FoonLudum Dare ExplorerUsers → Marcus Otterstrom

Marcus Otterstrom

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659Signal👥Super Signaljam934.053.733.834.304.303.914.19
202558Collector👥Monkey Businessjam854.004.033.784.174.003.94
202354Limited SpaceSpaced outcompo1253.723.653.704.023.753.312.23
202353Delivery👥Holiday Halfpipejam2413.904.063.274.184.113.733.77
202352HarvestorBITjam4.004.003.503.004.004.00
202251Every 10 seconds👥Game changerjam4.003.003.005.004.003.003.003.00
202148Deeper and deeperIt's about to go downjam8483.553.503.303.953.673.00
202047Stuck in a loop👥Caterpiloopjam2193.963.953.854.064.504.284.033.96
202046Keep it alive👥Bingo Blossomjam3.752.753.503.253.752.003.25
201945Start with nothingOverherdjam1983.843.903.572.214.073.863.923.66
201944Your life is currency👥Death Making a Livingjam8723.092.433.213.193.563.182.81
201843Sacrifices must be madeSacriflycompo
201842Running out of space👥WinDOORSjam1073.923.803.954.473.954.054.12
201841Combine 2 Incompatible GenresWalter's Wellcompo6042.882.782.833.023.112.762.682.97

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 Marcus Otterstrom

LD42 — Running out of space

Spaceless by yilian 2018-08-14T17:42:12Z

Very addictive and fun game. Very impressive considering you only spent the first day on this. I would've loved to see a combo between actually moving them as well, like in normal tetris :D. Music also works great together with the graphics and it's just very polished overall.

LD43 — Sacrifices must be made

Sacrifly by Marcus Otterstrom 2018-12-03T21:23:29Z

@adrien-dittrick Appreciate it a lot, I'm considering polishing it up a bit and putting it on an arcade box. Thanks for your comment!

LD44 — Your life is currency

Get Money, You Die! by David Wildemann 2019-05-17T20:30:33Z

Oh hey, nuclear throne! :smile: Cool concept, it would've been nice with some kind of timer on the shield, because the shield occasionally got deactivated right when it was going to block a bullet and I didn't feel like I had a way of knowing it would disappear. I would've liked some more upgrades too but hey, for a game jam game this is a solid entry! Well done.

Moneycorp: your life is our currency by Fred Aberg 2019-05-17T19:54:10Z

Neat game, I really enjoyed the visual presentation. I struggled a bit with the timing of when to hit the button, I think it would've been good if the letters appeared earlier but fell faster so you had time to get an idea of the letter's velocity and when to click them. I really liked how the typos also showed up in the email, something I missed my first couple of deaths. Good stuff!

The Tenth Item in G4 by Daniel Alhadeff 2019-05-17T20:15:40Z

What a fun idea. Good implementation too! Story was really engaging and told well. I loved how I ended up having a robberer hunting me down but was able to intentionally make the robberer appear when there was one package left in front of me, so I could get to be Mr. Snarfles instead.

Couldn't even imagine how to make a branching dialogue system like this one in 48 hours. Awesome work!

Olaf's Adventure by GameWolves 2019-05-17T19:18:06Z

What an extremely polished games you guys made. I love the small things like the bouncing arrows, skippable dialogue and fading between scenes. The arrows even stick to the devil in the boss fight! Really impressive boss fight mechanics too. The one thing I would love is if there was some short delay before the dialogue was skippable, I accidentally skipped the final dialogue because I was mashing keys to beat the boss.

Other than that, superb submission. Don't forget to play other people's games, this one deserves to get rated!

Jack The Reaper by Madbeagle 2019-05-17T18:39:24Z

The movement in this game feels really clean, which is very hard to get right and I see a lot of other game jam games failing with this. My only remark on the movement is that my double-jump felt almost existent but not quite? I could almost cancel my vertical velocity with it. I think I would've liked if it didn't affect my double jump or gave me a proper double jump, since now I'm not sure if it was intended or not.

Overall fun game! Music was great as well!

Deep Space Prospector by Roidz 2019-04-30T16:18:05Z

Really fun game! I think I managed to kill every enemy in the beta sector but I don't think there was enough energy to go to the gamma sector.

The only obvious problem I saw was that the enemies could shoot you while you were in the shop. Another thing I would've liked is energy orbs re-appearing after some time, since on one of my playthrough I depleted every energy orb but bought too many upgrades so I couldn't progress to the beta sector.

Nice controls though, was fun to drift around and explore. Oh, and I got 2 kills with one shot, that felt awesome :D Well done!

Hell's reefs by Amour Du Pain 2019-05-17T17:59:06Z

Good job on completing a game on time! I had a pretty hard time trying to find where I was on the map and the game lagged a bit too much for me to be able to finish it. I loved the music though and the graphics looked very clean as well.

One thing that was confusing me a bit were the highlighted parts of the ocean. It felt like I was supposed to go there, which I think was one of the main reasons why I got lost. Perhaps lower the brightness of those bright spots, alternatively make it clear that there's nothing there for the player.

The concept is interesting though and I liked that you even had time to write some story around it! Great job!

Your last 10 seconds by guimero64 2019-05-17T20:53:34Z

Very unique take on the theme! I would've liked the ability to skip certain encounters without opening my eyes. It did take quite a lot of waiting when replaying to get to the people at the end. Funny story and I mean the voice acting was on point so great job!

LD45 — Start with nothing

FIGHT RIGHT by mactinite 2019-10-09T17:56:01Z

Fun little game! I got to about 1600 but I'm sure you could go on for pretty much forever by blocking. One thing that was a little bit difficult was when the enemies would lump up and stand on top of each other, making it pretty much impossible to perfectly time the blocks. The fun part about this game is timing your attacks and blocks, so maybe it would be worth trying to make sure that enemies always slightly repel each other to prevent enemy stacking, which kind of takes away from the fun. Overall it's a solid entry :smile:

tile.flip() by Move127 2019-10-08T18:57:08Z

Have to agree with these other people that a tutorial wouldn't hurt. I found it difficult to understand exactly what the different colors and symbols meant, but after playing around a while I think I got a general idea. Clicking around mindlessly to try and understand the pattern isn't super fun, but once you get it it's pretty fun to play the game, especially I found the smaller puzzles engaging. The stopwatch is a really nice addition, makes it easy to track how well you're doing adds a lot of replayability. I think one downside of having randomly generated levels is that you'll sometimes have levels where you just have to guess your way through, unless I'm missing something (example below) guessing-game.png

Overall it's a pretty solid entry, clean graphics and fun gameplay when you understand it :smile:

Bob the Brawler by itsdanidre 2019-10-11T13:10:24Z

A really well-made arcade game that has replayability. It scales up at a good pace which is one of the things I always struggle with when making similar games. I replayed it 3-4 times to finally end on a score of 5'950'909, which is significantly more than I see in the comments. I think this is because the score also has an exponential increase, it didn't take very long to get from 1 million to 5 million score (probably one or two minutes).

As I mentioned on Discord and as others have mentioned in the comments here, the walls aren't very useful as it stands now. Since enemies will tear it down in a heartbeat, it doesn't help very much with blocking enemies off. They were also a bit difficult to place. Moreover, you also don't gain any points for placing walls, which basically just means you're stalling progression by blocking yourself from the enemies. Maybe if HP would passively regenerate after X seconds out of combat or if you got points for every wall placed they would be more useful.

Overall the game controls really well and is fun to play. I love the small circle that indicates where you'll hit the enemies, it feels really responsive and it never feels like it's the game's fault when you die. Solid entry, well done :smile:

Overherd by Marcus Otterstrom 2019-10-08T01:20:57Z

@rosebucket Hey, did you read the controls? :) Assuming you mean level 4, try catching the sheep before they fall off and then throw them through the gate (or over the fence)

Overherd by Marcus Otterstrom 2019-10-08T01:22:08Z

@mactinite Thanks for playing! The sound would be me trying to sound like a sheep and then modifying the pitch and the tempo until I didn't have more time to tweak it haha. And yeah, level 6 is pretty tough. It's very possible with enough patience though :)

Overherd by Marcus Otterstrom 2019-10-08T01:22:40Z

@move127 Thank you for the kind words <3

Overherd by Marcus Otterstrom 2019-10-08T01:27:07Z

@abdul-zakkar Thanks a lot for the feedback! I usually say "I might polish this up later" after game jams but this one I might *actually* work on with comments like these.

Overherd by Marcus Otterstrom 2019-10-08T01:31:28Z

@tequilatom Glad you enjoyed it! I'm no composer but I think it turned out pretty good :) Music and sound was actually one of the things that was missing when the Compo time ran out, and like you said I think it's a vital part to the game so I had to extend it to a Jam. It wasn't as relaxing to develop as it is to play, but least a good amount of tea was consumed ;)

Overherd by Marcus Otterstrom 2019-10-08T01:38:07Z

@xenoxygene Thank you very much :bow_tone2: <3

Overherd by Marcus Otterstrom 2019-10-08T01:39:06Z

@theog Haha, will have to check both of those out in the morning :D Thank you for the comment and thanks for playing!

Welcome Home by KP_CFTSZ 2019-10-08T19:50:31Z

A very nice relaxing game, also here for the swag house.png

the shrine the monk and the minotaur by rosebucket 2019-10-08T18:29:28Z

Very charming game, there's something about the audio that ties in very well with the animations and the graphics in general. Nailed the mood. Gameplay could've been more challenging or had more mechanics to it, but it's a fun little experience. There is always something changing when you loop, so it doesn't get tedious, which is a very important detail. If you don't mind me asking, how did you give the audio that retro-compression style? Great job on the game :smile:

the shrine the monk and the minotaur by rosebucket 2019-10-08T18:41:54Z

@rosebucket Sweet, thanks! Again, good job on making this game :slight_smile:

Basil by Abdul Zakkar 2019-10-11T13:36:14Z

Well done! This game is really polished and controls well. I think like other's have said, a way to repair the decaying platforms would've been a good addition. Another small thing would be to maybe change the controls for changing items, since you didn't really have use your cursor for anything but that. Perhaps the arrow keys would've been nice, or even the scroll wheel to cycle through them. It just felt a bit off having to care about the cursor when nothing else in the game demands it. It's a fun game though, solid entry :slight_smile:

Pimp my voxel by TheoG 2019-10-11T14:54:49Z

Hey, fun concept! I managed to beat all the levels, but it took some time since I don't have a middle mouse button (it's broken) and couldn't rotate in the editor. Not your fault of course, having remappable controls is a lot to ask for a game jam game. Maybe an alternative would've been feasible though. Either way, fun little levels to explore :) Good job!

Detective Pawsome by Instafluff 2019-10-08T19:30:57Z

From elysiagriffin's chat, this is a very interesting game. Love how everyone is trying to work together to complete it, that's really cool :smile: One thing I would maybe consider adding is the person that got the word right to the screen, and ultimate keep some kind of score system.

He knew it was good by Demuss 2019-10-09T12:55:57Z

Hey, solid entry! I clicked it because it visually was very similar to the game I made and I also considered making a game with a similar concept to this one haha :D Like others have mentioned it did get a bit laggy after a few days had gone by but it was manageable. It took me 3 tries to complete, on my 2nd try i got one square away from the middle with 0 actions left because I miscalculated it :rolling_eyes: Was fun to explore what everything did and then apply that knowledge later on. Good job!

Fast Bastard by eupde 2019-10-08T21:48:36Z

Works well for me on chrome! Fun idea for gameplay, managed to get *exactly* 200 when time ran out. I think maybe the movement could be improved to be more snappy and responsive, but other than that it's a very solid entry :slight_smile:

Pinbuilder by tequilatom 2019-10-11T13:51:21Z

Good concept, was hard to get past 1000. If the items you get wouldn't be random it would be easier to progress because you'd be able to plan ahead. It would also allow you to prevent unfortunate items given, for example it's hard to progress with 1 left paddle and 3 bumpers :smile: Either way, it's not missing a lot to be a full game. Some non-random progression, previewing where the items will go and moving items around and this would be a really fun game I think :) Very well done for an 8 hour game for sure!

LD47 — Stuck in a loop

Stuck In Paris by CocaPasteque 2020-10-08T16:26:23Z

This is a fun game! I got a bit nauseous after a while but there's not much to be done about that, loops will loop I guess. I feel like the controls could've been a bit smoother if it didn't forcibly snap my rotation to 0 degrees as soon as i let go of the button, or something like that. But really fun otherwise, wasn't too difficult to get used to the controls!

Caterpiloop by Marcus Otterstrom 2020-10-07T12:20:55Z

Wow! Sorry about that. There should now be a windows build on the itch.io page. @denzil-gomes @caberu @jrevel @chocolat-endive

Caterpiloop by Marcus Otterstrom 2020-10-07T12:36:13Z

Yeah could be something with script execution order, we've changed around a few things there but haven't gotten it to work yet. Thanks for the advice @jrevel!

Caterpiloop by Marcus Otterstrom 2020-10-07T22:47:15Z

Thanks @cookienoir, that was originally the plan but we ran short on time and didn't have time to implement it. Perhaps in the post-jam version? ;)

Caterpiloop by Marcus Otterstrom 2020-10-08T09:43:42Z

Thank you for your kind comments everyone :smile: We've now figured out the problem with the web build! Apparently Unity WebGL doesn't support async code even though it works fine in the editor. Oh, and we also noticed that rewinding audio doesn't work in WebGL either. But the game does! So we've added a web build. Note that the windows/mac builds will probably work better, but the web build should give a decent experience.

Caterpiloop by Marcus Otterstrom 2020-10-10T18:26:48Z

@thebooksnail I like that idea a lot, might have to play around a bit with that post-jam. Thanks for the feedback!

MUGEN by GOD COLO 2020-10-10T20:16:01Z

This game has a really good feel, the music fits very well with the aesthetics and the gameplay is satisfying. Like others have mentioned it really lacks an indication of when colors are about to change, especially of the enemies. It's really the only pain point of the game in my opinion, but it's a pretty big one as it makes the player feel out of control, making gameplay frustrating after a while.

I like that you took the time to implement a dynamic difficulty, this works really well in the beginning and I think it's a really good feature. But after ~30 seconds or so it reaches the peak difficulty and never goes down again. Perhaps it could be related to your current progress in the progress bar so that the difficulty goes down after the progress is reset?

It's a fun and good game though, the only thing missing is an indicator of when the colors are about to change on the player, and perhaps never change colors of enemies (or add an indicator of when that is about to happen too) for it to be a *very* fun and good game :smile:

LD48 — Deeper and deeper

Deep Focus by StaNov 2021-05-16T23:09:47Z

Fun little game, tried to figure out the optimal strategy and I think the best way to progress was to not move the mouse at all (just keep the guy working) and try to time the purchases properly. I got something like 4:30-4:40 with this strategy, but I was never able to achieve 10x even though my mouse didn't leave the guy for that long. Is it even possible? :stuck_out_tongue: Either way the song is nice and adds a lot of personality to the game, without it I think it wouldn't have been as charming. I think it could be more clear when the distractions "take damage" and how much attention they need, etc. And perhaps that attention cost should be made a bit smaller, since I couldn't really justify losing all that focus over just buying my way out of it instead.

VRtigo by infinitycore 2021-05-17T00:03:34Z

I don't own a VR headset so I can't play this - but I would just like to point out how fun it is that we made almost the exact same game (from the look of your images) :smile: Great minds think alike! I actually even had the grid pattern on the walls originally too, but ended up with some nasty banding and glitchy-looking patterns because of anti-aliasing and whatnot.

Deep Space by Neowedge 2021-05-16T02:12:57Z

I enjoyed this game a lot! I opted to become a glass cannon, always picking damage, never picked hull :smile: I made it to world 6. I actually never got to see what a warp drive was, even though I almost always picked warp drive cooldown reduction (after damage). I guess if I picked shields and restore instead the fights would've lasted longer and I would've seen it. But I really have no complaints about the game, it's all minor stuff like indicating better when your shields recharge and what it means to have shield cooldown and all that. Oh and audio would've been nice of course but I didn't have time for that either so I can't blame you :stuck_out_tongue:

A Sock Tale by bellatrion 2021-05-17T00:16:21Z

Really solid and fun game. I'm glad I could just revive and start again where I left off, otherwise it would've been extremely difficult to get to the end. Sadly the music didn't loop for me on the last level, and there was a slight lag spike each time the drug effect ran out, but that didn't matter too much. The drug effects were nicely implemented and was fun to pick up, even thouogh it didn't necessarily benefit me in any way. Good stuff :)

It's about to go down by Marcus Otterstrom 2021-04-27T18:44:54Z

Thanks @dzefris and @newrybenson! I had a lot more planned for this game (mainly music and SFX), so I'm working a little bit on a post-jam version now :) I'll try and come up with a better way of indicating the ammo, perhaps an icon next to it could work. Thank you both for playing!

It's about to go down by Marcus Otterstrom 2021-05-01T19:30:56Z

@washington-irving Powerups are a really fun idea that I hope to implement in the post jam versions. Awesome feedback, thanks a lot!

It's about to go down by Marcus Otterstrom 2021-05-15T14:53:06Z

@alprog Thank you for the feedback, I agree that I needed something else to motivate the player to move and look around. My original idea for this was to have the ammo coming from above, but it proved to be really inconvenient to look up all the time. Maybe the ammo pickups should give a lot less ammo but be much more likely to spawn, encouraging the player to jump around and try to grab as much ammo as possible. Other things I could've included would be powerups and more things to avoid (perhaps moving obstacles?) but yeah, time management is hard (that's why I haven't found any time to play other games to get my 20 ratings yet too).

Magmatic Descent by Vanea 2021-05-16T00:52:56Z

I think the idea is really good for this game, sadly the controls made it a bit frustrating to play. A very simple music track but it's groovy and fits the rest of the game well. Nice job!

Woah, That's Deep. by Kryndir 2021-05-17T00:00:44Z

Darn, I really wanted to see the end and I feel like it HAS to be close to 2050 which is what I got on my best run. I'll be honest: I think this game was pretty unfair at times, sometimes I felt like I had no way at all to dodge the enemies in time. If the movement of the submarine was a bit faster and snappier I would've enjoyed it more. Since many others haven't commented on this, perhaps your game is FPS-dependent somehow? That is a pretty common pitfall when it comes to movement in Unity, multiplying with Time.deltaTime when you shouldn't (or forgetting to do so). Or perhaps I just have slower reaction times than everyone else, hehe. I actually felt like I was done after 2-3 deaths (because of how unfair it was) but then I read the comment that the game had an ending and then I went at played it like 20 more times :stuck_out_tongue: So it's definitely addictive! I like how you change the audio and the look of the "levels" as you go deeper and deeper, perhaps it would've been nice to see how far you had left to the next level as a UI element at all times though, because now you just had to kind of guess. But the graphics are cute and the audio is nice, I'm just mildly frustrated that I wasn't able to reach the end :stuck_out_tongue: But you have me wanting to play more so overall, nicely done :)

Aero-Spéléo by Aune 2021-05-15T16:10:06Z

This was a lot of fun to play. I made it my goal to beat your PB on each level:

Level 1

lvl1.png

Level 2

lvl2.png

Level 3

lvl3.png

Music is great and doesn't get too repetitive, which is on of the most common problems with game jam music. Movement feels very smooth and it's easy to control. Collisions could have been improved, I felt like it was a bit inconsistent (sometimes I would die way above a wall, sometimes I would fall straight through the wall and end up inside of it, only to die after getting to the other side). The level layout is nice and I think the lengths of the level are perfect: just enough to not easily remember all of it in your head but not long enough to have no idea what's coming up. I would've loved if there was a key to reload the game, like with the R key for example. Right now I had to move my hand to the mouse each time I died which is the only thing that became a bit annoying after a while (I played with arrow keys). In fact, since the mouse isn't used you could have hidden the mouse completely and just have the game be navigable with the keyboard on it's own, then the mouse wouldn't feel as out of place. I think adding falling stuff was a really good idea because it adds a whole new layer to the game where you have to keep in mind what would happen if a big piano were to show up above you. Most people (me included) just made a game where you fall downwards, which makes the gameplay a bit more bland than what you have here. I also think that not making the levels procedural (as well as having the falling objects on a set timer) is to your advantage, since it removes all elements of RNG when "speedrunning" the game.

That was one big, unstructured block of feedback but to summarize I think this game was a lot of fun :)

Blackout by Frasse 2021-05-15T19:13:06Z

This game is really not my type of game, yet it had me keep going all the way through the end. The art style is beautiful and the music fits super well. I would've appreciated being able to skip the dialogue though, it did get a bit slow when I accidentally triggered some of the longer dialogues. But I really like the dialogue system otherwise, with its animal crossing-like character and having different delays and tones of each letter. That is surprisingly hard to get right in my opinion, last time I tried implementing something similar it didn't end up nearly as good at this (and that was for a week game jam). I really like how the plot resolves, really nice storytelling with all the small details. It feels rewarding to click around and spend time exploring even though the objective is complete. Fantastic entry.

Dr.Daker's Deep Diving Discovery by andy593 2021-05-15T15:17:07Z

Neat game! I really appreciated how you give us the option to "skip" to the end. I would've liked to have infinite money instead of buying everything at once though, since I thought buying the items and seeing the effects one by one was one of the most fun parts of the game. I agree with the others that the last world and boss fight could've used more contrast, as it was pretty hard to tell where the boss was and where I was supposed to shoot. The same problem was persistent throughout the space world, where it was a bit unclear which objects were enemies and which objects were just background (a lot of the floating planet sprites looked like they were in the foreground, which made me think that I could shoot them). But I think the music was really good and I also enjoyed having the option to visit the shop at any time (I didn't have to die on purpose in order to get to the shop). The biggest room for improvement would be contrast and clarity, make sure the players know exactly what the enmies are and where to shoot, and also make sure that the players can see the enemies' bullets clearly (some of the very small white bullets were a bit hard to see).

Road to Treasure by HighError 2021-05-15T18:34:50Z

highscore.png

You've made a really well executed and polished game. I really like the fact that you added happy/angry ghost enemies, they both served as a pleasant surprise when you didn't pay attention to the faces, and gave opportunities for staying alive longer if you paid more attention. I don't think the distinction between happy/angry have to be made more clear to be honest, the subtlety is what makes it good.

I think there could have been some potential to reward the player with coins depending on how far they got. Right now I felt like I had no incentive to get far in my runs, I would rather sacrifice my lives for gold coins since I needed the upgrades before trying to get a highscore. I played it for quite a while and still didn't manage to buy all the upgrades, so I think it might be a good idea to either lower the costs or boost how much you get somehow (for example by rewarding the player with coins depending on how far they got).

Another thing I thought about is that the coins had the same color as the ghosts. When the game was running slowly this was not an issue at all, but when it got near 1000 it was really hard to distinguish between them fast enough.

The indication that an enemy was coming from above was nice, it would've been really frustrating to not have that indication, so that was great. It definitely added another layer of complexity to the game which was fun.

Also, I think I found a minot bug: when you die and you're tabbed out of the game it seems to softlock somehow, no menus show up after the death and the background is just blue. Not sure why that happens but thought I'd let you know regardless.

Solid entry!

AntiVirus by zazz0000 2021-05-17T02:15:13Z

Really well executed game, I'm stumped on how you had time to implement all this in only 72h. I, just like everyone else, got stuck on the second password. Even after reading the solution I didn't really understand it. Why would 0 = odd and 1 = even when the number 1 is odd? Either way, the other ones were fun to have a crack at and the only other time I had to look at a clue was at Grault. I had the right idea at first, so the clue didn't tell me much except "keep trying the same thing". The boss fight was really close for me, I hope that I would've been able to try again if I had lost :smile: The only thing is missing is sound effects but I didn't have time to implement that in my game either and I just did the basic "fall downwards until you hit something", haha.

Torch Runner by prashantn 2021-05-16T01:10:49Z

The art style is clean and the music is fitting, though it could have made with a clearer chord progression :) I'm not sure if I understood what to do in the game since there's no lose/win state, just sort of aimlessly looking for orbs until you've had enough. Since I expected some sort of progression this turned a bit boring after a while. On the other hand, it was actually a very relaxing and nice experience at first, which I think is one of the strengths of this submission. Perhaps it would've been beneficial if you somehow explained to the players that it's more of a "toy" to run around and relax in than a "game", at least that would help me set my expectations. But it could be that I'm missing something obvious, in which case just @ me and I'll happily replay the game :) But overall I think the game sets a nice mood from the start, and it hints at something more ominous happening with the creepy-like music coming from some of the orbs and eerie atmosphere sounds. A little bit more "game" and this would be a really cool project I think :)

The Chimney by Michael Grieshofer 2021-05-16T01:40:34Z

This game has a lot of stuff, well done for making all this in 72h! Dialogue system (with cool wobbly text), intro and outro, a tutorial, a whole inventory drag and drop management system, some audio, enemies with varying hitpoints, sizes, and speeds, and more. And it works well too! I do however agree with other people that the controls for shooting could be improved, but especially moving while shooting. Felt a bit clunky to stop shooting, turn around, run away a bit, then start shooting again and hope the enemy dies before it reaches you again. Also being able to reload while not being in the "shoot mode" could be a good addition too. I don't think the system is fundamentally bad, it could definitely work, just needs some tweaks so it feels snappier to use.

Another thing I thought about is the usability of the inventory system. Right now it doesn't really serve a purpose except for being a cool thing. It would be nice if you integrated it in some way, like for example giving the player loads of weapons so that they have to select which ones to carry, or perhaps a weight counter in the inventory and then making the bridge require your inventory to be below a certain weight to able to cross, or something of the sort. Or to spitball more ideas, having pickable items that are essential for progressing the level take up a lot of inventory space so you have to juggle and manage your inventory a bit more. You get the idea. Just something to make the drag and drop inventory system more of a used feature in the game :)

Overall really nice work, I don't think I've ever had time for a whole tutorial as well as intro/outro in a ludum dare yet. Impressive stuff :)

LD52 — Harvest

Junkship by YogurtTheHorse 2023-01-10T20:54:07Z

Nice job, really nailed the space atmosphere, way better than I did with the space theme. Some of those CRT shaders would've fit so nicely in my arcade-like space game haha, definitely jealous :) I think maybe the first ship should handle better, or the first upgrade should be cheaper to obtain, now I found myself spending a lot of time with the first "bad" ship (I'm assuming the other ones handled better and moved faster) which isn't a great first experience for players if they get stuck there for too long. You want to hook the player in from the start. I think something that could've maybe improved the manuverability and the movement experience is to add some extra force when the player thrusts in a direction opposite of the one they are going to make it easier to stop/turn the ship. Ultimately the fun comes from both exploring the entire area but also to do nice movements and close dodges and I think one could've leaned more into the movement side to give that extra nice experience for new players. But seriously, beautiful polish with the graphics & shaders and the soundtrack fits the atmosphere wonderfully. Well done.

LD53 — Delivery

Holiday Halfpipe by Marcus Otterstrom 2023-05-02T18:59:28Z

@koolruz thanks for the feedback! The speed (and difficulty) ramps up over time, and after 90 seconds it's quite difficult to stay alive. We think the optimal strategy for highscores would be to do as many tricks as possible early on, and perhaps play a bit safer (but still doing flips) in the late game. Our highscore is currently 73,500 which was not achieved by playing safe :wink: But emphasizing the tricks is a good idea. I added a short sentence to describe that the goal is to earn as many points as possible, and that points are earned from tricks :)

Entrega by dysleixc 2023-05-11T12:40:41Z

Fun game, really like the style of it. Reminds me of a game I did for ludum dare 48 where you also descended into a pit by sticking to walls and picking up powerups & shooting, though this is a much better implementation of it. For me, the bullets very often went straight through the enemies (not just me missing!) which was a bit frustrating. Since it's a Unity game, perhaps the rigidbodies need to be set to "Continuous Dynamic" instead of "Discrete" to register hits more often, alternatively you could try changing the packages to use circle colliders (I've had problems with box on box collisions before). And maybe the powerups could be a bit more visible, I didn't understand that they were powerups until I read the instructions, for me it blended in with the background. One of my favorite things is the rotating level, that is a really small effect that makes it a lot more interesting, awesome work!

LD54 — Limited Space

Hangover Hole by DiscoFish 2023-10-06T13:52:28Z

Wow, this is some really impressive polish. Loved the cutscene and the main menu, great first impression. Audio design is really good throughout as well. Of course I would've loved more levels like everyone else mentions.

Some constructive nitpicks: - It would be nice if you could hold down the arrowkey to move faster, instead of having to press it multiple times. - For a frame or so when moving forwards, you can see that the "body square" appears over the head which is a little bit jarring. Normally I wouldn't notice this but since everything else is so polished it sticks out a little bit. In a perfect world the body would never stick out in front of the head (also, it would be cool if the outline of the head continued on the body).

And that's all I have! Super solid entry, good work.

how you use it by ThaProfesional 2023-10-02T22:38:32Z

Lol, pretty funny game! I liked the sounds. I got some swords and sandals vibes from the intro :) I think the one level where you have one guy from every direction was pretty difficult, and it took me a few minutes to get past it. Also, I think it would be good if the swords from the enemies disappeared when they died, I got stuck a few times by corpses.

Anyways, nice job!

Tiny Tour by Bugord 2023-10-04T23:03:03Z

Great job, I got stuck on level 9 for a pretty long time until I realized you could click the building to change where the flag goes. Maybe that could have been made more clear because I was definitely about to give up :sweat_smile: Perhaps a hover effect so you know that the houses are interactible, or maybe even a "ghost flag" that shows you where it would go if you press the house when you hover.

I have to say the puzzles were really well designed! There was always a trick to it and it wasn't obvious as soon as you loaded into the level, you definitely managed to strike a good balance between making it too hard and too easy. Being able to making this game in this short amount of time is impressive, but having time to also make good levels is fantastic.

Only nitpick is that the music got a little bit repetitive, especially when I got stuck on a level. I had to take the headphones off to focus, but I thought the music was fine until I got stuck :smile:

Spaced out by Marcus Otterstrom 2023-10-02T23:13:36Z

Thanks for the feedback! And yeah, the game is definitely unfair right now. I usually always make my shooter games start off easy and then make it harder over time, but in the last few hours I was too busy this time around so I just ramped it up to be pretty difficult from the get-go. It's still *possible* to maintain the amount of space bars, for example in my personal best I was at 50 space bars left (when the game crashed), but I also realize that I've been playing this game for many many hours over the weekend. Wish I'd made it more fair!

Tip: A direct hit on target will give you 3 space bars (it flashes red if you succeed, as opposed to orange).

Spaced out by Marcus Otterstrom 2023-10-05T23:48:07Z

@indivicivet That's good feedback, taking damage is definitely unclear. I originally had it so any damage kills you immediately but that felt harsh, so instead I made it deduct 10 of your space hits instead. I think in a perfect world I would either make the difficulty scale much better and suitable for insta-death, or I would make the number in the background animate in some way when you get hit (I wanted to animate it regardless, but no time). Also, the time it takes to restart is actually set to 1 second, which shouldn't be too long. BUT - there is a bug where if you die while still in slowmode, the timer will also be in slowmode, so it's closer to like 3.5 seconds which is definitely too long. Oops :smile:

And I agree @quasilyte that starting the game shouldn't take waste a space press, thanks for the feedback! Also, of course the highscore should update to your current score even after death, so that's another bug, oops :smile:

Just why? by Donitz 2023-10-02T22:13:32Z

30 deaths and 10 minutes! I used up my checkpoints way too early but still managed :) Good thing I have a pretty large mouse mat, especially with the obstacles towards the end. I really liked the visual design of the maze, it feels very "professional" for the lack of a better term. The only thing I think could've been better was the performance, when you drag your mouse pretty quickly the game's FPS definitely went to somewhere in the 10-20fps range for me which was a bit frustrating, but other than that really nice job!

Just why? by Donitz 2023-10-02T22:19:55Z

I was on the latest version of Firefox if that helps :)

Just why? by Donitz 2023-10-02T23:52:35Z

Works great :)

Shipped Off by fnelix 2023-10-02T21:53:13Z

I absolutely loved this game, it was really fun to play. I would've kept playing more if I could repeat level 4 to get a higher score, but I didn't want to play through the first levels for a third time :) Really impressive stuff. I love that you have to manage both the space on the boats and on the docks, really have to make some quick decision making.

Space racer by Sacramentix 2023-10-03T00:00:51Z

Fun concept! Unfortunately I was able to hover over a lot of red without dying in Firefox, don't know why. But the pieces switching from yellow to red did work for me. Also since I have two monitors it was a bit frustrating if you accidentally touch the edge of the browser since that gives you game over, not much can be done about that though. Nice work!

Unlimited space by Recher 2023-10-02T23:49:53Z

Great job, cool that you made it in your own engine :)

💖 ✨ 🤩 🎉 🎊 🎇 🏖️ 🏝️ 🏞️

Trapped Goblin by chusmimax 2023-10-02T23:33:57Z

It took me 4 tries but I finally beat the boss! I think the boss was a bit harsh, on my first and second playthrough I got to the boss without being hit once by anything else, just to get one shot. It kind of made the health pickups seem unnecessary. The third time I got hit by very bad RNG so I got almost no pickups in the early game which left me with at least 40 enemies in the arena when I started finally getting drops :D Maybe a few drops could be guaranteed in the beginning to prevent that. Otherwise a fun and challenging game!

A Bit Too Hot by Kris3 2023-10-04T22:37:40Z

Really impressed that you had time to make cutscenes, nice work! I accidentally won the game in a few seconds the first time I played because of the high DPI on my mouse, so I basically just teleported to the end. I think the idea with picking her up and move her over lava is good, but right now there was never a reason to not pick her up, perhaps there could have been a limit for how long or far you could drag her. Or maybe there could have been a speed limit to the mouse movement, to encourage WASD movement. Graphics & audio are great :) Great job on your first entry!

Space slug by Normality 2023-10-04T23:32:15Z

Here are some things I thought about when playing!

Like others have mentioned it was difficult to understand, I understood how to print more tiles and that I had to protect my grass, but what exactly gave me points or how I lost the game wasn't clear to me. Sometimes the big score counter would show up, and sometimes it was going up and sometimes it was ticking down. When it came up the final time it was ticking down from like 3000 to 1000 but then my final score was something in the 20,000s. Maybe that could be more clear, either it could be visible at all times or something, and show my actual score. Then it would be easier to piece together what is good and what is bad.

I played it for about 10 minutes but I didn't feel like I was making much progress, I would build up squares and the asteroids would take them out, and then repeat. I assume that the asteroids get more powerful and more common which makes it harder and harder to protect the grass but the pacing was a bit too slow for me, and I guess I was too bad at the controls to build fast enough to make progress.

There was a lot of camera shake and camera movement which made me a bit nauseous, and I'm not usually one to get nauseous from games (I liked Hyper Demon, if anyone's seen that game :sweat_smile:)

The graphics and audio looked fantastic, especially the menu really impressed me. Great work on that!

Space slug by Normality 2023-10-05T03:15:39Z

> For camera shake do you think some sort of interpolation would make it better? Less of it and only on very important things? I really like lots of camera shake and I guess I’m not the majority there.

I think less of it and only on important things makes sense. To be clear I think it was the screen shake *and* the fast camera movement when you move around that made it too much. Maybe the camera could be more stationary and only move when it really has to, like it has boundaries that you can move in without having the camera move. Or maybe it could just focus on the middle of the player instead of slightly in front, that might cause less jarring movement. It's hard to say exactly what would work well without trying it out for myself, haha :) Interpolating slowly might be a good thing to play around with as well.

And I totally get the liking camera shake, I like camera shake too usually. In fact I had lots of it in my game this jam but I toned it down (probably too much, in retrospect) just because I thought I might make people feel dizzy (and you generally want to use it when it actually tells the player something important, IMO). Screen shake is a fine line and I don't think there's an amount that everyone will like, some people want lots and some people can't stand any camera movement at all. In a perfect world one would have time to make it configurable for the player but when you only have 48 hours it's hard to get time over to prioritize that... :)

I think what you managed to make in 48 hours, including a tutorial (however confusing it may be) is really good work.

Volcano Verbiage by eudaimyst 2023-10-02T22:45:16Z

I didn't really understand how to play, each time I submit a word it says "No platforms left" and I lose :thinking:

EDIT: Now I get it, the stones don't have to be adjacent to form a word, you want to pick stones as far away as possible.

Volcano Verbiage by eudaimyst 2023-10-02T23:09:39Z

Interesting puzzle design! I also couldn't get past level 3 where you have to spell 4 words, but I'm sure it can be possible with some luck and skill. Other than restarting and explaining the rules better, I think better visualization would go a long way. Sometimes I thought I would keep a letter because it was pretty much inside the red line but I lost it, and sometimes it would be the other way around. Maybe coloring every stone you will keep in one shade and coloring the stones you will lose in another shade would've made it more clear. But really nice work, unique puzzle mechanic :)

LD58 — Collector

Implovisation by WilloXs 2025-10-09T22:50:13Z

Wow, this was a really fun game! Difficult, I still haven't beat it (died like 4 times on wave 5), but I will be back soon :muscle: I think my glasscannon build of making one long pole and then eventually collecting a few enemies to defend myself isn't working out...

Only feedback I can think of is that it would be nice if the enemies didn't run off screen, sometimes I lost enemies outside of the screen and couldn't find them. Oh, and also it feels a bit unfair when an enemy spawns right next to you and immediately shoots, maybe there could have been a couple seconds of delay so you have a better chance of reacting to that particular scenario.

Implovisation by WilloXs 2025-10-10T01:03:48Z

Yay!

{9C1EBD2A-130C-4BF6-9253-CBD58801B5F5}.png

If I Ran the (Alien) Zoo by UkuleleFury 2025-10-09T22:28:59Z

Fun little game! I would've liked to keep going a bit after finishing it, just to see what all the upgrades at the same time is like ;)

The controls for the spaceship felt a bit awkward at times, I understand that it was probably on purpose that the ship started going downwards when close to the ground to keep it more interactive, but it was something with the way turning worked at the same time as the ship was being dragged down that felt slightly off to me. But it didn't impact the gameplay too much :)

Loved the sound effects!

Call Hector by Crak 2025-10-10T01:59:50Z

This game is awesome! I really like the multiplayer aspect of it. And I don't even know how you managed to draw 100+ cards in this short amount of time! And so much polish too.

Would have been nice if codes didn't contain 0O and Il1 to make them easier to read & write. Oh and if the audit log could show the number (not just the name) would make it easier as well! :)

@loiclegrosfrere here's #19 (`EwADCuluzx20H7m9SA`) and #22 (`FgAApj-Jgm4HLcEitw`) for you! Let me know if it doesn't work, I had to type it out manually since I played the web version :smile:

Putting some more that I shredded below. Got lots of duplicates so let me know if anyone else is missing something. - #6 - `BgAEPbMU7vnIg5vA2g` - #19 - `EwAEHkfstjel_fHDiw` - #21 - `FQAEAa0f08HSIalOgw` - #28 - `HAAH6aeQMIHEVp3iLW` - #35 - `IwAFFpqYelb8YK_1og` - #44 - `LAAH9bjHkgn0mDqz3Q` - #54 - `NgAA51cXCkbQbDNF_Q` - #64 - `QAAIlTmnaaWl3j2ihg` - #71 - `RwAIlbH58dhh947Aig` - #85 - `VQAHO4ZobQ2VBdHaKQ` - #91 - `WwAIh1bBYoBQ5ieu5g` - #107 - `awAHLKV8EqkGL_CO-g`

I'm mainly looking for 5, 7, 24, 92, 96, 108 to complete some more pages :)

Call Hector by Crak 2025-10-10T13:11:37Z

I like the new placement of the machines! Makes it easier to sort things :) Nice job on the copy-pasting.

Here's #69 for you @loiclegrosfrere: `RQAFkP-j1bnmbfvuNA`

I'm looking for 20, 60, 70, 75, 88, and 93 currently.

Call Hector by Crak 2025-10-10T14:59:51Z

Yay! It said something about a code but it wasn't copied to my clipboard. Lovely game, I recruited a friend to complete it :smile:

Annotation 2025-10-10 165905.png

Call Hector by Crak 2025-10-10T15:32:25Z

> The true ending is collecting all the shiny ones :D

Haha, fair enough. Here are all my shinies to whoever decides to go on this task :smile: ! Just promise to return them here in the chat once you are done :wink:

- #8 `CAIIIJqZAjZAcHU_MA` (shiny) - #12 `DAIGUnatgwSZGqJFWQ` (shiny) - #33 `IQIGXPsDXnKegf-LgA` (shiny) - #35 `IwIG0RyIgJ0ZOjKAeA` (shiny) - #56 `OAIEfy3H6NKMYwQDIg` (shiny) - #67 `QwIE9onStGP9lZJIRA` (shiny) - #69 `RQIHSQu4gdtwcmNo7A` (shiny) - #106 `agIDEptfbQDHCfVdPw` (shiny)

LD41 — Combine 2 Incompatible Genres

Jotunn Trivia by Thirsty 2018-04-29T21:41:40Z

This game was really fun to play, I managed to get 173 score and I had to work really hard to get that :D Oh, and I would've never guessed the art was made by a 7-year old, it's really well made and could definitely have been made by an adult. The only thing I thought about was that I wansn't able to see the awesome horns on the helmet since they blended in with the dirt on the background. But hey, awesome job nonetheless, you made a very fun game in a very short amount of time! :)

Just One More Flap by daneestar 2018-04-29T22:56:19Z

Cool concept, well executed! It was really challenging and fun to play, and I didn't stumble upon any major bugs or glitches. The only thing I can think of is the audio - it was a bit high pitched and not very comfortable to hear with a slight headache. But hey, awesome game!

Super Turbo Fishing by funisfun8 2018-04-29T22:04:57Z

Really good idea and well executed. I think the fishing might've been a bit too fast for me, and it always stayed the same speed (I think). Maybe it could've ramped up the further I got or perhaps it would've been nice with some kind of difficulty settings. Overall really fun game and great idea.

Alien Farm by brandann 2018-04-23T20:26:55Z

It was nice, but it could do with some balancing I think. On the third or fourth level, all my plants needed water so much that I couldn't spend any time on doing anything else. So I just had to water them until I died pretty much. Maybe I'm just bad but it felt like I really didn't have time to do anything but water the plants.

Welcome to Mars by NoAim91 2018-04-24T17:24:55Z

Awesome work, I think game is definitely something I could play in the future, if you shape up a few things: 1. Adding a end screen & a lose state (as you mentioned in the description) 2. Making your builders reappear when a building has been done. Like bluewingtitan said, they disappear after you've finished building a building, so I couldn't continue after a while as my builders just died out. 3. Even when I had many builders and bunch of materials, I wasn't able to build most buildings. I'm not sure why this happened, I think it was a bug?

The game was really nice though, definitely a very good job after 2 days. If you make some minor fixes this is really promising! Great work dude (or dudette).

Five Iron Frenzy by Brandon Anderson 2018-04-24T17:42:29Z

Awesome work man, was really fun. I don't think it was *too* hard, if you make it any easier it won't really be a challenge. What you could consider is maybe adding difficulty levels, so the players can choose for themselves, making the game a fit for more people.

But yeah, I really enjoyed it. Perhaps it would be nice to actually have to aim the golf ball and have some calming music when you're supposed to hit the ball & not in a fight etc, just to let the player get some "breathing time", if that makes any sense. If the dope electric guitar riff is going to play all the time, it get's pretty repetitive and exhausting.

Keep it up dude!

Battlefield Hearts by zanhava 2018-04-29T22:37:17Z

The game was pretty fun to play, well done making 9 levels in only 2 days. The only thing I would've wished for is some variation in gameplay, it was pretty linear and same thing over and over again after level ~3. Awesome character illustrations and the jetpack was fun to play around with and do some sick 360 noscopes :P Well done

Walter's Well by Marcus Otterstrom 2018-04-23T22:26:20Z

Hello everyone! If you are here because you can not get past the first level, it's because I was stupid and didn't consider other aspect ratios than 16:9. Changing your aspect ratio to 16:9 when booting up the game will fix the issues. If you don't have that option, I'm afraid you'll have to play in windowed mode and place your cursor outside the window in order to be able to pass some levels.

Sorry again, and thanks for playing <3! - dev

Walter's Well by Marcus Otterstrom 2018-05-03T20:53:27Z

@PhilStrahl Oh man, thank you so much for playing the game :heart: Yeah, the foreground vs background contrast is actually something I had in the back of my head for a very long time, but I kept pushing making a "dirt with pebbles" tile for so long that I didn't have enough time in the end.

Yeah, I think the biggest problem with this game is the difficulty spike and the lack of tutorial, as you mentioned. This was mostly because I didn't have anyone else test the game that didn't know how the mechanics worked, which meant that I was the main playtester and I adjusted the game to fit me. I knew how the platforms would spawn, and I knew that you could double jump. It would of course be nice of me to let the player know that as well :p And for some reason, in the elevator, some people can fall through the platforms sometimes, which happened to you a few times. I personally never got that glitch on my PC which is super strange, so I should probably try playing it on multiple devices as well when developing levels :smile: (Oh, and the game is totally broken unless you play in 16:9, you can't even pass the first level)

So thank you very very much for playing my game, keep up the great content on your channel. It really is on of the best channels on youtube and I can definitely see you hit ~500k subscribers one day if you keep it up. Much love :heart:

(Oh, and I spawned a platform as a roof in the elevator, so rocks wouldn't kill me ;)

Walter's Well by Marcus Otterstrom 2018-05-15T15:42:08Z

@phi Thanks for your feedback! Yeah, controlling the platforms were a huge problem in the game. It wasn't very obvious where it would spawn or how it would've been moved. Thanks for playing mate <3

Walter's Well by Marcus Otterstrom 2018-05-15T15:43:30Z

@tamara188 Thanks! :D I know it was pretty frustrating, the controls aren't very intuitive and I could've done a lot more to make that better. Lesson learned! (Hopefully). Oh, and my only "successful" game ever was a rage game... so perhaps I'm tending towards making games really frustrating without knowing it :sweat_smile: Anyways, thanks for playing <3

Haunted Mansion by coldmoose 2018-04-23T20:45:12Z

Nicely done! It was really nice to break the walls to escape from the ghost, and I love that you run faster on floor. Makes for a nice mechanic.

I would probably make it more clear where the holes are (I didn't understand that the brown dirt tiles were holes my first 2 playthroughs) and also add some kind of background when you're showing the ending text because it's completely white and very hard to read over the game colors.

Well done for making this in 2 days!

Robot's_Turn by Javed_Wilde 2018-05-03T20:32:30Z

Wow, this game has really awesome animations. Really well made for only 2 days - this is something you won't find in games that have had months of development. I loved how they both ran together if both picked sword, that looked awesome. Oh, and the leap you did when you attacked and they were defending. I don't know if it actually went slow motion when that attack was made but it really felt like it did. Awesome touch.

There wasn't a lot to do when it comes to gameplay, sadly. I think it's a cool concept but it falls a bit short due to pure randomness. It's not a lot the player can do to change the outcome. I would've loved to perhaps see some way to change the outcome, maybe with quick-time events after you've locked your turn, making it a turn-based quick time event game :smile:

Of course, I would've preferred some Audio and UI work, but overall I think you did a great job. The animations were really top quality, well done.

Desert Evac by DevinStuff 2018-04-29T21:28:00Z

Very fun game, really enjoyed it! I loved how my "action meter" was depleted when I either moved, aimed or shot. That led to a lot of important prioritizing which was super fun. Oh, and the minigun was sick :D I think it could've been a bit more fun in the end if enemies spawned behind the spaceship as well, not only in front of it. Awesome game!

Amazing Blackjack by tamara188 2018-04-29T21:05:54Z

Cool concept! I love blackjack and the mix with dungeon crawling was really fun :) The only thing that I would've wished for was some kind of end-state, because I built every wall and got 10 gold but I didn't really get a "finished". So some kind of end goal would've been nice to have :) But overall sweet concept, I really enjoyed playing it!

Knife Throwing Gallery by Vipaka 2018-04-29T23:23:26Z

Hello! I just played your game a few times and it was a very relaxing experience! My favourite part was when the dragon appeared in the window, what a cute little guy :) I enjoyed the music a lot in the beginning, but it did get slightly repetitive after a while (but props for actually having music, unlike me).

There were a lot of different target and weapons, but to me it seemed like they all did the same thing? I think I was able to hit any target with any weapon, which kind of ruins the point of switching weapons for me. Maybe I wasn't able to hit any target with any weapon and I just misunderstood, but that's how it felt when playing the game. Perhaps there could've been some clearer instruction for which weapon I need to choose for what target.

Another slight inconvenience was to never know when the round would end. It would be a really nice touch to just see a timer that goes down so I know what I need to focus on shooting and how long I can afford to take my aim :)

But really awesome graphics and overall quality of the game. Well done!

LD59 — Signal

Signal Towers by GanonsSpirit 2026-05-03T17:26:10Z

There's something here for sure, great idea. Like others have said, more levels would be good!

remote vroom vroom by Tymus 2026-04-22T16:55:23Z

first try :sunglasses: but it did take me 1500cm, I did so many laps before finding the exit

really nice distortion VFX and audio!

GigaHurtz by johnnysix 2026-05-02T01:42:19Z

Wow, great mechanics and very interesting puzzles! The only thing I can think of with the puzzle design is that it would be nice if they were a bit more "learnable", for example in the second to last level we don't know that the first button triggers a platform since it's off-screen, and in the last level you can't know which holes are dangerous at the end before trying them. Other than that I really like the design of the puzzles, I always try to avoid puzzle games because I know how hard it is to make interesting and fun levels, and I think you nailed it! And with great graphics & an original soundtrack too.

Oh, and I did level 2 the difficult way and I have to agree with previous commenters that it would be nice if the spike hitboxes were just a little bit more lenient. :)

Great entry.

Signal Protocol: RTS//Lite by DallOner 2026-05-03T17:30:27Z

I don't have a gamepad, so unfortunately I cannot play it. Make sure to rate others people's games to get a rating at the end :) Looks great though!

RoboNET by neowhoru 2026-05-03T01:08:44Z

Really nice touch that you speed up the closer you get to the signal towers. I think that does a lot to sell the effect of running out of signal, same thing with not being able to shoot when you're too low on power. Neat!

Average League by N.O.X 2026-05-03T18:01:57Z

Great job, happy to see someone else with the same idea, your execution was so much better :smile: Very impressive how much you were able to do in such little time.

Bad Reception by magus77 2026-05-02T00:56:00Z

Could not get the web build to work unfortunately, the camera was spinning as if my mouse speed was set to like 100x

Distant Assistant by Neon Glass 2026-05-03T18:32:34Z

The cat puzzle took all my brainpower but I finally finished that planet as well. Fun, simple and efficient mechanics, well done! I really appreciate the volume slider and the signal indicator wave thing telling you where you have to go, great job.

Red Light Green Light by beats 2026-05-02T00:50:21Z

Great, simple, and pretty challenging! It seems like the speed is dependent on FPS or refresh rate or something, weirdly when I play it on one of my monitors I move twice as fast compared to the other monitor :stuck_out_tongue: I can get 12 seconds on one but 20 seconds on the other.

Very good scope for a game jam.

-- .- -.-- -.. .- -.-- mayday by Ray Himmel 2026-05-02T01:11:24Z

Neat idea, took me a while to understand when exactly you want me to press the button, I was initially lining it up with the sound but getting everything as misses, then off by half a beat which gave me better results but still a lot of misses, eventually I figured out that I'm supposed to press as soon as the text is moved into the "now" box (which on my setup was not synced very good with the audio unfortunately). Would maybe be nice with maybe like a gradual "slide" like most rhythm games will have to show you exactly when you're supposed to press.

I like that you still get to continue if you miss some letters and can still decipher the full message at the end, cool idea. If you're bad at the rhythm part you can make up for it at the end with good decryption skills :smile:

Beam of the Fallen by Jvdwijk 2026-05-03T19:35:25Z

Nice entry, it was easy to pick up and understand. After I developing a good strategy it felt pretty easy to maintain, I got up to 2000 rocks. Some additional mechanics would be interesting to make it a bit more difficult in some way.

Screenshot From 2026-05-03 21-31-11.png

GHOST CHANNEL by Tetracold 2026-05-03T02:07:37Z

Beautiful polish on this game, bonus points for having time to add a volume slider! The graphics and the shaders look great, the fisheye effect was a *little* bit much when moving up/down the stairs but that's the only nitpick I have when it comes to the graphics & audio.

As for the gameplay I did find it confusing what I was meant to be doing, and immediately I ran into like 5 ghosts. Some easing into it would be nice to give me some time to understand the controls. And maybe I ran into a bug but there was a green ghost following me and bumping me around all the time, and I was not able to stun him or make him go away by shining the light on him, so that was a bit frustrating. Eventually I figured out I needed to get check the furniture to get pages and find the rat king, I think I found him at one point but he ran upstairs multiple floors and I couldn't quite figure out how to consistently go up/down the stairs.

The post-jam version played a lot better, great job fixing it up. With just that outline fix and having fewer enemies in the start meant that I was able to understand a lot more of what I was meant to be doing (and how to climb up the stairs), it felt great to play. :smile:

Very solid entry!

World of Gates by Mibi88 2026-05-03T19:06:54Z

I like the minimalism, and this take on the theme is great! The controls were a bit difficult but it was possible to learn them after a while. Unfortunately I got stuck at the half adder, the wires didn't seem to connect properly, I couldn't figure out how to split one signal into two (see screenshot below, only one wire is lit up green).

With some better UX and a little audio I could see myself playing this for quite a while!

Screenshot From 2026-05-03 20-59-20.png

World of Gates by Mibi88 2026-05-06T15:38:50Z

It happens for me consistently even when reloading the level, both in Firefox and Chrome. I enter the level, add the AND and the XOR gate, and connect UINT1 to both of them by right clicking UINT1, dragging my mouse (without letting go of right click) to one of the gates, and then letting go of right click. Then repeat for the other gate. Then connect both of the gates to the BIT 1 and BIT 0 outputs like you have in your image and press OK, it will say "not right yet". Then press "play" to see only one line green and the other one red.

Last time I put a split in the wire like you have in your image but that didn't work for me, so now I tried without split (just directly connecting to UINT 1) but that doesn't work for me either.

World of Gates by Mibi88 2026-05-07T22:51:37Z

I figured it out, it's some sort of visual alignment issue. When it looks connected, it's not, and when it looks disconnected, it isn't :smile: That's why I got stuck. Not sure why it happens, tried latest version of chrome and firefox and with different zoom levels in the browser, still looks like this.

bug.gif

Sigma by peped 2026-05-03T17:59:27Z

Very polished game! Simple mechanic idea that is surprisingly difficult. I struggled with the last two (bed and gift) because I was trying to make them on the other remaining one, and doing a pretty good job I thought! But it became easier once I tried the correct spots for them :smile: