Foon → Ludum Dare Explorer → Users → MajoMirez
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Mixed//Signals | jam | 429 | 3.56 | 3.85 | 3.16 | 3.70 | 3.24 | 3.83 | 3.36 |
| 2025 | 57 | Depths | 👥 | Atacama Trench | jam | 664 | 3.21 | 3.07 | 2.48 | 3.76 | 3.25 | 3.33 | |
| 2023 | 54 | Limited Space | 👥 | Limited Space Cart | jam | 745 | 3.38 | 3.44 | 3.47 | 4.06 | 3.29 | 3.29 | 3.42 |
Damn, I'm pretty sure the intention was making it confusing, and you did it, congrats! It reminds me of those old arcade games where there were no instructions of any kind, ahh, good times. Don't get me wrong, it's amazing!
I don't know how but I made it to the level 16 until I got stuck, and I didn't really want to redo all that again, maybe it need an "undo" function or checkpoints
Cool game! It just lacks more than just one starting weapon (judging by the selection screen, they were planned at least), also, it feels the beginning is hardest to attack than when you get an upgrade
I'm not a mastermind type of player (you know, those who enjoy puzzles), but I have a soft spot for minimalistic abstract puzzles like this one, I like the music, the palette, and the simplicity of the mechanics. The only thing is it need some message like "congrats, you cleared all the levels" since it just repeats the last one. It would me perfect for mobile, if you port it, it will need a level selection menu
At first I thought it was a nonogram haha, but this is actually a fresh kind of puzzle game, I really like it. I think a reset button would be nice. The level design was good, but it could be better, in the sense the I should be able to logically devise a "path" to the solution instead of just trial and error (e.g. like sudoku or nonograms), but for a 3-days jam is very good. Also, the art is lovely!
A 2048 game but with physics, a very cool idea! Also, the art is cute
I really like the idea, but I don't quite get the end goal of the game, it seems it never ends, is that a bug?
It's so fun! This idea would work so well on a shippable game if not for the jam theme haha. I found some bugs tho: I was looking at the achievements and I couldn't close the achievements windows, but the game would unpause, making it unplayable, I had to reload the page. Other minor bugs: it seems sometimes it wouldn't draw the vertex of the rune (with no birds anywhere). The other thing is I don't know if a rune is supposed to delete objects if a vertex touch it, but I've been able to play around it.
I agree with the rest, I feel like space wasn't an issue, and the gameplay was more about the puzzle of trading than space management. It was fun tho!
It's pretty fun! it's a nice minimalistic city builder and it feels a bit nostalgic (idk why tho, maybe the color palette). It have some path finding bugs where some workers get stuck between buildings. Also, sadly the music didn't play :c
I love your cat <3 Also, very good application of the theme! You know you just cannot disturb the cats haha
I agree with the rest, the camera need some rework. Maybe using modern controls instead of tank controls might do the trick. Aside of that, it's amazing! I really love the retro style, it reminds me of the first 3D games for PS1 or N64. Good job!
I love it! the style, the music, the design, and the cowboys. I played with xbox controller and it feels slippery, making it really hard to place things, also there are some times the bullet would go under the furniture, making it hard to dodge, and sometimes I couldn't pick the furniture in front of me (it happened a lot with the cactus at the 2nd stage) or it picked up a furniture behind the one I wanted to pick up. But overall it's amazing!
I really like the concept, but it's frustrating there's no reset button when I get stuck, so I basically have to F5 each time. Also, it's a bit slow, and I don't get much feedback on what's happening, it could benefit of some simple animation (like tree shaking while being cut down), and because of this, it took me a while to notice the lumbermill have such a short range, I think it should show the range before building it, specially since it's a puzzle game.
I'm a bit mad at myself that I couldn't play it more because I got frustrated, because I truly wanted to like it, the graphics are really cute, and the ambience is cool (pun intended)
I really liked the art! The ambience light and sound is well put together. But the core gameplay is a bit repetitive, too much go forth and back. Also, it's not clear what the generator is for. The story is actually good, considering the length of the game
This is one of those hard to master games :o. Good application of the theme, very limited resources and very limited space to maneuver, good job!
I like it so much! The atmosphere reminds me of Terra Nil (it's a really chill game themed around nature). I sincerely hope you develop it further, I'd like to see more levels
@fullsaphir I just uploaded a HTML version, but I just couldn't scale to make it look nice. Still, it should be playable :D [[Link]](https://majomirez.itch.io/limited-space-cart)
@zanagi Thank you! Well, some items have slightly different weights, but it's barely noticeable heh. The charged punch is an awesome idea!
@jack728 Thank you so much! The items direction will depend of how off-center you punch them, so let's say it was on purpose >:D
@helen @daniel-grinshpon Thank you very much for the feedback, I'm taking notes of all feedback!
@o-sim Thank you :D you currently have the highest score!
@rainssong @monian @thelastslowpoke @mallykm I'm so glad you like it, thank you!
@pixeltaku Thank very much for the feedback! <3
@hilkojj neat! thank you for playing :D
@emilyy Thanks! I thought the same, I will see if I can port it to mobile for a post-jam release
@braiizen @sergs-workshop @fusionnist @clema Thank you! <3
@maksimj that may or not be intentional, considering the theme hehe, thank you
@fullsaphir Thank you! I will consider the feedback
@wuppos That sound like a bug, can you elaborate? (And thank you! that was the feeling we wanted to portray)
I loved the idea, and since it's more like a chat room instance, it would benefit of some social interactions (like a emoticon bubble, just to say an example), and maybe different colors for each player. I personally would have liked an "edition mode" where I don't have to move to place tiles, just to let my creativity go wild
I really like the game! I some observations about its design though, I feel the hunger system is too punishing, which makes a game a time race, it doesn't let the player think because everything have to me time-optimized, and it absolutely needs a pause button (considering the hunger increases over time). Also, where I get the gold the first time I used it to upgrade the pickaxe and I soft locked because the next area needed gold, I advice not letting this kind of softlocking in survival games. But overall its system is pretty solid, I hope you keep developing it
Don't sell yourself short, it's quite a fine game for a solo programmer. Also, citing the rules: "“Programmer Art” is welcome (and encouraged)"
I like the idea, but just like the previous commenter, I cannot place more than 1 turtle, that looks like bug. If you solve it, please ping me back
Ok, I've been playing for a while now, and I noticed the cost of the turtles increases, first 500, then 1000, then 2000 (it doubles?), which makes the game slow, by now with 4 turtles it doesn't need any input from my part to finish the game. The game itself seems good, the only bug I found if the sharks get stuck in the corners sometimes, but they unstuck themselves after a while. I would add more enemies, and maybe the ability to change/upgrade turtles, and a speed up button (until the next wave at least)
I'm so bad at this haha, but it's fun! I agree with the rest, it needs some indicator of how much time you can be outside the bubble (like a bar). Also, the fire zones are way too limiting, it's difficult navigating a horde of monsters coming at you, finding the next bubble, and of top of that avoiding the fire zones, imo they should be either smaller or have less duration
I really love the idea, and your pixel art is so cute! But at its core it lacks a goal, something to reward the player for doing things (exploring, knocking things down, etc), maybe like collecting stuff or lore. Also, there's so much unused map outside the house and I guess that's what adds so much weight to the file (so much Drive said it cannot be scanned for viruses, that could deter potential players to try your game).
Pretty fun! I really liked how you introduced the mechanics one by one without any tedious tutorials
Good game! As someone who used to commute in rush hours, I relate so much! It need some tweaks though, the unclear how many "health" I have, I think I can miss 2 or 3 times ? Also sometimes it's hard to see the space (maybe a moving or glowing outline instead of solid black outline)
I got a bit dizzy playing it, but I loved it!
I got a score of 1603. I love how the space gets smaller but at the same time everything goes batsh!t! haha, Good job!
This is so good! I love how the low-res pixel art makes it feel the space even more limited
I loved the game! The music and colors are so good for your theme. It took me a while to realize that slimes are just there chilling and blocking path, they don't give bonus if killed or attack me if not killed, and I could just pass by them, I'm not saying it shouldn't be like that, but the Angel's speech is a bit misleading ("kill the monsters and save the world"). The other thing is that the player disappears in the hallway/stairs when finishing the game. Overall is a pretty solid game, I would've love more stages tho
The concept is super fun! it just need some QoL's, like a way to previsualize the occupied spaces in the warehouse, and maybe a slowdown button. It could also be fun some ways to improve the gameplay, like buying more space or get better deals, idk, something to spend the money other than paying bills, so the player can feel they're advancing. I hope you keep developing it
Good entry, the gameplay is simple, yet it goes well with the theme. Also, I loved the pixel art
I loved the game! I liked how you managed the constrains, say movement and the inventory limit, my only complain is it get hard real fast. It's a solid game in gameplay and mechanics, excellent work!
Wow, took me a few tries to make it to the end. It's a bit too punishing in the currents parts, considering the time limit, but overall it's pretty good. Gotta praise that parallax too, good job!
It's a pretty and relaxing! It's quick and intuitive, but I personally think this kind of movement goes better with mouse. Nice work!
@jordantanner omg you're right hahah, it's definitively easier
Scary games are totally not my cup of tea, and this is scary, so I didn't like it (in the sense I loved how you managed to achieve that). Scary music, scary ambience, scary shadow in the corner (*shudders*) excellent work!
It seems your game has not been published in itch.io yet
Impressive work! It was quite chill digging holes and trying to find my way up once done. I didn't find any bugs in my run and it feels like a well rounded and finished work, well done!
Loved the game! it's simple and fun, I specially liked the upgrades between runs. The cyan background color may be a bit too saturated and it took me a while to understand the health bar is the oxygen tank, but overall it's pretty good! Good job
Fun game! I loved the feeling of diving and the fish designs. There's a bug where the fish often clip through the ground, but overall, it's an enjoyable and fun game!
I had some issues with the html version too, the textures didn't load correctly and the screen was cropped so I couldn't see the top of it very well (I couldn't see how much money I had)
Really nice approach of the genre, my only issue is that at some point, there was way too much going on the screen that it was overwhelming, but overall it's a pretty good game!
Really interesting approach! Controls aside, it was a bit tedious to navigate and find things to sell, and for me it was easier to run away from enemies than shoot them. But the concept is cool, and it gave me a sense of wonder as I went deeper, well done!
I really liked the starting sequence, and the leaderboard. The gameplay is simple and intuitive, and I liked the switching mechanic. Visually I think the colors could be more balanced, it feels everything too dark (except the pickeables)
Loved the character! It took me a while to figure out that E makes elements visible, which is good given the language barrier haha, maybe you could stand out the E key in the text. It's clear what the obstacles do (red block > damage, broken platform > disappear on touch), but it still need so much polishing in the visual part, which is more evident after the cutscene. I don't know if there was music, but I couldn't hear it, so I wasn't able to rate it.
Cool concept, I really like the idea of these hidden story behind every patient, open to the player to interpret. I think the first level is well designed, but the second one falls short, and the last one way too short (is it intended?)
I love these kind of takes on what a videogame is. It is an experience, and this one was performed beautifully
Ohh this mechanic has potential, too bad this game is too short. Loved it, good job!
It's a good idea, but it's too short, I hope you get to implement some fun puzzles here with these interesting mechanics in the future!
This was amazing! I loved the experience
The artwork the color palette is really cute, and the mechanics are interesting but it need polishing. I thought the fans were book shelves and was confused why it moved the ball lol, also I didn't understand what the glass blocks do ..? Overall the idea is great, there are lots of fun things you could do with this
I love it! It's like mini motorways, I really like the minimalistic approach, but I think the icons get too small as the town grows, and I lose sight the cell towers easily. As QoL, I would have liked a way to highlight all the network signal areas, and maybe highlight the yellow and red customers, so it would be easier for the player to check which areas need improvement. I see potential here, I'd play this as a fully released game!
Loved the art and the idea! Cute and simple. Also, having high scores is a nice touch!
I was confused at the start, but it's quite fun after I finally got it. It's like Factorio, but with manual signaling. I found some visual bugs like when inspecting something I would get the information of the last train I clicked
I was confused at the start, but it's quite fun after I finally got it. It's like Factorio, but with manual signaling. I found some visual bugs like when inspecting something I would get the information of the last train I clicked
Bird with knife refuses to look at the cucumber and it keep facing the other birds after 15 turn commands, I think this bird have other plans....
I loved this game, it's enjoyably frustrating, almost as much as playing Overcooked with my friends
It's an interesting concept, but the rotation confused me, I expected a relative rotation haha, also the speed didn't make sense to me when I can just use Fast every time (maybe it could use distance instead of speed?). Overall it's very fun, good job!
Interesting idea! Maybe the controls are too sensitive to me, it was hard to move the slide to the exact position. The art and its palette colors are super cute
Ayoo if this is not inspired in NecroDancer, I don't know what it is. I loved it, this is a pretty good take on rhythm + puzzle! Also, I loved both art styles (past and future) and the music, so ad hoc! This probably gonna be one of my faves this jam
Seems like the one in itch.io is the post-jam version, where's the jam version?
Amazing game! I love the color theory + tower defense approach, also the tutorial is super useful. There's potential for a full release game here. I would add a speed up button, since there's nothing to be done once the wave starts, but overall it's a great game!
Nice game! It's engaging and fun, and the difficulty curve is nice. I loved the graphics too, very retro
Interesting puzzle game! The art is great too. There's a bit of graphic issues, like I could lose a reflector behind a building if I don't remember where I put it, also the white background make it hard to calculate the signal trajectory, a grid would've been nice for this. Overall it's a good game with a good amount of levels
@nathanial @makintosh yeah I personally created the pick-a-line minigame (the rest was created by other team members), I experimented a lot with this one and I guess the hints ended up a lot more obscure than it should have been, thanks for you feedbacks!
@yueyao-wang you choose the upper of lower lane based on a hint at the start of the minigame (It's a bit obscure, my bad, I'll fix it in a post-jam version ;c )
Thanks for playing! n_n
@nathanial @makintosh @yueyao-wang @avi @alaah @lexu I updated the runner minigame in [Itch.io](https://majomirez.itch.io/mixedsignals-ld59)! Please let me know what you think :3
I was kinda lost how the signal worked, and the danger signals seems unavoidable. I personally would have preferred it to be a turn based game instead of real time
I really liked the idea! Sadly my mouse is old and it cannot hold the right click, so it was nearly impossible to connect the gates, and I couldn't connect the already unconnected wires
Nice concept! but there are some things a don't understand, the goal of the game is to escape? I think the signal should point to the right direction, but I don't quite get it? Also, after solving some codes, one got stuck and didn't open: Screenshot 2026-04-20 182920.jpeg After this, all yellow screens granted access immediately so there were no more puzzles so solve..? Also, it would be nice to have a way to clean the screen of the red numbers, as they clutter easily
Tried it again and it works much better! I managed to escape too ;)
I loved the concept! Deck building, Slay the Spire style, but with sound waves that represent attack and defense, it's a clever approach! I found some cards seems to be downgrades..? (I didn't find any use for "Clamp" for example), but overall I really liked it! Also the art style is unique and cute
I really liked the concept! It just need some tweaks imho. I would make the controller non-solid, because I would die a lot just by bumping into it while trying to avoid the bullets, also when the controller gets too close to the enemy it's almost a death sentence, I would make it stay away from it (while keeping it random). It would also benefit of invulnerability frames after getting hit and some sound cue. Aside from that, it's a really interesting concept, good job!
Interesting take! Took me a bit to get right, but I got the trick. For me the colors didn't matter except for the number 1, where I could guess the mine. Also, I found the sweet spot for difficulty to be between 10 and 15. Btw, the art is really cute!
Cool concept! I like how it's designed so the enemies are easier to hit when they're closer, but it's also riskier. The cyan enemies are nasty, I like that. Good job!
I couldn't get to play properly, the E key doesn't seem to do anything (green button?) and the Space key just turn the robot clockwise, I passed the first levels just using Space, but from level 5 I couldn't solve the puzzles (If this is a bug, there's still time to fix it)
I liked the game loop, like short rhythm battles with upgrades every now and then. The drums remind me a lot of Patapon tho, one of my fav rhythm games. I just think the QWER + arrow keys are too much for my brain, specially after upgrading spells. Also, I restarted after a game over and it keeps the upgrades, I don't think that's intentional..?
This was hilarious, it felt like an actual presidential debate. Are the stats at the beginning used in the debate? if so, it would be nice to have some pointers about it in the UI, during the debate
Ok, I spent more time than expected playing your game, the grinding is so satisfactory! My only complain is that the letters are too small for the web viewport (at least in the ludum dare page), and the screen curvature didn't help much (it was a nice touch tho!)
@makintosh In fullscreen it looks good, but the letters could still be a bit bigger. Oh, also I noticed the Quit button freezes the game in the html version
Kid doing dangerous parkour to connect to social media, been there dude
I like it! It reminds me of MapleStory jump quests haha, I think the graphics could be a little more explicit in differentiate what's platform and what is not, but overall is very well done!