Bricked by Mermelada Games by mermeladaGames 2016-05-07T06:09:00
You should take out just a little bit of time to focus on usability. While there are strong concepts present in this game, any user enjoyment is quashed by the way the controls fight against the player, and the lack of feedback.
Consider each decision: where am I positioning the camera? Why did I pick this jump height? Why did I pick this jump acceleration? Why did I pick this forward speed?
Additionally, make sure at least one or two non-devs play your game. Take feedback completely seriously, as they probably represent more than 50% of the user experiences on this site. If they are confused, add tutorialization. If they are frustrated unnecessarily, consider making it easier to alleviate the problems they were having.
You'll probably find there are 3 or 4 major pain points. Take 30 minutes to fix them.
LD59 — Signal (11)
Signal from the Mist by BorodaOlen 2026-04-23T07:27:17Z ♥ 1
Great to see an entry with two separate modes/phases. Great job with the number of mutations/variations on the Arkanoid phase mechanics. Made it very enjoyable to play all the way through.
Switchboard Sprite by Falk Hoeppner 2026-04-23T06:58:51Z ♥ 4
This is a great little bow on a mechanic. Lots of polish with the little sprite icons/text, simulated cables, and the audio all fits together well. It would have been great to see more happen with the mechanic rather than just what feels like largely a reflex/speed test. E.g. group calls. Or a limited numbers of cables, but longer patience timers. Or different types of customers. But I applaud you for polishing up the core mechanic!
Aye Aye, Can't See! by Avhatar 2026-04-21T16:58:38Z ♥ 1
Damn, that's a fun game. The aesthetic and intentionally frictional controls reminds me of DUSKERS. I had a great time playing. I think my only gripe is that Q/E for speed was *too* frictional. It slowed me down, but it was also very frustrating. Having it tied to something unusual but more up/down like Y/H would have been better for the overall experience IMO.
Also, a different cover image that matches the game's aesthetic would serve you a lot better!
Signal Ryder by goblon17 2026-04-21T16:33:16Z ♥ 1
Unclear to me how to get the orbs that spawn off the track - I jumped off with the right momentum to grab it, but then I just fell into the void and it wasn't counted.
WEB DIVER by mshrmgirl 2026-04-21T16:29:11Z ♥ 2
You guys definitely dialed in on an aesthetic perfectly. I like the power transfer mechanic, although it would be nice if it went beyond "dump into hacking to hack, then dump back into camera/walking". Still, the time pressure of that supported the horror element, as did the janky interface for walk/look and the limited FOV. I feel that the main detractor from the game was the lack of signposting the objectives. Something like a minimap would have gone a long way, or some other form of visual indicator the player can work with to see where to go. As it stands there was no information to help me decide how to navigate the maze-like level, and that made the level feel far too large.
Roids by CasualNothing 2026-04-21T16:15:53Z ♥ 0
Great idea for a mechanic. I feel that the game suffered from the UX and readability. Reworking the input method and the way information is displayed to the player would help the signal delay and split-attention traffic control mechanic shine a lot better. Personally I think that ditching the first-person conceit and going towards a more static interface, making the displays larger on the player's screen, allowing keyboard/gamepad input, and doing a pass to make the asteroids easier to parse visually would help. It would also help to surface the signal delay amount more visibly on the HUD, and perhaps even show on the main view where the selected ship is.
Phase Signal by goodwayman 2026-04-21T16:05:51Z ♥ 1
The aesthetic is simple but effective. The mechanic is well-executed. The last level was a bit of a skill check after the tutorial sequence. Another really hard level after that would have been great. The secondary collectible objectives are a nice touch, and the UX and theming on the level menu is solid.
I did struggle a bit with the diagonal movement tied to orthogonal arrow keys, and the color mixing with the fullscreen color filter for each phase/signal made some of the colors a bit muddy.
Overall a solid entry!
Federal Bureau of Dance by drainkid 2026-04-21T06:31:36Z ♥ 1
This was a very good entry! Fun gameplay, loads of polish. Full, effective tutorial. Innovative mechanic. My only complaints are that there isn't more! I want a full game! Different enemies, more mechanical complexity in the beatmatching, etc.
Overall, loads of fun to play, great job!
We Come In Pieces by NotALobster 2026-04-21T06:17:47Z ♥ 1
Agree with other commenters: I initially thought "high" was good! A little feedback there would improve the usability :)
Signal Hunting by iphelf 2026-04-21T06:05:57Z ♥ 1
I had fun, even if I wasn't 100% sure what was going on. The threat mechanic and lure mechanic was hard to understand. Still not sure what stability is and how to spend it. But the moment-to-moment of chasing an invisible enemy was genuinely fun despite that!
Lights of the Living Dead by Madbarron 2026-04-21T05:38:46Z ♥ 3
Great game with fantastic level of polish. I felt like the lack of a clear end condition (either failure or success) or a penalization for having cars pile up made the gameplay feel a bit hollow. The full keyboard utilization was really fun, loved the framing of playing as an eldritch tentacle monster, etc. Just needs some sort of reward/penalty for doing well/doing poorly.