Foon → Ludum Dare Explorer → Users → lloydlobo

lloydlobo

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Games

YearLDThemeGameDivisionRankOvFuInThGrHuMo
202660Old Tech🤖The Telegraphistcompo
202659Signal🤖Mixed Signalsjam5653.383.363.55
202557DepthsDepthsextra
202456Tiny CreaturesTiny Blood Cellsjam4.004.004.003.504.004.003.50

Performance over time

overall score (left axis) percentile (right axis)

Correlations

Feedback left by lloydlobo

lloydlobo leaves an average of 12.0 feedback comments each event.

LD60 — Old Tech (5)

Plug & Play by VenFola 2026-10-25T05:36:56Z ♥ 0

Great use of RGB component cables to switch modes. Fits really well with the hands-on, plug-and-play Old Tech theme.

Would love to see a command-palette-like slow mode switcher for each mode.

Got stuck in a few places while getting used to the mechanics, probably because I'm so used to arrow keys for movement, just like WASD.

Loved the simplicity of the graphics and the banners that gave clear instructions. A few nitpicks: moving across the screen sometimes sent me back to the previous scene, and I had to fiddle around to get back the other way, with the player not visible at that point.

Overall, a solid game. Well done!

Connect me, Please! by qmdev 2026-10-24T06:26:33Z ♥ 0

Love the art, and how the tutorial makes it easy to get into the game. 👏 Found it tricky 🎯 to connect a few targets, though. The offset between the mouse (pointer) and the connector seemed to vary, which led to some failed connections. Tried clicking the source and then the destination instead, might be worth considering as an alternative. Had tried prototyping something like this myself earlier, and realized how tricky 🫠 it can be to get everything right down to the pixel. The audio with the bgm was so soothing and loved the cozy vibes. Overall great submission! 🙌

SnakeSketch by HagamosVideojuegos 2026-10-24T06:04:15Z ♥ 0

Kudos on coming up with this game. Etch A Sketcher meets Snake, and the shake feature that uses earned points is just cherry on top. 😃 Would love to see an extended version with customizable key bindings, presets, and move-to-point bonus features. Wonder what determines the target moves while playing.

With a snake-like wormy game, could add some wobbly stuff to make it more funny and adorable. You got all the right things already! 🙌 Great job!!!

Fix That Damn Thing by Noble Goose 2026-10-21T12:26:25Z ♥ 0

Humor on point author. Adding to my favorite genres to play and make. Could only imagine the amount of creativity finessed into this game. And each endings are hilarious and unexpected! Fixing the adorable TV with the hi-tech one got me good! Thanks for the laughs and the theme accurate game.

Stardust by Gevernus 2026-10-19T11:28:30Z ♥ 1

Stunning visuals and adaptive soundscape. Going to take the source code apart and incorporate some shader techniques.

Would like to see strategies, tactics, or a tiny tutorial to learn how to beat the high score?

gevernus.itch.io_stardust.png

Overall, great experience. Had few ideas while playing, where consecutive absorption (combo like) gives some grace with the enclosing red circle. Keep building such games!!!

LD59 — Signal (34)

Lit Up! by Fis 2026-05-08T18:47:51Z ♥ 1

A cohesive and charming game 😄 Really enjoyed jumping around, dodging the rain, and watching all the little character animations. The movement and overall feel stayed playful throughout.

Would love to see even more signal/beacon interactions expanded across later levels too, especially with stronger visual cohesion between them. The leaderboard was a nice touch as well. Those highscores genuinely surprised me 😅 I managed around 129 on a first-ish try.

The ambience, visuals, and music tied everything together nicely. A darker/night variation with little beacons lighting up the path ahead could be a really cool direction too, especially for readability and atmosphere. Good job team!

flask.games_play_ld59_web_.png

Crowbar and Sonar by Anthony Katona 2026-05-08T18:28:13Z ♥ 0

What a surprise to come across in the final hours of jam feedback browsing 😄 This felt like Batman sonar tech mixed with Daleks and Weeping Angels from Doctor Who. Super cool mechanic.

I got pretty stuck in some of the lower levels though, just running around searching for the switch in panic mode 😄 The wave/sonar feature was a really good addition.

I kept wishing there was a tiny bit of lingering footprint/memory from where the sonar last revealed things; even a short cooldown fade could help reduce cursor spamming while still keeping the tension intact. Maybe later levels already do that, not sure.

Focused light fixtures or environmental interactions could also be interesting later on. Stuff like damaging machinery with a crowbar and having sparks/current briefly light up the surroundings. Great job!

Pulse by quietchili 2026-05-08T13:13:33Z ♥ 0

Such a fun and exciting concept 😄 Really glad I played this. Beating the hardcore mode felt super satisfying.

I especially liked the irony of the opponents slowing down while inside the darkness. Small detail, but it made the mechanics feel more cohesive and memorable.

Feels like the game could support a lot more levels and mechanics too. I played another jam game recently that generated levels procedurally around sonar/navigation mechanics, and something along those lines could fit really well here too. Though admittedly… I never managed to finish that one 😄

quietchili.github.io_signal_.png

Lightning's Sideline by YukimiItsuka 2026-05-08T12:40:46Z ♥ 0

The main menu theme hooked me in immediately 😄 Didn’t even want to figure out what was going on at first, just vibed with the atmosphere for a while. Will definitely play it again to get the mechanics down a bit more.

(Edit: Ahh, so one can follow its movement and check whether it is in the light or not. I do wish the game paused a little longer during the initial shape reveal though.)

Really enjoyed the overall mood and presentation. And sometimes, one simply has to mash some buttons and embrace the chaos 😄

Great game!

catandcat.itch.io_lightnings-sideline (1).png

Signal Mini Keepers by MageShroom 2026-05-08T12:24:07Z ♥ 1

Replayed level 1 a few times 😄 The art direction, music, and characters are all on point. Even the transmission mechanic itself felt satisfying while dodging opponents at the same time.

I did have a hard time figuring out where to go next sometimes, mainly because the towers felt pretty far apart, but the atmosphere and aesthetics carried the experience really well.

With some extra work on movement and combat feel; things like dashing, smoother dodging, or some defensive mechanics against opponents; this could become even stronger post-jam. Also, SFX reacting to how far the player is from either end of the signal could be really cool for tension and navigation.

Peace : 165 by OasisGreen 2026-05-08T12:04:19Z ♥ 1

Simplicity meets beauty 😄 Really enjoyed the twists with the birds, they kept me on my toes the whole time.

There was also a lot of symbolism woven throughout the game that I probably still haven’t fully deciphered. The timer ended up being way more exciting than I expected too, especially tied together with the fading lantern light. It reminded me of mechanics like maintaining a campfire or feeding fuel into a signal to keep it alive.

Cute and adorable characters as well. Feels like a lot of care and work went into the whole presentation.

Plug n' Play by mortusnegati 2026-05-08T11:37:59Z ♥ 1

Enjoyed the game 😄 Never imagined synth cables being used as tower defense mechanics, but it works surprisingly well.

Would love an extended version where the remaining colors/directions become playable too. Feels like there’s a lot more room to expand the routing and puzzle possibilities from here.

mortusnegati.itch.io_ld59 (2).png

Packet Panic by Sebastian Fuehr 2026-05-08T07:40:26Z ♥ 1

You brought the whole kitchen sink to this jam 😄 Enjoyed this a lot. Honestly got so absorbed figuring things out that I completely forgot I could switch levels.

ldjam.com_events_ludum-dare_59_packet-panic (1).png

I eventually had to stop as I kept obsessing over optimizing the throughput and making the system “cleaner” every run. This feels super replay-able and like one of those games you can casually lose hours into while experimenting with combinations and strategies.

A little guide/encyclopedia of good combo synergies or discovered interactions would be sooo helpful too, especially for newer players trying to understand the deeper mechanics.

Wave Matcher by R4ndomThunder 2026-05-08T05:46:28Z ♥ 1

This is a solid take on the waveform matching game 👍. The analog vibe is effective. The knobs would function more efficiently with toggle modes for speed or step-locking. Since the gameplay requires extreme precision, adding transparency to both waves would help the player manage the current tolerances. The humor is a functional addition; it is an approach that would appeal to a character like Homer Simpson. 😄

RAVTZN by F1Krazy 2026-05-08T05:30:56Z ♥ 0

Interesting game! It could benefit from subtle hints on the third level; similar to how Wordle indicates if a character is in the right position or exists elsewhere in the cipher. I couldn't quite crack the last level, but I learned a lot about making ciphers engaging through gameplay.

Points by Tesseract 2026-05-08T05:04:10Z ♥ 1

So simple at first glance, but the difficulty ramps up fast 😄 Great concept. It's so fun to watch the trains just go in circles.

If you continue extending this post-jam, I think directional hints/path previews for each train could really help readability and predictability during the later chaos. A high score or speed-solving system would fit nicely too.

The procedural music was a really nice touch. Feels like it could go even further with automation reacting to gameplay/events as things get more intense.

I also agree with the other comments about clearing crashed trains faster to make room for incoming ones (even if that’s not exactly realistic 😄).

And frankly, a planning/sandbox round where we can place all the pieces first and then hit play to watch the whole system unfold would be super satisfying.

penteract.github.io_ld59_points.html.png

Digital Squirm Processing by GuyUnger 2026-05-07T14:53:07Z ♥ 2

You got the cute and instructive thing down to the dot!!! I had loads of fun playing this, in fact I played it again 😄 The little wiggle animation is ridiculously charming. Also really loved the transitions showcasing the effects, super inspiring presentation. Curious what sparked that idea.

I kept wishing there was a way to preview/hear the target wave more directly while tuning toward it. Gliding into the right frequency already feels satisfying, especially with how the visuals react when hovering over the keys. Lovely execution there.

Had fun messing around with the controls to make weird shapes and sounds:

ldjam.com_events_ludum-dare_59_digital-squirm-processing.png

Would honestly love a sandbox mode too. Just vibing with the worm, chaining together a whole pile of effect pedals and making chaotic signal creatures out of it. Almost like a Balatro of audio effects 😄

Panik's Trip by Teto 2026-05-07T13:35:11Z ♥ 2

Loved this line from the description: “Luckily, the forest is a simply lovely place to be!”

Kudos to the team. Beautiful aesthetics right from the start, and the twist in the middle genuinely caught me off guard.

Would be interesting if there were a few subtle hints/guides for when the player gets stuck. Also really curious how the card shuffling/adaptive system was handled. Made me want to try building a mini-version of something similar someday.

The way the props moved around felt very dreamlike too. Loved the humor in the quotes and the irony behind how situations unfolded from player choices. “Wish for fish” genuinely made me laugh 😄

The whole thing sparked ideas for me. Something like blending bits of The Witness with Balatro, where smaller signals/combinations build toward a larger final signal or state.

Feels like the game already has all the ingredients for even more layered audio and juicy shader effects too. Really cool entry.

Signal Surfer by Ausstein 2026-05-04T13:34:41Z ♥ 1

That was a unique experience. I played both versions. Once I got the hang of it, I realized the mouse needs to be moved gently, almost like a wave. A subtle mouse trail could help visualize that and guide players.

The tutorial was well handled, and the slow motion while landing felt great. That could be used more in the main game as a form of grace when the player is struggling. The visuals are strong; a light vignette and small changes to saturation or brightness based on speed or a meter could improve feedback.

Beyond time-based play, a chasing element or ghost mode for best runs could add depth, though that’s more of an extension.

ausstein.itch.io_signal-surfer-post-jam (1).png

Signal Keeper by IndiePanda 2026-05-03T19:16:17Z ♥ 1

I like these minigames like a bag of goodies. Signal detection was clear enough to keep the game going. I would like to see more difficulty as the levels progress. I liked the variety though. I wish we could use rooms, or objects from rooms, to interact with other elements. That would be a lot more interesting while not making it too puzzly.

Some sense of urgency, like power loss or another kind of failure state (for example saving the city), would be great for pacing. Great job overall.

indiepandagames.itch.io_signal-keeper.png

Pulse by Jed 2026-05-03T18:53:11Z ♥ 1

That was such a blast. I like me some arcade. This needed more precision. I enjoyed how you have to scan those pesky targets to spot them. I wish we had more weapons, or that the projectiles were slightly larger. I had a similar game in past jams and really like what you have done here. Great graphics, and I liked the intensity.

It gives me PewPew vibes, although I do not think that had the signal feature, at least on mobile. Might be worth looking at it for inspiration if you ever go that route. Good job overall.

jswhitten.github.io_ld59_.png

Message Received? by Ydindamin 2026-05-03T18:36:43Z ♥ 1

I had a lot of fun playing this. It took me a while to figure out that you need to press space to set up signals. I really enjoyed the movement mechanics, where you lock into targets to travel. After a while, the blue signals converged into smaller and smaller circular areas. However, my game instance got stuck and I saw the following console error: ``` Uncaught TypeError: Cannot read properties of null (reading 'currentTime') at SampleNode._pause (index.js:1:157346) at SampleNode.pause (index.js:1:154413) at SampleNode.pauseSampleNode (index.js:1:152555) at Object.sample_set_pause (index.js:1:164637) at _godot_audio_sample_set_pause (index.js:1:169708) ``` Good job overall.

timhugh.itch.io_message-received.png

Signal Breaker by Senso 2026-04-29T08:27:08Z ♥ 1

Almost reached 1000, that was so fun. I wonder if everything is spawned randomly. The laser effects combined with the pinball-like mechanics are fun to watch. At times, while launching, mouse sensitivity caused unintended changes in projectile direction, which could be looked into. Very high playability.

Switch Happens by Zettelkasten 2026-04-29T07:45:11Z ♥ 2

Challenging game. It’s impressive this was built in a jam; it looks simple at first. Maybe it’s my habit from using signals in Factorio, but I had a difficult time changing lanes. This would benefit from allowing crashes to be cleared or bulldozed, so the entire network doesn’t need to be rebuilt from scratch. Good job overall.

Survey by Harievilozanini 2026-04-29T07:25:13Z ♥ 0

This feels similar to the one I worked on; however, you’ve taken it further with the physics and the combination of multiple waveforms. This would benefit from a more forgiving tolerance, although that is somewhat subjective. I started to get the hang of it after survey 10. A retry feature to correct errors would also improve the experience. Good job overall.

ldjam.com_events_ludum-dare_59_survey.png

Mayday - Keep the signal alive by UnrestStudio 2026-04-29T07:10:35Z ♥ 1

After a while, I started seeing the fun and humor in the multiple mini-games. It feels like running a gauntlet, with many ideas layered together. I appreciate the effort in handcrafting all of that; it likely wasn’t easy within the time constraints. The rescue mission wasn’t clear to me even after a few tries. I ended up pressing back and the game completed, which was amusing in its own way. The ideas here seem reusable and worth developing further. Good job overall.

Signaliens by martinfernandezGD 2026-04-29T06:47:52Z ♥ 2

This feels like an upgrade of the game I worked on, with added urgency from driving the cars around. I liked the interface you built for matching signals. The idea of generating audio for each signal that needs to be matched is strong. This would benefit from adding mechanics like shooting lasers or breaking barriers, so the drive toward the jammers isn’t interrupted. That could also support systems like fuel, armor, and similar extensions for more advanced play. I did get stuck on one level where the DC offset knobs were disabled, which made it impossible to move a simple sine wave to match the target. Good job overall.

an-otter-game-studio.itch.io_signaliens (1).png

transmission.nil by KeySole 2026-04-29T06:32:27Z ♥ 1

Interesting game once I got the hang of it. There is a lot of potential in this style of game; I haven’t played something quite like this before. I had a rough time reading the target IDs, and that could be resolved easily with a bigger font size or by adjusting contrast and color. If extended, this would benefit from some automation or a loop where scanning continues and the player focuses on tuning parameters. I understand the constraints of a compo, and based on that, it was enjoyable. Good job overall.

keysole.itch.io_transmission-nil (1).png

Last Frequency by Catanus 2026-04-28T14:34:04Z ♥ 2

Really happy to see a game like this in this jam. I love the pacing, level progression, sound effects, and the brief interludes between each level. My only feedback is that I found some frequencies a bit too high for my liking, and some quick volume balancing or limiting could fix that. There’s so much more that could be done with this game, and I’d love to see it on Steam and/or mobile devices.

catanus.itch.io_last-frequency.png

Switchboard Sprite by Falk Hoeppner 2026-04-28T10:31:58Z ♥ 1

That was a wild ride. I enjoyed playing it. I could have done better with an actual mouse; the trackpad clicks had some issues, so I missed a few calls. If it had more distinct color variations, I’d have an easier time connecting calls. That said, that ambiguity seems to be part of the appeal.

Mixed Signals by Fractal 2026-04-28T06:05:50Z ♥ 2

I am in awe! When I reached this antenna, I was blown away by how smoothly you combined the two waveforms. I’m going to look it up. I loved how intuitive the knobs, faders, and phase direction setters are. Also, the pulse intensity idea is something I’m looking to steal. Got stuck once or twice while timing the pulse at the exact moment. I like arcade games, so I’d love to see a version of that in the future. Great execution.

latcarf.itch.io_mixed-signals-jam_password=password (1).png

Finsternis by Jo Bettaque 2026-04-24T13:04:58Z ♥ 4

I spent more time than I expected. This was a lot of fun! Love the Factorio-meets-signal genre and admire the amount of polish that went into it. I couldn’t find the end of the game, maybe the hive? I spent most of my time building things and figuring out the mechanics, lol. Good job!

Echo by FlameSeer 2026-04-24T11:22:35Z ♥ 2

I had fun discovering the world as the crab moved along, willy-nilly, spamming sonar. I was impressed by how the use of sonar and the crab’s position changed the world around it. Some “doors” (i.e., paths) opened while others closed.

ldjam.com_events_ludum-dare_59_echo-3.png

I would like to see (if possible, in post-production) more feedback from the echoes on other life forms, along with sound effects and music, some dash-like movement, and, as others have pointed out, a cooldown mechanic.

Loved the game. Good job!

Radio Head by Maksim Terskov 2026-04-23T08:35:12Z ♥ 4

I had fun playing this. I found it funny when the boss chimed in. You captured the whole Orwellian-like concept well (wonder if there are more easter eggs in there). Initially, I was a bit confused about getting it right. I would have preferred if the dialogues on day reset were optional. However, this felt so refreshing and immersive to play. Great job!

Cleared for Chaos by Reed Molbak 2026-04-23T08:06:32Z ♥ 0

I liked the concept and execution. Wish you make an additional open sandbox version. This has great potential for tinkering and modding! Good job!

Sine Factory by oxnh 2026-04-23T07:38:57Z ♥ 1

Quite a soothing experience! I lost track of time playing. Got stuck at level 11. Some ideas/suggestions for easier play option if you choose to extend it: Ability to rotate parts, lane splitter/wires that go underneath + generator/capacitor like Factorio. I also see what you meant by sfx and music - while giving me feedback; after playing yours. Solid game!

Finnicky Fourier Toy by nathmate 2026-04-22T04:52:55Z ♥ 1

Excellent way to show how waveforms interact!! Puzzle 4 was my favorite so far as of writing this (still grinding puzzle 5) - using just one signal to modulate itself and appear like a sine wave was used was mind-blowing!!!

I couldn't figure out stuff past puzzle 2 - the solutions really came in handy (thanks for that!)

This really has the potential to be a great game if you ever plan to extend it post-prod!! Few ideas/feedbacks for those extensions: - What if there were sound or visual feedback initially when getting closer to the target wave? Atleast, in the initial or mid stages as a bonus to the player? - I found a tiny little bug just after level 4. I disconnected the triangle wave signal source first, however, the signal was still transmitting to the output. I was like wow! this remembers stuff like a memory foam thing would do ^_^

Leaving the screenshot for reference, I assume that you know about it and that last minute "finnicky" bug fixes can be handled later nathmate.itch.io_finnicky-fourier-toy.png

ECHO by Ray Dino 2026-04-22T03:34:39Z ♥ 1

ldjam.com_events_ludum-dare_59_echo.png

That was fun! You captured the unpredictability of what lies ahead, and also at the same time that it was safe to go ahead. Also loved the idea of blooming signals via varying light oscillations - adds to the juice of this game. Will see if I can use that idea for my game too!

If you ever plan to extend this and make it a full fledged game, I found a few ideas pop up while playing: - What if the bat could glide up when the mouse is held down? - What if - after a few lucky escapes; the bat grew an armor and break through a few barriers (while armor lasted)? - What if there were other bats perched up/down and their eyes flickered or they signal to player bat "INCOMING!!"?

Great feel to the game!

The Nexus Hope Mission by Carrerino 2026-04-21T01:27:31Z ♥ 1

Great approach to the signal theme. I enjoyed how it tests your patience with the signal lock. I liked how both our games approach the same concept with different approaches. This gave me few ideas, so thanks for that!!! Very chill, very focused, and top notch oscilloscope meets world map remix. It's very cool!

LD57 — Depths (6)

Loon lagoon by geometer 2025-04-26T17:19:41Z ♥ 1

I liked that an AppImage was included. The ideas seems to be heading in the right place. I felt that the mechanics could be more fleshed out and easier to understand. There were few instance of Build objects sticking together. At one point if a ranch overlapped another one, it was impossible to separate them. Maybe this bug is a feature :) It could do a lot better by doing less. Keep it up team!

Blackgold Vanguard by awr 2025-04-26T10:39:35Z ♥ 0

This game has too much potential that is just waiting to be actualized. I love the idea of manual turret management.

While playing it, I was wishing for a few size/contrast tweaks, more variety in ammunition, and not relying completely on money for upgrades.

Good job team!

Under The Abyss by CraftedByPaula 2025-04-26T09:28:15Z ♥ 0

Really like the art style. Could see my patience being tested, and I had more fun when I slowed down the pace. The most innovating part was the octopus hiding in the chest. It keeps you on the edge.

Some minor nitpicks:

- The movement where the submarine follows the mouse click is well done, especially rotating the sub. - I found it bit cumbersome to right-click on the mouse though. The browser somehow opens another tab or glitches out even in full-screen mode. - I was a bit puzzled when the engine sound was completely cutoff when the submarine stops. Also it could be cool to see it decelerate while stopping. - Would love to see subtle parallax effects with the background layers as the player goes deeper.

931 by Kukatoo 2025-04-26T08:03:55Z ♥ 1

The ending.. why???

I enjoyed the eerie vibes. So much done with such little. Felt the challenges could be a bit repetitive although the game loop works well.

I wonder if game could even introduce a steering/autopilot mechanism to head somewhere, so as to let the player make proactive decisions.

Would also like to hear some subtle breathing, movement, and flashlight sound effects.

The best part for me was to watch from the desk, towards the bubbles out of the window. It really felt like diving in.

This has the ingredients for an excellent game!

The Depths by digital bacon 2025-04-26T07:49:19Z ♥ 1

Loved the art style at first sight. The submarine is also fun to move, although flipping left and right could be smoother.

I was hoping that it could bob up and down while underwater or sink slowly.

Here are some minor nitpicks: - Needs more feedback sound effects when lifting the cargo, bumping the ocean walls, etc. - Cargo shouldn't sink into the floor when being carried. - More levels, and a change in scene (maybe inverted colors?)

The instructions were well done, and building up skills were handled in a good way. Music gives me Baba Is You vibes. Good choice!

Thoughts from the Depths by gustavo.christino 2025-04-26T07:36:00Z ♥ 1

I got SpongeBob SquarePants vibes :) upon hearing the music's lead line.

Would love it if `Accelerate` had visual feedback. And a minimap would be a bonus. I found it was easy to beat the game by spamming diagonal movements, such that the creatures have a hard time catching up.

Overall good vibes!

LD56 — Tiny Creatures (3)

Pseudopseudopodia, or amoeba walking simulator by TheLastSlowpoke 2024-10-25T01:42:10Z ♥ 1

I enjoyed that the other amoeba is not actively seeking to eat the player. Wish one could explore more in this game of amoebas. Loved the consistency and mechanics.

Theoi Gambit by CyanLing 2024-10-12T09:03:31Z ♥ 1

Amazing art style. Immediately hooked to it.

Fleaes by captainzo 2024-10-11T03:56:49Z ♥ 1

Captured the mood, feel and bigger-than-life perspective in contrast with the tiny nature of creatures.