Mr. Money's Phenomenally Soggy Water Removal Romp by Rhoka 2025-04-15T20:00:58Z ♥ 4
Incredible work for a jam game. So many different mechanics all working in harmony.
Excellent use of humor and foreshadowing. All in all, a fun take on incremental games.
A small gripe with the gameplay (as has been pointed out already) is that the manual moving of water becomes pointless towards the end. Maybe there is more profit to be gained there by giving the manual aspect some twist.
Additionally, I'd personally enjoy it if the item quests were more than just fetch quests. They're funny and they encouraged me to explore, but that exploration didn't lead me anywhere new. I'd enjoy them more if they felt like more than an arbitrary obstacle towards the next upgrade.
That said, having those obstacles towards the next upgrade do work in a mechanical sense; it forced me to do more than collect water and it made the water collection feel less tedious as a result. I just feel there's a greater potential in these quests somewhere.
Despite my two gripes, I enjoyed this game a lot.
LD60 — Old Tech (17)
Time Traveler by Wanabi 2026-10-24T15:53:38Z ♥ 1
I like the concept, going back in time and retrying until you get it right. I was motivated to try many, many times. The loop was short enough that I wanted to keep trying.
However, I did not manage to get a good ending. Despite characters telling me to give stuff to the old woman, nothing seemed to work. I'm not sure if I did it wrong, if there's a bug, or if there's maybe sequence to how you present things?
I think giving the player more feedback for each item will help make things less confusing.
If this was developed in more detail, I would play the heck out of such a time loop game.
Nightcall by Cahard 2026-10-24T14:27:18Z ♥ 1
The gameplay was satisfying. The connecting and disconnecting of the wires feels especially good.
However, something niggles at me: the character artwork appears AI generated. It has many of the hallmarks of AI character art and it seems to have been made in a different art program from the rest of the game's art. But I don't see a disclaimer for AI use for this artwork. Did I just overlook it?
Dirigible by Harmadillo 2026-10-24T14:02:14Z ♥ 2
A great take on the theme. The challenge of balancing the dirigible against the wind while giving it time to rise was fun. I particularly enjoyed trying to balance the dirigible in place with heavy wind.
It would be cool if there was also a landing aspect, where you have to safely get the dirigible back on the ground. And, as @strong99 said, more complex winds could add a bunch of challenge.
Primitive Logistics by CupofCuppuccino 2026-10-24T13:36:54Z ♥ 1
I like the concept of this game. Having to physically drag the logs around fits with the vibe of being given this thankless, difficult robot pushing job.
I might've enjoyed smacking the robot in the head with the logs a bit too much. It makes such a satisfying sound!
It does seem the physics needs tweaking. Sometimes the platform would move forward only very very slowly, despite being on flat ground. Other times, the platform would move backwards for seemingly no reason. Some jankiness fits with the mood (it's supposed to be difficult), but at times things felt unfair / too difficult.
As others have said, the hand-drawn art is very nice. I would even have liked to see that art reflected in the robot and main character. Maybe as simple 2D figures, maybe as hand-drawn puppets. But that's all artistic choice on your part.
Antiquus Labyrinthus by Trusty 2026-10-24T13:19:36Z ♥ 3
The enemies have a nice balance between cute and creepy. And the music fits the setting very well. Having the torch slowly deplete adds natural tension: I do not want to be stuck there in the dark!
It would be nice to have rewards dotted throughout the maze, though perhaps that doesn't fit the atmosphere you're trying to achieve. Right now, exploration is only punished (by depleted torch, time, and health). If that's the goal, then... good job? :P If it's not, you might consider adding some flavor of rewards.
I struggled to judge when I was within striking distance of enemies and when I was out of their striking distance. Perhaps there can be more cues for combat, to make it easier to understand when the player is about to hit and/or be hit.
It was quite satisfying seeing the blood spurt from the cultists. Yeah, take that >:)
rdcrawl by hatmajaster 2026-10-24T13:00:56Z ♥ 2
I really liked the monochrome graphics. Honestly, so much that the fights felt like a distraction :P But I understand that the goal was to recreate an old-fashioned dungeon crawler and the fights certainly fit with that theme.
Being able to parry is a nice touch, though there currently isn't much strategic depth to the fights. There is usually one clear best action to take. The fights would be more engaging if there wasn't always one action the obvious best. (Perhaps add some RNG?)
It would also be nice if there was more decoration in the mazes, so the player can try to navigate based on memory (rather than just following the left or right wall towards the exit).
I feel the goal of making an "old tech dungeon crawler" was reached, so congrats! The simple, monochrome graphics remind me of text based adventures and of early Wolfenstein. Very fitting.
TechTonic by Yifanf 2026-10-24T12:44:49Z ♥ 1
An impressive amount of characters for only 3 days. I also like there's an online mode, though I was not able to make a match.
I like the concept of having fighters from different eras. Given more development time, it would make for nice theming on the various arenas.
During the fights, I would like to have had more visual clarity. I was often confused whether the effects I was seeing were caused by me or by the enemy. I also found it difficult to judge which of my moves were most effective and if there was any benefit to stringing moves together.
Perhaps some of that confusion could be solved by having a tutorial? Where the player is guided through the various moves of at least one character. This could give the player a baseline for understanding what they're seeing.
Trying to create a multi-character fighting game in only 3 days is mighty ambitious! I think you did a good job considering the time constraint.
Last Courier by Teaminister 2026-10-23T21:13:42Z ♥ 2
As someone who also tried to make a cute robot, I very much appreciate this little guy. His antenna is especially nice, the way it looks a bit like a tree branch (reminiscent of the strange white and red trees dotted about).
I like that he has a strange control scheme. It takes getting used to, but it helps get into the mindset that you are a robot now and doing robot things. I do wish the camera didn't move as much when making course corrections. And, as others have said, a higher speed would do wonders. Or perhaps a speed that the player can modulate (because taking turns at high speed would be... a fun challenge, let's just say).
I am impressed by the size of the world. There are different biomes with each their own identity and sound. That, coupled with the voicelines upon delivery, made me want to explore (I even went off without a package for a bit, but the slow speed of little courier forced me back on task). It would be nice if there was more to see, hear, or do in this world while little courier is chugging towards his next destination.
I love, love the hand-drawn textures. I wish more of the game had those textures. And if the hand-drawn feel could be somehow echoed more in the geometry, that would be chef's kiss (understandably entirely out of scope for a jam game). There is something appealing to me about the juxtaposition between hand-drawn, almost childlike art, and a vast dystopian city with a brutal ruler. Especially considering the main character is a cutey little robot dude, who feels both childlike and vulnerable in his design.
I might have found a bug (or this was user error): I couldn't recharge at the green station. Perhaps I wasn't on top of it correctly or enough? Or perhaps it just really didn't work. Unclear to me.
All in all, an intrigued take on the theme and a fun concept to explore further, if you were so inclined.
Feed the Boiler by IndiePanda 2026-10-23T20:45:57Z ♥ 2
A nice start for an incremental game.
I like that you need to buy new recipes in order to make new stuff, and that you have to remember to set the boiler to the correct settings.
My main gripe with the game is that, usually, in incremental games there is still something to do while you wait for stuff to finish. Yes, there is some time spent just waiting, but there are often also other things you can tweak, sort, buy, explore while production is going on. Here, that is lacking. Which is understandable when you have only 3 days to make a game, but if you were to continue developing this game I would recommend adding side tasks to mitigate the waiting. Maybe a boiler repair mini game? A junk hunt mini game?
I also wonder if having the recipes and the production upgrades on the same skill tree is the right approach. Now there is little question to spend your money (the next step on the tree, duh). It might add interest if the player is forced between choosing a new recipe (that gives higher returns) or a boiler upgrade (that gives faster returns).
In general, I think this is a good prototype for a more extensive incremental game. The concept of needing the maintain a boiler and input the right settings matches with the vibe of incremental games, and there are jumping off points where the game could be broadened or deepened.
Hic Sunt Elephanti by Regmont 2026-10-23T20:14:15Z ♥ 3
The weird art, with the weird music and the whole deliberately-not-saying-what-anything-means, is the kind of vibe I come to game jams for.
I love how the game started me on a hill, with nothing but darkness, a cozy campfire, and an ominous timer for company. It set a strange, but not unpleasant tone of "urgency in a chill way." The slowly building music greatly added to this atmosphere. it reminds me a bit of Outer Wilds.
I agree with @someone that it would be nice to have at least a fighting chance of outrunning the water. Now me and my creepy elf buddy drowned with 70sec left on the clock. Poor elephant was left all alone on the hill :( (he did look hella cute on the end screen, though. I'm not sure he was that sad about my passing).
watching the world slowly drown while sitting with a buddy next to the campfire was a strange kind of cozy.
Dialup Debug by Maxwe59 2026-10-23T19:47:42Z ♥ 1
I love the concept of this game, but I feel like it needs balancing. Normally, I love letter puzzle games, but this one initially just frustrated me. And I don't think that needs to be the case!
Firstly, the move cost of the lady bug seems too high. Even if you have the right answer, you might not have the moves left to enter it. A simple answer like "cow" already costs 17 points, and that's if you can enter it right away. For an answer like "antartica" you have to play near perfectly just to be able to enter it in. This feels overly punishing.
Additionally, having the hashmap in alphabetical order hurts rather than helps. Perhaps for some codes the alphatical order will help, but for the simple "ABC-order" puzzle it made things much harder for me. Even when the game gave me the answer, I struggled to double-check it. In a second playthrough I ignored the hashmap entirely and solved the third puzzle much more easily. Perhaps you can provide the player a few different ways they can view the order of the letters, including one that's a translation from QWERTY?
You can also consider zoning the puzzles to only include sections of the keyboard, especially at the start of the game. That way you can more gradually increase the difficulty level and even offer a wider variety of codes.
Overall, I liked the tactility of making the ladybug hop around and having to switch between screens added to this tactile feel. I also enjoyed, to some extent, needing to be smart with how I had her hop to my destination (I enjoyed it less when I could see that I'd run out of moves no matter how I hopped :P). I also think there's a basis here for making many more puzzles than are in the game currently. I just wonder how you might adjust the difficult to be more welcoming and forgiving.
Oh, and the switching views with ESC didn't work for me on Chrome! On Mozilla it worked fine.
B-K1ND by RenD 2026-10-23T17:24:19Z ♥ 3
I like the "b-kind rewind" name/pun. Very suitable for old tech. The pixel art and color scheme also work to give the game that vintage vibe.
The 10 second timer on the levels is a clever mechanic. It means you can make fiendishly difficult sections and mostly not make the player too frustrated because the retry is near instant. That said, it might be nice to add a retry button. Sometimes, I'd mess up in the first second and know I couldn't make the level anymore, but there was no quick way to kill myself. Having to wait 10sec is not that long... until you have to do it 6 times in a row because you suck :P
For the rest of my feedback, please keep in mind that I was playing on a keyboard, not a controller. That probably impacted how easy the game was to control. Also: I'm not great at precision platformers. Hopefully, feedback from players who suck at your game still has value :)
The jumps at times felt on the edge of unfair to me. The line between "too far to make the jump" and "too close you got electrocuted" was sometimes very slim. That might be an intentional choice to make things harder, and the fact that each level is only 10sec long makes it more forgiving, but it made me personally never feel like I really had control of if I was going to make a jump or not.
Unfortunately, I couldn't get the rewind option to work for me. It would be nice if there was a longer tutorial for that. Probably I was just using it wrong, but I could never get it to do what I actually wanted and I eventually gave up. When I decided to try again, I had to start from the beginning and I ran out of patience on those jumps that for me felt on the edge of unfair. I didn't get to see the full game, sadly.
Another thing that may be a skill issue, may be a balance issue: the golden tapes never seemed worth it to get. The time they give was almost always less than the time it took to get them and the levels are timed so tightly I could almost never get them. Maybe I'm just slow? Or maybe there needs to be a little rebalancing there?
I do see potential here for a fun retro-themed precision platformer. The various mechanics provide lots of interesting combinations and the 10sec limit means you can make almost endless levels without the player getting bored. I am impressed with how much variety there was in the levels I saw and that wasn't even the whole game. Honestly, impressive for only 3 days work!
Detritus Delver by JustinMullin 2026-10-23T12:33:28Z ♥ 3
I love me a digging/mining game, including this one.
The things I like the most:
I really enjoyed the tactility of having to make space on my workbench and having to physically pick up and put down my tools.
While it was sometimes challenging to remember where the scanner said everything was, that also forced me to play more methodically, which fits the vibe of being a miner cutting through dangerous material.
The pixel art, restricted movement, and retro electronics fit the theme of "old tech" very well.
The tool tips were such a good addition! They were unobtrusive and helpful.
The setting is rich for further development. I can imagine a much longer game in this setting, where you gradually cut your way to the top (and/or make multiple trips up and down?) while occasionally getting dialogue that tells you more about the characters and the world.
Things that didn't work as well for me:
Like some others, I also did not realize I needed to move items to the workbench. To make that clearer, perhaps highlight/lift the electronics when the mouse hovers over them, to make it obvious you can pick them up? For me, the lack of visual cue meant I spent embarassingly long clicking around until I figured out what to do.
I love the way the labeler tool feels, but I wound up never using it. It takes as much time to mark stuff as it does to start cutting, and thus there was no benefit to grabbing the labeler. I would love a mechanical advantage to use it, because it feels great.
Lack of explanation meant I didn't know what the resource colors meant. Can I just chuck everything into the same bay? Should I sift by color? Are some colors better than others for the upgrade I'm trying to achieve? It would be nice if the colors were explained and/or had more meaning. There's room to deepen the gameplay there.
The rapid movement of the digger upwards felt at odds with the peaceful vibe of the tutorial. There is interesting tension there (how to efficiently move my tools around to get my upgrades before the ship explodes?), but the mechanics of scanning, marking, cutting felt nicer (to me) when there was less time pressure. Maybe there's a way to pause the digging? With some kind of pressure to restart digging within a reasonable time?
I don't think it's necessary to get rid of the time pressure entirely, but right now (for me) it's detracting from the other mechanics rather than improving them.
If you decide to develop this further, good luck! This is a great prototype.
The Mushroom Boy by 1ncors 2026-10-23T11:42:50Z ♥ 2
This was a trip, in a good way!
As many have already mentioned, the visuals are great. Their chunky textures and the color palette add to the overal mushroom-y, creepy vibe. The way the fog is texture is straight wonderful.
Perhaps the visuals could use a bit more refinement to improve the readability when the game progresses and things get darker (maybe higher contrast between the relevant assets? Not sure), but that could also be a design choice. It definitely adds stress when the readability goes down.
I like the tetris style asset management. It adds natural tension: do I spent precious seconds making the mushrooms fit better or do I chuck them in haphazard and hope it's enough points? I felt great satisfaction when I could fill out lines.
For me, it felt like there was not enough benefit to eating the mushrooms. Though that could also be a lack of experience. If this was a longer game, it would be nice to have a slower ramp up in difficulty so players have more room to experiment and figure out strategies for eating, storing, throwing out. Now, I was blindly running against the clock. Finding enough mushrooms took up all the available time, leaving no room for experimentation.
I maybe found a bug: occasionally, a mushroom would spawn next to some terrain obstacle and I wouldn't be able to pick the shroom up, even when standing on top of it.
Overall, a great experience. Stressful and memorable.
DISK ERROR by givit-game-studios 2026-10-22T20:33:58Z ♥ 2
The soundtrack immediately hooked me. It sets a fun, retro vibe that matches the whole experience. In general, the game has a strong identity. Art, sound, and gameplay all work towards that fun, retro, arcade feeling.
I liked seeing aspects such as "coins" and "map" be blocked by "file corruption." If the game was longer, that's a great way to keep me interested in continuing to play, in hopes of "restoring" those aspects and seeing how they deepen the gameplay.
The viruses were my favorite enemies, because of how they move: they chase you and are just fast enough to be a concern, but not so fast as to feel unfair. And I absolutely love how they get "stuck" on walls and corners. I'm not sure if that's entirely intentional, but it feels appropriate. They are spikey, so yes, of course they get stuck if they're too close to soemthing! And it opens up strategic ways of playing: lure a bunch of viruses to a corner, get them stuck, knock them out.
The start of the levels felt a bit like a jumpscare, because I was never entirely sure where I was and where the enemies were. Sometimes they were right to on top of me already!
Honestly, I don't entirely hate the concept of random level starts. I think such random starts could add to the gameplay, provided they didn't feel overly unfair. Spawning in a new level with two viruses right on top of you that you cannot physically dodge feels unfair. Spawning in a new level with just enough time to get your bearings and dodge those viruses feels _fantastic_. There's a fine line there between enjoyable chaos that makes you feel powerful when you concur it, and chaos that's discouragingly unfair.
All in all, for me this is a strong game that matches the jam theme perfectly and shows of some fun game design. Well done!
i have a sword by smilewood 2026-10-21T19:30:13Z ♥ 2
I like that everything was handdrawn. I especially liked the look of the damage indicator. It is appropriately stressful.
The humor of a guy taking a sword to a robot gun fight is great. Very on theme and a great hook for a game.
As to negatives: it feels like maybe the character's hitbox is too wide? If I got too close to an edge, I wouldn't be able to jump anymore, as if I'm stuck inside/against it. Also enemies seemed to hurt me before they were visually touching me. That made it hard to guage how close/far I should be to hit them without getting hurt.
I'm impressed by what you made in such a short amount of time.
Isekai Da Vinci by ADIK 2026-10-21T13:27:31Z ♥ 1
Have to give points for the creativity of a Da Vinci dating sim :P And it fits the theme great!
I enjoyed the painterly art style, it matches the Da Vinci vibe. Same with the soundtrack. The overall atmosphere felt appropriate to the game's theme.
It would be nice to have more dialogue options, and especially more divergence when you pick one choice over another. That would replaying more interesting and make my choices feel more meaningful. Though I understand there's only so much that can be done in 3 days.