Chain Reaction by Ategon 2024-04-17T17:58:47Z ♥ 2
It is simple but fun! The upgrade mechanic gave it a bit of replayability, and the leaderboard made me grind for a better score a couple times. The music also is really catchy. At first, the combo system felt a little random for me, but later I've started being able to set up combos!
LD58 — Collector (8)
Treasure Collector by Lucy Lu 2025-10-24T11:54:13Z ♥ 0
Yay, I won!
Zrzut ekranu_20251024_134619.png
I liked the graphics, the music was getting very repetitive though. At the time of getting projectiles, left button was I also liked the map and the spawn variety, though there wasn't much to do on it other than the exploration to find the fountain. Spot-wise - it is RNG whether the fountain will spawn in easily defendable spot with just one direction for the enemies to come from, or with both sides uncovered (making the defense harder). Maybe it could be made into a mechanic - with more variety, every spot having some advantages and disadvantages (e.g. area that forces you to use melee and time your attacks but then less of them gets sent).
Postage (has web version) by treenut 2025-10-24T10:51:00Z ♥ 1
I think I've encountered a bug? I've replied the day three times, but every time I got one of the rare stamps missing - I don't know if it's because of some tutorials/letters I've missed (I've had two letters to me in total), but I wasn't able to progress further
Zrzut ekranu_20251024_124619.png
Other than that, it was relaxing, liked the mechanics, though I'd like an ability to correct mistakes, etc. in a case I put a letter in a wrong place (and not finish the day), to be able to take it out rather than needing to just restart the day.
Gem Goblin by boids 2025-10-23T18:56:17Z ♥ 0
Hi! I've managed to finish the game at the second playthrough with planning!
cze.png
It'd be nice for the game to e.g. show the direction of the missing gems when there's only a couple of them (though luckily I didn't need to look a lot for them), as well as some variety in the AI of the enemies - as they seem to prefer X axis, what made it easier to juke around them when they're all gathered in one place.
I did like the dig mechanics though, and could imagine more mechanics built around it, e.g. some stamina for digging, different types of terrain slowing you down differently, etc!
The Hollow Library by Snowdrama 2025-10-23T11:57:08Z ♥ 1
I haven't finished it - gave up on the 4th level, with one soul left and unable to find it for 5 minutes, before getting approached by the ghost not reacting to the flashlight >,< But still it was fun with good ambience! Something that happened to me on the last level was the ghost (I guess that by chance) picked the direction they were running from to be where a shard I haven't picked up yet was - if that's not a mechanic, but it should be? It would both make sense and help with finding shards when you don't have many left.
Clean Line by Jesús González 2025-10-22T17:58:34Z ♥ 1
I really liked that, along with the 'pick up your pieces and move around freely' twist to the puzzle game! (I am a fan of the 'puzzle with a twist' genre) Unfortunately I did get softlocked at 14 out of 16 recycling centers, but won't take it against the game - I really liked it, and what felt weird and lackluster at the first couple minutes of the game (e.g. "Huh, I don't need to fill all the centers? Okay....), suddenly in the end made perfect sense and I really liked it. One addition I'd like to see is a world minimap (even without trash/centers marked, unlocked after unlocking the tunnels), to better visualize where I need to go/where may be things I'm missing.
Rollslop by kaliuresis 2025-10-20T20:39:14Z ♥ 1
Oh, another survivor-like! I liked the physics-basedness of it, though I found it difficult to stay alive longer than a minute despite playing for over 10 minutes. Something I'd say would make it easier to play would be health pickups (after the starting 2), as often I did lose one or two HP at the start of the game, resulting in even good runs being one mistake from death.
Letter Collector by lunarDust 2025-10-17T20:36:31Z ♥ 2
I really like the spin the idea, on one hand similar to Wordplay, on the other different enough, with ease to modify your deck, ability to heal up (and even grind to get sets of letter you like). Without the roguelike aspect and with the grinding, I do see it becoming hard to do fun upgrades that you can't just grind towards, but for a small Ludum Dare game? It's okay
Random Walk by nuzcraft 2025-10-14T20:18:22Z ♥ 1
A pretty okay game!
I liked the randomness aspect pretty well, I couldn't lose focus because otherwise I was misinputing directions, I liked the rush of "oh no I'm having a really good streak right now!".
Incremental-wise, I feel that the upgrade paths could be more balanced - right now it was difficult (unless you had a really good run) to really 'customize' your upgrades - the only decisions to make were during such long streaks, where you could get greedy, increase your multiplier and hope you'll make another good step - or go 'safer' route with increasing your chances (or just step value)! I wish there were more choices to make during the regular grind. It could be done with changing the scaling of values so that you could take multiple tiers of one upgrade in a row - or maybe adding a secondary system that feeds off amount of moves, successful or not? Those are my ideas, though I'm not really sure they would work in the framework of the game.
Anyway, nice!