame with the bubbles, but way more chaotic. Love the detail with the phone's animation in the game over screen lol

Depth.exe by Wargon 2025-04-08T07:40:39Z

Ok so comparing my gameplay to the video here, it looks like you sacrifice health to attack enemies? And the only way to get back to the upgrading screen is by dying? I like the visuals but I feel the gameplay is a bit counter-intuitive (I spent 5 minutes avoiding the squares only to realise that I only gain data when I get hurt). Maybe to make the player understand, replace the health with something like ammo, and you gain data from attacking the squares by going in them? That would be more logical, and there would be a new way of dying somehow that actually penalises the player.

Also, since dying is a necessary step every time and it looks like you don't loose anything, the gameplay doesn't really feel impacting since there aren't really any stakes or threats.

Visually like I said, it's really nice and polished, but it might even be a bit too much: the upgrade windows should be easier to read, and look somewhat different, else they tend to blend in and lose impact (not to mention that it'd be nice to have them close when you open another one, it's really easy to cover your whole screen if you're too lazy to close them like me)(not that important, just small QOL stuff :)) Maybe less text around the important parts overall would improve readability.

Again, very polished visuals, and a lot of potential for what could be a great game :)

PS: I didn't get the connection with the theme, apart from the name of the game

Fire Exit by ThorPalsson 2025-04-08T07:59:47Z

I was expecting a game like Exit 8 from the sign at the beginning, but this is really cool! A few things that could improve it: - More floor events, I know its a gamejam and there isn't much time but it definitely felt like there were long-ish empty moments where the only thing happening is the falling guys - Less random weird noises, more ambient noises. The weirdness should be confined to when stuff is actually happening, and the ambience could use some sounds like wind, or faraway screaming and such :)

Otherwise it's a simple game that does what it does really well! I didn't think i'd actually walk all 70-something floors lol

Sub-Silence by Pusheeneiro 2025-04-08T01:47:04Z

I love the minimalist UX, and the whole submarine theme. I think the game is a bit frustrating because of how difficult it is to aim at the enemies though, it feels like I always oversteer somewhat and miss them (might be a skill issue lol)

Undercity by Monado 2025-04-09T08:46:00Z

Soo I played it, had fun walking around and understanding the mechanics, and I ran into a few issues:

- Glitch with footsteps that accumulate (maybe when changing level?) - you can somehow talk to someone else when in dialog, which freezes the first dialog box and it can't close - Give the option to make the sprint a toggle instead of a hold - Walljumping shouldn't require the sprint to gain height on the same wall, it just makes it slightly but needlessly harder (take mario's walljump for exemple) - You can get softlocked if you talk to an NPC while in the air after jumping (specifically the one that drops on you) - Enemies don't stop shooting immediatly when they die, they just rotate and float around - Running when carrying the shotguns breaks the animation - You can't unequip items from your inventory as equiping one moves it out and you can't select it anymore, which means you're stuck unable to go back to melee (unless I misunderstood how the unequip works but I don't think so) - Not being able to aim your gun forces you to be in front of the enemy all the time, which makes fighting some of them (like that robot that shoots directly at you) annoying. And judging by the message on one of the weapons, which states that not being able to aim is specific to it, I am guessing you could aim before and it got broken ? - The enemies don't have weapons but still shoot you, so you get surprised - The shooting robots dont lose track of you when you change levels, so they keep shooting and you can always hear them non stop - Enemies should have 3 times less health easily, it will make the game simpler but more importantly smoother

There might be more but I had already restarted the game 4 times and the robot sound was drilling my ears so I decided to stop before the red keycard's door :sweat_smile:

Some aspects of the game are great! - the animations look fantastic - the world is interesting - the level design is good - theres a lot of content, which is a double edged sword but still pretty impressive for a 3 day jam

but it feels like you went waaay too big in scale and ran out of time to truly debug and test the game, which would explain all the issues I mentionned. It's okay, the game is cool and has potential, but it could be great :)

Cheese is the Reason by AXLplosion 2025-04-08T08:36:00Z

I can't believe how pretty and detailed the environments are, its really incredible. The humor is obviously a 5/5, with some really good writing and jokes that balance out the gritty noir ambience perfectly. The duration is also perfect.

I did have 3D model issues with the rats from the bar scene, the punk rat in the club and Linda, but it wasn't that much of an issue since they're more silhouettes than models anyway in the scenes (apart from Linda), and the textboxes are how you see them.

One small thing I thought could be better is that there should be more dialogue for the little champ rat that asks you cheese rice, just to let you know its the next progression step. Something like clearly stating "Give me that and i'll let you pass".

Otherwise, again, absolutely fantastic stuff :) tbh im biased, noir parodies are my favorite

This Blasted Mine by Pincushion 2025-04-08T20:54:55Z

Cool concept, the difficulty rise is linear and natural which isn't easy for a puzzle game, so kudos. Definitely agree with @sicosiber though, a speed slider would be a really nice QOL addition

Midnight Amplifier by hernandack 2025-04-08T21:08:04Z

This is okay, the distortion getting slowly worse is pretty effective and the backrooms-esque decor makes you scared to turn back. The sound got me the first time, then quickly became really repetitive, and I tried to follow the sound of the music (I think that's what I was supposed to do?) but I didn't find any way to progress, even with the master key and the notes.

Good atmosphere and idea, but it lacks a bit of variety and level design overall

Focal Depth by parkuhrmd 2025-04-08T08:19:20Z

Really cool game!

I got softlocked near the end because I took the hose out from the farthest beacon and couldn't get it off, so I couldn't continue on another path ^^'

A few things that could improve it: - Changing the font is quick and easy, and can really make a game feel that much more polished - The focus doesn't seem to work that "whale" when the fish is far away, and I couldn't understand how far my reach was exactly to take the pictures. It works perfectly for the closeups tho like the crab - The popup text at the bottom should take the place of the previous one when spawned, otherwise you have to wait between each popup to know if you're successfuly taken the picture or not. It might sound small but it definitely adds up and ends up taking quite a chunk of the play time.

Great visuals and idea though :) the oxygen beacons and how you have to wait a little bit before continuing works really well with the fish-watching gameplay I really liked it

The OPERATOR by Tomtomgome 2025-04-08T09:36:40Z

Damn im conflicted, on one hand this might be my favorite game of the jam yet, on the other it's really slow and tedious to move each squad one coordinate at a time, especially when you've already lost a few squads and the grid is stretched out... it seems like being able to go from any two coordinates was intended since the character says the voiceline, but the squad just doesn't move unless the destination is directly next to their current coordinates.

Everything else is awesome tho, the habitation with the window to the outside world and all the stickers, the controls feel good and intuitive, the voicelines and banter are funny and a great way to give a good pacing to what would otherwise be a pretty slow game, and it fits the theme perfectly :)

Resurface by r8teful 2025-04-08T10:06:32Z

One of my favorite games yet :) it's really relaxing thanks to the sound design and slow-paced gameplay. If I had one complain, it's that it kind of drags out at some point, and the values for crafting could use some lowerin' so you're always somewhat able to upgrade something when you come back to your submarine.

Really good stuff otherwise!

K1937 by LogovoStudio 2025-04-08T07:17:03Z

I really like the pixelart visuals :) I couldn't figure out what to do in the game though, it feels like I interacted with everything and I only got descriptions with no other action possible, so I kept dying. The game could use - an on-screen way of telling how much time is left (or at least an indicator when you're running out) - pushing on E again skips the text box - some kind of minimap or floor indicator Also the quit button in the main menu seems to be broken. Sorry that I couldn't finish it!

Doodley Descent by LarsieVL 2025-04-08T21:14:42Z

Cute game, it could be a cool mobile game from the gameplay and verticality. I didn't like how you lost charges when hit at first but it's actually a pretty good idea that forces you to be smart about using the dash.

There might have been a bug when I played though, when I hit around 120 points I got hit by a huge wall of lines that I couldn't go through even with all my charges

Endless Depth by Dywanix 2025-04-08T09:44:39Z

Really cute, feels like something you'd play on your mobile phone, in the sense that it's not too challenging and it's very replayable :)

One thing that could help the game feel is to reduce the cooldown between each movement, so that it's closer to the speed of the player's natural button pressing (if that makes sense?). It felt like I died a few times because I pressed it too early and got punished for it, which is fine but it can be a little bit frustrating to be slowed down like that

Neat game otherwise!

Descend by Placeholders 2025-04-09T07:32:00Z

Aw cute, the sound design might be my favorite part

Awakening by Celian 2025-04-08T10:53:55Z

@morepixels Oh no, that's terrible :D! I legitimately have no idea how we didn't notice this when debugging... oh well, glad you still enjoyed it! Thanks

Awakening by Celian 2025-04-08T17:55:09Z

@pigeon-dp Oops, yeah you're supposed to shoot the red walls down but we didn't introduce that mechanic at the beginning so I can't blame you :sweat_smile:

@johncoffee The game has an ending when you get all 5 colors, but right now you can get stuck if you've shot one of them somehow and it won't trigger the end; it's a real issue that we'll fix in a patch later today. Thanks for playing :)

Dronefall by SoundJammer 2025-04-08T01:41:04Z

It definitely looks awesome! I didn't get very far tho, I couldn't get past any of the fishes, it felt like they came at me super fast and I couldn't really do much about it? It could be me misunderstanding a game mechanic

Eraser by mars88 2025-04-08T21:35:39Z

Great art style/visuals, simple but effective story-driven gameplay, complete story... yeah good stuff :D Maybe try to check your text the next time for missing punctuation and mistakes, I wouldn't care about it usually but it took me out of the game a few times. There is especially one or two dialogues that have glaring mistakes.

This is my only complaint though, everything else is top notch :)

Poor Julio... by Sayeg 2025-04-09T07:42:13Z

Fun game with a nice message, I do wish it would scale to my screen size though, its either crushed or I can see the default unity skybox around it :sweat_smile:

Thallas by HDVR02 2025-04-08T01:58:57Z

Visually gorgeous, it reminds me a lot of Barotrauma's art style and animation. But as cool as the concept is, the game has issues: it seems like you can't die, and the enemies turning around from their head makes you get stuck in their collisions sometimes, not to mention that it looks a bit jarring. Also, I didn't feel a sense of progression, the decor, enemies and items feel like they never change, is the whole game a loop?

LD58 — Collector

Forbidden Planet by tinykidtoo 2025-10-07T10:05:52Z

Very polished, with a great onboarding!

Others mentionned the difficulty but I think that it could be solved easily by making the heal faster/instant with a cooldown and by tripling the weight limit (and making enemies spawn less, or at least this much only later in the game).

Also, shorten the dash cooldown, it's fun and won't be overpowered if you even divide the cd by two, probably.

Finally, not something important but while the kick is fun, it would feel even better if it had a slight impulse forward and then a slight impulse back when you hit something, just to get that extra oomf. Overall great submission :)

Dustrunner by ghpxi 2025-10-07T08:53:22Z

Cute and relaxing. I think you can probably lower the requirement to 1000 instead of 1500, the strategy that I thought was the most optimal of just bringing back as many rocks at once worked but it got a bit repetitive. I also used the laser cutter at first but I didn't find it very useful, I assume it's to cut the larger rocks into smaller ones to bring back but I didn't feel the need. Anyways, great visuals and sound design too :thumbsup:

cap.png

Hyperchondriac by poboy 2025-10-07T09:18:56Z

ez, first try.

jokes aside, some really good ideas (it's already been mentionned but the way you guys did the healing and purge is pretty smart), good variety of cards and illustrations, and most importantly I thought it was really well balanced but idk, maybe I just got lucky. A shame that it's missing the in-game effect explanations though, I know its on the page but there was an explanation at some point on the top right and it would've made everything feel more cohesive if it was the case for all effects, all the time, slay-the-spire style. Also, I felt encephalatis and smallpox would work better as normal cards and not as On Draw cards, as they are both bonuses and it takes away some small strategies like pumping your strength before using encephalitis to deal nuke damage. (Maybe it's a balance decision?) Finally, the presentation could've used some more work (like replacing the default fonts), but I realize considering the work done that you probably ran out of time to do that :sweat_smile: no biggie. Good stuff :)

edit:nvm the effect displays works, altough its a bit finnicky, no idea how I missed that on my run

cap cartes.png

Fragmented by Mololo 2025-10-07T09:35:14Z

Cute and simple, level 5's button doesn't work though, so you can't actually go beyond that. I tried restarting the level and even dying but it didn't fix it. I played on the windows build version. Also, I think the multicolored cubes should be reset when you restart the level, and the menus should be useable with the keyboard (left-right to select, space to enter) since the actual gameplay doesn't use the mouse. I'll continue playing when the build gets fixed :)

cap 2.png

EVERYTHING: The Trading Card Game by Leophyte 2025-10-07T10:27:51Z

@Melomaner good points, I saw in playtest that the tutorial didn't explain well enough some really important parts like going to the next day to buy more unique cards; sadly I went overboard with the game design's complexity and couldn't make the onboarding follow... Also, yeah the main objective is just to find the 100th card in the last booster pack, which unlocks either the good ending or the true ending (if you have the entire collection, which like you said is very difficult because it means filling your pool with [NEW] cards every single day). Also, by "visually show how many cards we have", the collection page fills that purpose but it's true there is no indicator on the main screen if that's what you meant, which can make unlocking boosters tedious

Thanks for the feedback :)

edit: OK the game is actually broken, I didn't understand what you meant but you're not supposed to be able to sell the same card infinitely... my b, i'll fix

edit 2: OK fixed it :thumbsup:

Collect or DIcE by Flinge 2025-10-07T11:26:36Z

Damn, this is some cool pixelart. Could use two more background musics, one for the background change and one for the final boss, to make it more intense

Fluff Heaven by Auceane 2025-10-07T11:57:03Z

Cute game! I was a bit sad when I found out there is a build limit, and also that point gain doesn't increase over time somehow, which means once you've gone to the build limit you quite literally have nothing to do. But pretty polished otherwise :)

LD59 — Signal

Parasignal by HagamosVideojuegos 2026-04-23T11:19:13Z

"will you notice the ghost watching you ?" I guess I am not lmao, I kept looking for it in the static, the game and the room itself but my dumbass didn't see anything somehow

The game could use a real ending too, it doesn't have to be a jumpscare but anything to mark the end that's not just a "gg well played" (I assume you ran out of time for it and had something a bit bigger in mind but couldn't execute on it)

Also yeah I kept looking for the zoom button to look at the texts in closer detail at first (I thought you could because of the screenshots), then realized they were readable without having to zoom after some time so it was fine

Cool concept with nice visuals and simple controls, and a creepy ambience. Nice

MIXLAKE by Raivk 2026-04-23T12:39:23Z

The vibes are immaculate, and it really makes you appreciate the musics of the other games

Taos Research Project by YogurtTheHorse 2026-04-23T08:30:07Z

Great concept, but the start could use some tighter pacing, maybe give more money in average from the get-go so the player can place antennas sooner and faster? Otherwise you just wait a lot for enough money to do one click, then wait on some more.

In games like cookie clicker, you can spam click so you always have something you can do, and the upgrades are smaller but cost less, so you buy them often.

But yeah one of the cooler concepts so far definitely and the visuals are top notch (also our game uses a terminal as well, so it was fun seeing another one, even if its just to log info)

Guiding Signal by Kevin Meissner 2026-05-04T15:22:54Z

Great concept, beautiful visuals, but like some others said it could definitely use some QoL stuff - a way to accelerate the ships/time - the ability to move the towers without having to refund them - some more level design work so you don't have to destroy and rebuild everything once you have money, maybe just some of the towers?

overall it def has some potential for a fun puzzle game

Switchboard by James_7777 2026-04-23T11:01:07Z

Very nice atmosphere and visuals, altough the HD text bubbles are a bit out of place lol

Also the pixel post process is making some of the texts a bit harder to read but not enough to prevent you from playing so it's ok

The gameplay is nice, maybe a bit too easy/repetitive, it could use some more variation

Love me some noir games, good work :)

Broken Jukebox by Pimeko 2026-04-23T08:41:36Z

That was fun, I didn't expect to actually tone it correctly each time since I don't know the songs that much, so that was a nice surprise, well done

HORIZON'S CALL by deadjolly 2026-05-04T14:59:15Z

Very cute game, I was worried I would be lost but you can deduce how the scanner works easily enough, which is pretty cool. I thought it was a horror game for a second when the first "thing" spawned lol, good thing they're slow

Fire Support Survivors by Zamizmi 2026-04-27T16:20:28Z

Orbital cannon + care package carried me hard lmao, very fun game, could use some visual polish like changing the font aaa.png

OUT THERE by Leophyte 2026-05-02T08:30:14Z

@anszwa did it not open at all ? there's a 5 seconds black screen at the start for "immersion" but obviously it can also be taken as the game not loading (yeah it wasn't a great idea)

@herryfabien there should've been something happening after a little bit of time, unless it glitched out for you?

thanks for playing