FoonLudum Dare ExplorerUsers → mrchip

mrchip

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659Signal(VR, Unfinished) Space Jetpack, i guessunfinished
202251Every 10 seconds👥Running Out of Timejam3.403.052.503.753.053.002.422.50
202149UnstablePendulum Postmanjam4313.743.723.654.203.713.673.28

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 mrchip

LD49 — Unstable

Fractured Edge by Samuli 2021-10-05T10:08:58Z

This is just glorious... The movement feels really good too and the framerate is unironically the smoothest of any game ive played in a long time haha... The control scheme was good, but the image to explain it was really way more painful to figure out than it should have been (also, what about colorblind people?) And i guess the emulator being a minuscule hole that you cant *really* resize is a bummer Overall, i was expecting to be impressed, *and still got impressed .*

The bassline's synth sounding like oscilloscope music sounds is the cherry on top

Beat Server by pickens-inc 2021-10-05T14:28:00Z

How does this have just 3 ratings? This is amazing... For once a jam game that isnt plagued by bugs and just works...

UNSTABLE [ Warning, PERMADEATH ] by benmcnelly 2021-10-05T13:18:09Z

Game freezed when starting for a good 20 seconds or so, but it started eventually. Might be related to the crashes others mention. Entered phone number but nothing happens. I'll check this game another day, hoping for a patch or workaround. The idea is just too promising.

Instability by R3L0ad1 2021-10-05T07:16:19Z

This feels like a finished game. Controls feel great. Game is fun. Graphics, even if minimalistic, are great. This could totally be released as a great mobile game. Only thing i would change is when you loose, make it so you can respawn faster/instantly, having to wait that much gets a bit annoying especially with how often you die (especially in your very first moments of playing). Maybe make it so the spacebar can respawn instantly even if the menu hasnt finished animating in. Maybe make the player automatically cross a rope you hold on to its right side

Lena & Tubs in: The Shattered Chateau by Matt Fabius 2021-10-05T12:39:35Z

Softlocked myself on the third room by walking past the falling platform and *then* making it fall

the ghost is cute

Cloudlands by Infraxion 2021-10-16T19:09:54Z

A bit slow paced and confusing sometimes but overall good twist Uhh.... I mean the voxel tech is great, love the clouds!

Herman's Fallacy by LarrySeinfeld 2021-10-05T15:40:00Z

10/10 walk cycle, 10/10 music, 10/10 jump physics, 10/10 office, 10/10 email, 10/10 bzzzzt, 10/10 boing, 11/10 skib dab dab, 10/10 ˢᵏᶦᵈ ˢᵏᶦᵈ ˢᵏᶦᵈ, 10/10 0g physics (better than Star Citizen), 10/10 ice physics, 10/10 eyes... wait, what?

Also, i somehow managed to get in *this* situation Screenshot (22).png I dont think anyone else in this jam had THIS much fun making a game

Did i mention this is a masterpiece? No? This is a masterpiece.

Portals From Fire by Moandor 2021-10-05T13:46:07Z

Game was waaay slower than it probably should be. Seems there's a lot of framerate dependent code. Was kinda clueless but still enjoyed the whacky situation xd

HONK III by Tricky_Fat_Cat 2021-10-05T13:52:57Z

Performance was quite horrible for me.

Game was really slow (framerate dependent... everything?) making it very painful to play.

So i couldnt really play more than the first room without getting nauseous.

A shame, the concept is just honking great

An oddly SATISFYING game by Duck Reaction 2021-10-05T07:22:33Z

Main menu is broken. (Pressing space, the ball rolls to the right off screen, nothing happens except a repeating "tick" noise playing indefinetly) I'll try to come back to this hoping for a patch because it looks promising

Edit: have found the issue. Pressing space in the main menu is always broken, clicking on the ball always works.

Totally Stable Docking Simulator by mlkvr 2021-10-05T12:53:57Z

Fun game! I didnt find the complete lack of tutorials or explanations an issue. It's very straightforward. It's the good kind of simple. The shattering animation is nice too.

Only issue is a gamebreaking bug: the "docking points" dont always move correctly. (Sometimes they are at an offset with the module you're controlling, and dont follow its rotation, sometimes they simply dont move and theres no way for you to dock that module, effectively a game over.)

I would have played this a lot longer if that bug wasnt there.

Also i guess control options would theoretically have been nice, i instinctively used Q and E in the opposite way.

Last thing is, i havent figured out what the arrows marked on the bottom left corner of the screen is supposed to represent. That didnt affect how i played, so not a major issue.

ECOLLAPSE 2030: the world is ending and also you are a penguin by cyndrdev 2021-10-05T14:56:45Z

Difficulty ramp up is not a ramp, but a wall... Couldnt get wallrunning to work, only wall jump, and that is also quite tricky to pull off... This might have worked better as a platformer from a side view? Maybe its just me, but i got quite frustrated quite quickly

Tables & Tremors by SlimmerBurger 2021-10-05T09:47:15Z

Could really use a sensitivity slider. Other than that, really fun, and WOW there's a lot of levels... Playing the web version was really not an ideal experience (trying to flick around with low unstable framerate and that super high sensitivity...) Still, this is among my favorites!

Cursed Cauldron of Calamity by Elias Manzaneda 2021-10-05T13:11:07Z

Absolute first impression within 1.5 seconds of loading the game is, the wall of instructions is not an ideal way to explain the game and just *feels* intimidating and overwhelming.

"Press R to open the guide in game" I had to dig for a while before i found that, while reading the thing in the main menu thinking it was my only chance to get it.

So, in general the learning experience could be done a LOT better.

The game doesnt reset properly when retrying.

A bit of more visible feedback would be nice (the timer is tucked in the corner, barely notice when it changes and how much, oh wait 9 seconds left? let me open the manual real quick xd)

*Tiny nitpick:* the clicking "hitbox" for the items on shelves feels inconsistent? It's either offset, or too far back, and in general could be bigger... Also i noticed you can "interact" with the cauldron through walls. Also, *super mega nitpick:* the position of the lower shelf is a bit awkward to reach (especially given the weird item hitboxes, its a bit finnecky to pick things up)

The drawn stuff is pretty good, the rest of the aesthetics are simple but get the job done for the jam.

With a bit less bugs and a bit more polish this would have been much better.

As a first game AND game jam, *this is impressive.* Keep at it, you'll improve gradually!

Also, Francois is *dead* and OH MY GOD DON'T LOOK UP

Bad Robot! by carlinhu 2021-10-05T11:38:41Z

controls are way too tricky for what this should be imo, and how to successfully interact with things requires ridiculously tricky placement

LabileLoL by Wouter52 2021-10-05T12:14:30Z

Was kinda confused about what to do but this was promising! Aesthetics / vibe are on point. Wondering what this would have been like if it was finished as you intended... Oh well

Runstable by FluffyGameDev 2021-10-05T12:29:13Z

Somewhat clunky movement, HTML version works for me but as with seemingly every other FPS game wasnt an ideal experience due to low/irregular framerate

Runstable by FluffyGameDev 2021-10-05T17:45:28Z

Well the framerate is most likely my fault for being too lazy to play the downloaded version

Gunslinger Glitch by ugly_robot 2021-10-05T18:39:39Z

the robots... they fool me...

Through the multiverse by water_otter 2021-10-05T07:06:13Z

visuals are heckin nice, gameplay a little clunky

Cairn by Amaroq 2021-10-05T13:37:41Z

Couldn't get the tower done, the rocks keep sliding. (+ bugs mentioned below) Graphics are a bit flat sometimes, especially in the rock minigame. That + the fact that the background stays perfectly unchanged in "rock view" made it a bit confusing when i first opened it.

Vibe was successful IMO. Would have been interesting to have the option to just *refuse* stones. Interesting, not necessarily good. And most likely out of scope for the jam, so im not complaining at all.

Also, have to appreciate that not only there's music, but it's a full track instead of a 30 second loop that moves and changes just enough to never get boring, AND fits the mood.

Bugs: - the rocks keep their momentum after you drop them (take rock > let it drop > catch mid air > release, now the rock will continue with the momentum it had on that fall, tends to be dangerous) - there is nothing (afaik) preventing the rocks from going off screen and getting lost - rock picking up logic (when clicking, what chooses what rock to take) isnt perfect - lets you place rocks inside others, which generates physics instab... wait, is this a feature?

Robot party 2049 by Remn 2021-10-05T12:45:25Z

Great aesthetic, a bit confused how i won. It would take a while to really *understand* the game to make really informed strategic decision, which isnt the best fit for a game jam, but besides that, this is nice and has potential. I enjoyed it!

Reac'this by DevUndead 2021-10-05T18:04:56Z

Couldnt finish, looked around everywhere but 2 objectives were just nowhere to be found, plus the cooling thing seemed to be stuck, so it might be a bug. Other than that, cool game, was fun Also, godot gang

Pendulum Postman by mrchip 2021-10-05T08:09:54Z

@skyward4d Thanks for the feedback, fun fact, the initial plan was for me to have the entire last day of development dedicated to audio... Instead, i finished building the last level 5 minutes before the deadline haha... this is why jams are great, you learn so much about so many things...

Pendulum Postman by mrchip 2021-10-07T20:20:28Z

Should have mentioned it again earlier, but thanks for the feedback everyone! It's really useful for us!

Shrodingor Unstablor Borgor by Tata_Yoz 2021-10-05T14:05:06Z

borgor

Shrodingor Unstablor Borgor by Tata_Yoz 2021-10-05T14:44:54Z

*also why is the background music whispering to me about twitch prime...* Triggering an error to cause a game over was just boundless genius

Shrodingor Unstablor Borgor by Tata_Yoz 2021-10-05T14:47:51Z

Just thought of this, but you have the perfect combination: a quantum burger that does things that are unknown until it is eaten and has weird effects, and dialogue choices saying "YOUR CHOICES HAVE CONSEQUENCES". Shrodingor borgor 2 could have different burger storylines, where different choices trigger different burgers, that have different consequences, which trigger alternate dialogues and storylines

Lovecrafting by Concker_88 2021-10-05T09:09:26Z

Love this. First submission that makes me want to keep playing.

Lovecrafting by Concker_88 2021-10-05T11:14:45Z

Found a gamebreaking bug: the cards get placed off screen after about half a game... This kills every run that gets there This is happening consistently. Windows version

LD51 — Every 10 seconds

Under Pressure by Fluffy_Kaeloky 2022-10-05T17:37:05Z

OH I DID NOT EXPECT THAT... "Shockwave"

TOOT TOOT by Quackqack 2022-10-05T11:31:59Z

i have the severe skill issue but it looks really well made

UniVerse by oramun 2022-10-05T12:15:46Z

The time slowdown was cool, i didn't immediately understand i had to hold it down lol

On the second level, when you release time slowdown, the game pauses indefinetly and there's nothing else you can do. But i liked what i could try

Ruins of Resurrection by MorePixels 2022-10-05T11:09:28Z

The fact that death is an instant teleport, and that you're trying to go as fast as possible, got me stuck for 2 minutes before i finally read that i could press E.

And yes the timer should start or reset when you teleport, of course it would require a different map, but the weird side effect of how it is now, is that by the last checkpoint, your puzzle can only take like 5 seconds since the other 5 are spent walking back to the checkpoint.

Also the spikes cycle being inconsistent is weird, but i understand this is a jam thing.

Cool game

Finest Urban Planning by Fnessa 2022-10-05T11:28:12Z

Love the use of the theme

i wish there was some sort of indicator just before the things move

Some way of indicating which way each object moves, and a clear visual difference between movable and non movable things, would have made gameplay much more accessible

The windows/doors can be somewhat exploited, but you already know that

LD59 — Signal

Making Megahertz by killthealias 2026-04-21T12:49:03Z

the google drives for the builds are empty, not sure what happened

Router Wilds by Brainoid 2026-04-21T10:06:49Z

the outer wilds clickbait worked. Anyways, here's a wall of text of first thoughts and micro nitpicks:

- Great music - Good visual polish (give a raise to whoever made that level transition) - Level design feels varied - main mechanic is interesting - level 2 felt harder than level 3 - the rotating levels are a bit awkward to control (100% skill issue, i just would have waited until later to avoid early frustration) Maybe both the player and the mouse should rotate together with the floor, in the spinning part of the level? Main issue is it made it awkward to position objects accurately, or to stay in the narrow beam of a signal to prepare for shooting. - the lock icon on the signal source appearing before explaining that there can be unlocked signal sources gave me 2.5 seconds of confusion that i then moved past. no big deal who cares - thanks for the self destruct button, preventing softlocks - when strong signals overlap, the colors invert, which i assume was intended to be destructive interference cancelling out the signals? but signal strength appears to just add up. maybe i'm too much of a nerrrd - putting a mirror right behind a signal source, to receive both the source signal and the reflection, doesnt seem to increase the maximum range of the signal, but it greatly improves signal strength. so it doesn't help with puzzle solving, but it lets you have faster than full firing speed in a large area far from the signal source. This feels fine to me, i can't tell if it was intended or not. Mirrors repeating a signal amplified like this also repeat the effect, which in the right context, can flood a level with large areas of high signal strength. If this was intentional, i would have made a level that teaches you this, and then levels that exploit it on purpose. - some of the saws move/stop based on a receiver being powered. a way to visualize what they are connected to, or, just highlighting that they are starting and stopping with visuals would be nice. i found myself noticing very late "oh, those react", since it happens away from what i am currently doing. but this wasn't a big deal, your decisions dont change based on if the saw is moving or not, you're still just trying to avoid it. - wow the enemies charge you at mach 10 - you can get noclipped out of the uwu level - solving a puzzle and then getting oneshot by the enemies in the central room is a very *Fun* feeling

i am very impressed you managed to make a totally playable and quite polished game with no communication. if you didn't tell me, i would have assumed this is a "regular" jam entry. Good job

I Had No Signal! by fabelay 2026-04-21T11:38:21Z

I'm on linux, so i had to play the web version. The camera constantly pulls to the right. like 80% of the time. i wonder if it's comparing the mouse's current position (center of the webpage) to the game image's center? (slightly to the left because it's not centered on Ludum Dare) Just a guess. The touchpad is fine btw, it works exactly the same. Unfortunate that i didn't get to play

I Had No Signal! by fabelay 2026-04-21T13:55:20Z

I know, i mentioned it because i saw the other comment. I didn't know i could fullscreen that way! It worked. However, the framerate remained low due to my old laptop's extreme skill issue. I have, however, found a way:

nosignal_quest.jpg

(yeah, turns out it runs faster on my vr headset's web browser, lmao. if it's goofy but it works... well... it's still goofy.)

I know there is something hunting you but i got to the end without ever seeing it haha

The Hunt for Red April by XeduR 2026-04-21T12:30:44Z

I want this in fullscreen :(

Years ago, i tried making a platformer with a similar concept of echolocation/blindness/alerting enemies. It was terrible and half assed, literally the worst game i have ever made. So, seeing you execute that concept well is weirdly therapeutic.

I found myself retrying an absurd amount of times, despite being miserably obliterated. Every death has a reason and feels fair. Navigating blindly is high risk and high reward. Game gud.

Love Caps by Wouter52 2026-04-21T12:42:06Z

nice, i could figure out the game mechanics fast enough despite there being no explanation. i think you made the right choice, even if in most games, this would have been an issue. The visuals for the "fungus sense" are also interesting, and conveyed what they meant effectively.

(VR, Unfinished) Space Jetpack, i guess by mrchip 2026-04-21T15:51:31Z

No one does lmao

WEB DIVER by mshrmgirl 2026-04-21T10:39:44Z

Holy shit you cooked

Side note: i have an old laptop with a touchscreen, and that was quite a good fit! unfortunately, the camera stick would move away because under the hood it thinks that me pressing somewhere else on the screen is the mouse teleporting. multitouch also didnt work, but that might be my computer's fault.

what i'm saying is, fix those two and release this on mobile!

GIMME TV by pocketdog 2026-04-21T13:17:06Z

10/10 intro. and also the entire rest of the game i guess. everything has audio, with variations too. also the deathscreen is hilarious. and the entire rest of the game i guess.