Foon → Ludum Dare Explorer → Users → lloydlobo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Mixed Signals | jam | 565 | 3.37 | 3.35 | 3.54 | |||||
| 2025 | 57 | Depths | Depths | extra | |||||||||
| 2024 | 56 | Tiny Creatures | Tiny Blood Cells | jam | 4.00 | 4.00 | 4.00 | 3.50 | 4.00 | 4.00 | 3.50 |
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.
Amazing art style. Immediately hooked to it.
Hey @cobear25, If you have LÖVE installed for your operating system, you'd just need to run `love tinybloodcells.love`. Alternatively, you could run `love .` in the source directory where `main.lua` and `conf.lua` are present.
Hope you have fun (:
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!
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!
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!
Yeah, time limitations hinder polish. Inverting color was just on top of my head on how to extend or add boss levels or other levels like speed-runs, defense etc. It could also be changing contrast of either color; tinting the whole theme and keeping the contrast, or changing the temperature. Yeah that OST is still my favorite by an indie developer. PS. Did you know that early prototype of Baba is You was created during a game jam!!
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!
@gustavo-christino Thanks for the question. I missed adding instructions in the rush to submit :) Updated the instructions above.
And for your reference, leaving the same here:
- Download the executable/binary from the Links > Binary. [Direct link](https://github.com/lloydlobo/depths/releases/tag/v0.1.0-alpha) - Create a new folder and call it anything you want, e.g. "game" - Move the executable in it - Change the access permission. Gives the [u]ser who owns a file the right to e[x]ecute it: ```shell chmod u+x depths ``` - Download the `res` and `storage` folder from https://github.com/lloydlobo/depths/archive/refs/heads/master.zip or see the repository itself at https://github.com/lloydlobo/depths - Move the `res` and `storage` folders into the newly create `game` directory. Note that it has the executable there already. - Go into the `game` folder. - Execute the `depths` executable/binary in your terminal with `./depths`, or double click on it.
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.
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!
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.
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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.
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.
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This is a solid take on the waveform matching game :thumbsup:. 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. :smile:
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!
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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.
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:
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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 😄
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.
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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.
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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.
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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!
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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.
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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.
@teto Knowing "Wish for fish" came out of late jam pressure adds context. The slight uncertainty fits the atmosphere too. It matched the feeling of wandering through an unfamiliar forest.
@CiaranW Appreciate you sharing the code references! The structure makes sense: GameDriver -> table -> base_card, with individual cards mostly just setting properties in the editor. Good to know.
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.
@senso Even better that it’s a bit rough around the edges. There is something solid here. It feels like this could grow into something much larger, almost like how systems evolve in *Baba Is You*, with its own internal rules and consequences. There is a sense of a coherent world emerging. This could translate well into a full release on the app store. Hope you keep going with it.
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!
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!
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.
I liked the concept and execution. Wish you make an additional open sandbox version. This has great potential for tinkering and modding! Good job!
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!
@letmebeme I rechecked the original jam version and I did play in jam mode.
While playing, I remember there was a compass/pointer guiding me to the next objective. I’ll have to revisit the updated version to give a better comparison on the compass upgrade since I only played for about an hour or so before stopping.
Also after reaching a certain point, I saved the game and started to fiddle with controls and found the cheat menu. That was awesome. I’ll probably steal that idea for a future jam!!
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
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.
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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!
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.
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@carrerino Much appreciated! I'll check out your game and leave feedback/comments!
@reed-molbak Appreciated that Reed! Yeah, I added your suggestions for a more prominent timer to the bugs to fix! Thank you! Maybe adding a varying degree color filter to signal the impending "running out of time". I am curious to know how you would approach handling the consequences of the timer thing. Thanks for pointing it out and playing the game!
@sceef Pretty much. Was going for that feel. Had some experience in the past learning synth modulation. And adding a Anki like spaced repetition method, with an arcade like urgency kinda mimics a student laboratory exam scenario ^_^
@maksim-terskov Much appreciated! Yes, Claude helped out a lot (edit: hence the disclaimer in the description), will keep those "specific UI instructions" in mind moving forwards. I found the idea of signal matching after end of brainstorming on the first day. Worked on it on the second, chucked it out as it wasn't fun. Started again from scratch on the third.
Yeah, you are right the sliders need to be smoother - even faders like on a mixing board or a synthesizer. Thanks for the suggestion, I'll experiment around fixed steps or lerping of some sorts. I was confused to follow actual sound db progression logic scaling or just to keep it simple for both web or mobile.
> That said, it’s really great that there’s some gameplay progression and a sense of increasing difficulty (we actually forgot about that in our own game for this game jam, and it’s a big downside for us).
Totally! Pretty sure you and your team can add that progression and sense of increasing difficulty post-prod if you choose to! I'll check out your game, from the preview it looks so polished!
Thanks for playing and all the ideas/feedback!!
@oxnh Appreciate that! You are right on the dot, the jarring sound dilemma and running out of time is what stopped me from adding sound altogether. Have been bit by over-scoping in the past haha.
So, the skip button needs some points that can be accumulated in the earlier levels. And the faster one solves a puzzle the more points (score) they earn. I hope that is what you were referring to. I'll work on balancing that! Glad you pointed that out.
I see you have a sine-factory game. Looks promising!! I'll check it out and draw some inspiration out of it. Thanks for playing!
@ray-dino Noted and adding to the backlog. Appreciate the feedback!
@nathmate @jo-bettaque @venomousmouse @grummelchen @eric-nguyen @planetary @fractal
Thank you all for playing and for giving thoughtful feedback!
Already patched and pushed few update based on the main points:
- smoother slider behaviour (float-based now) (edit: apart from frequency and phase) - adjusted match threshold - clearer timer visibility / urgency - added interaction sound effects - added background music - a few score + UX fixes - retryable level on loss, and not from level 1
Some parts (like those deeper audio design & overall difficulty curve tuning) are still intentionally kep simple for game jam scope reasons, however, I'll probably iterate on those as time permits.
Really appreciated the detailed feedback; especially from people familiar with synth/waveforms. It really helped validate the core direction a lot.
@letmebeme @jhonny111 @igorekkedziorek @twaerd @zettelkasten @ausstein
Thanks again for the feedback, pushed an update addressing several of the points:
* Improved overall feel: screen shake, floating score pops, haptics * Better audio: added BGM, improved balance, interaction SFX * Visual pass: more Game Boy-like hardware feel, clearer CRT and wave readability * Adjusted signal scroll direction for easier tracking * Smoother control: float-based sliders, tuned match threshold * Retry on loss, no restart from level 1 * Clearer timer and stronger urgency cues
Still keeping some things simple due to jam scope, but likely to iterate on:
* Onboarding or tutorial, now a high priority * Difficulty curve, especially with harmonics and timer * General readability and balancing
Appreciate all the input, it helped shape this update. Summarized via AI based on the changelog in the repo.
@ciaranw Thanks for playing and for the great feedback!! Really happy the gradual unlocks and “getting better at reading waves” feeling came through. That was exactly the goal.
The audio suggestion is awesome too. I’m experimenting with a subtle low drone/sub version of the waveform in the background so you can kind of hear the shape as well.
And yeah 😅 the countdown visibility and some post-jam regressions are definitely real. I added a lot of polish/features afterward, and mobile sliders especially got a bit sluggish from all the extra systems. Trying to tighten that back up now.
That phase issue was super helpful to hear too. The scoring system has been surprisingly hard to balance. Some methods were too forgiving, while the current one can become too precise once phase is introduced. Reworking that currently. (EDIT: Funny thing is, sometimes even I’ve confused “sine” for “AM” and “square” for “PWM” while testing. Sometimes phase can get pretty tricky there too, so I still need to look into it more 😄)
Also swapped in a shuffled soundtrack now, hopefully a better fit.
Thanks again for trying both versions and leaving such thoughtful notes 🙏
@zhangzhimu Thanks a lot!! Really happy the waveform-based gameplay connected with you.
And yeah, I agree, adding more diverse waveforms, noise, and modulation could make things a lot richer, especially for people familiar with synths and sound design. Right now I’m trying to keep the scope relatively simple and readable, since even phase + harmonics already started getting surprisingly tricky to balance/gameify.
I did see a few other jam entries experimenting with more advanced/additive synthesis style ideas though, and they were amazing. Definitely inspiring me to explore further once I figure out how to keep it approachable without overwhelming the player.
Really appreciate the feedback and kind words!
@tesseract Thanks a lot for the detailed feedback and for checking both versions.
You were completely right about the timer pressure once harmonics get introduced. It didn’t leave enough room for experimentation/learning. I’ve started addressing that by adding free exploration rounds before some harder stages, plus a “blue timer” state where early rounds won’t fail immediately when time runs out.
Your point about the noise slider was really interesting too. I ended up reframing noise more as a tolerance mechanic rather than something players must precisely recreate. The target can still contain noise visually/audio-wise, but higher noise now slightly lowers the required match threshold instead. The actual noise control is hidden for now since matching random noise directly wasn’t leading to very interesting gameplay.
Still very open to suggestions there if you had a different interpretation in mind for how noise should behave mechanically. Would genuinely love to hear it.
Really appreciate the thoughtful feedback. It directly helped shape several of these newer changes.
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.
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.
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.
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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.
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.
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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 😄
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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!
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!
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.
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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.
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.
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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.
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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!