Trippin' Ballz by schizoid2k 2026-04-21T19:47:52Z
Not being able to shoot the ones that were under or on top of my cannon was the only point of frustration. Nice game
Foon → Ludum Dare Explorer → Users → Nathanial
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | No Service | jam | 425 | 3.56 | 3.40 | 3.04 | 4.16 | 3.39 | 3.37 |
Not being able to shoot the ones that were under or on top of my cannon was the only point of frustration. Nice game
Web build is pretty poor performance. I didn't check the downloaded versions. The gameplay besides the performance is pretty good though.
Nice sound and FX. I have no idea how I was killing the one enemy that had a turret. An upgrade system would be cool, and maybe a dash mechanic.
Might be a skill issue but I found more success in not clicking the traffic signals. Everything flows nicely, Surprising amount of traffic behavior implemented.
Really fun game, the orbiting gym bros as a game mechanic is interesting and funny. I would say the game should be a lot more challenging. I only lost hp on my very first run.
Really neat concept. Was already unique at level 1, but needing to dodge things on the next level added some interesting gameplay. Running to enter the codes does get tedious eventually though. Great game jam entry, as a full game something would need to change to keep me drawn in for longer.
Very cool game, car control felt good I'm just a bad driver. Would love to see more variance in the signals.
Nice incremental game, I really enjoyed it. The new cranks underneath the slider were not obvious that they could be purchased because of the gray overlay on them. Also there is a bug, I can click somewhere in the crank area and the crank will jump to that position, I don't need to click, hold, and manually crank. This becomes very obvious with higher click per crank, because I can instantly complete decryption as soon as the slider finishes sliding out.
Cute little fire sprite. Platforming feels pretty good, but the ability to infinitely gain more height by constantly wall jumping on the same wall should probably be fixed and not utilized in the level design. Some kind of boost or double jump at the expense of time would be cool, using up some firepower.
Really really cool idea. The mage tower felt incredibly weak compared to the other two. It would be much more engaging if the player had a health bar so and had to coral the enemies without getting hit. Great job on a really awesome idea.
Fun, Unique and simple gameplay. Took a couple rounds to figure out what was right and wrong. In the later rounds the flashing of the fireflies gets a bit overwhelming.
It's interesting, a lot going on. I liked the minigames. Some of the colored zones don't have proper hitboxes. I would place a box in the colored area but nothing would happen, had to move it further into the zone. The guitar mini game wasn't super obvious but I figured it out. Good job!
Surprisingly challenging and fun for such a simple game. You should put some controls on your post. I was pretty confused until I tried pressing spacebar
Even with the explanations it was kind of confusing for awhile. Once I eventually figured it out it was a fun strategic mechanic.
Very cool, space exploration jrpg. Some damaging skills, and energy costs display on the skills would be nice
Nice management/adventure game. The art is awesome. Sound is pretty good. My first run I had no idea what to do but I won on my second run.
Good atmosphere, cool puzzle mechanics. I think there are too many easy levels. The game pacing is pretty off, goes from really simple, to a ton of tutorials for individual mechanics back to back, then gets fairly complex immediately using those mechanics. I really like the XOR and splitter mechanics, but I got a bit overwhelmed adding those with the modulator and immediately having puzzles with all of the new mechanics.
This is a lot to get done in a short time. The pixel art is nice. Most of the movement feels good. Some points to work on: Wall jumping feels really bad, I think it would have been better to design the levels without wall jumping in mind if you weren't able to make it feel good before making levels. If I run away from an enemy when they are attacking I avoid the attack, but they immediately kill me without an attack animation when they get back in range of me. Great entry!
I really enjoyed getting T-boned at light speed! Really cool Wario ware inspired game, brought on heavy nostalgia and the music and art style worked. The pick a lane minigame appears to be chance based which feels pretty bad in a game that's meant to test your skills as it gets incrementally more difficult and fast-paced. Great entry.
I have gone back to specifically look for the hints and was able to figure it out, but it is definitely very obscure for a game this fast-paced. If it started with a much slower running speed, I think the hints could work. :)
Fun voice acting, I couldn't really figure out which audio signals went for which flowers, it seemed like there was a timing element perhaps. Gameplay was smooth, Visuals are nice. Good game overall.
A lot of mechanics, a fun game with minigames. The controls took some getting used to and it wasn't clear at first why the right side was Xing out. Great entry
You had a really solid idea hear, the sound design is good and the game is really fun. Fairly meaningful upgrades with decent pacing. There is no cooldown on firing signal so it's actually much more effective to just spam click. Having controls constantly switch between aiming with mouse and needing to type fast with the keyboard is very frustrating. I'm not entirely sure how you would keep the gameplay the same while fixing this though.
Good sound design! Funny concept. Feel like the controls could be simplified, requiring numpad use seems unnecessary. Felt like the final obstacle felt out of place and improvised compared to the other ways to die.
Really interesting concept. The UX isn't obvious but works well once you know how it works. The game is pretty difficult. It took me 5 minutes and many "What in tarnations" to get him to go up. I imagine left and right would take me longer to get right.
Funny, UI is kind of small, a lot of repeated questions
Might just be a personal thing but the detecting sound really drove me crazy pretty quickly. It's a good simulation game, the physics of the tools are satisfying and having an esc menu with settings is great
Good mechanics to build on. The signal implementation is a bit odd, seems like you're more often punished for using it. The "meta" appears to be to just run in a path and memorize enemy locations for the next try.
The existence of the battery is negligible. I think it would be more interesting if enemies didn't follow your signal but you were forced to manage your battery charge.
There is a surprising amount of mechanics in this game. It was a lot to learn, the UI made it easy to figure out but there was not much of a tutorial to explain it. I had fun going into space debt.
Sound is good too.
Died a couple of times not realizing the radar was a toggle. Once you figure it out the gameplay is fairly smooth. It wasn't obvious where I could spend my money, but I figured it out eventually.
Nice effects on the audio. The gameplay is a fun bullet hell. I think that the view distance without signal should be further away. I eventually got sick of following the signal and just reacted to things with the smaller area and didn't feel disadvantaged. Especially since when the signal is on the edge of the screen you don't get any extra visibility of projectiles coming from off the screen.
Nice rhythm game, nice art. The timing could be more obvious. I also didn't realize at first that I was buying a new spell and replacing one instead of just buying a damage upgrade. I liked that stronger spells had more difficult sequences.
"Do you enjoy writing documentation?" "For extra pay" Realest developer interaction ever lol. Fun premise, I did not do so well in my interviews because I was enjoying the funny answers.
Nice retro graphics, good sound. The command unit shuffling is an interesting additional mechanic and I was surprised to see a secondary mission type. Descriptions of the units before launching into the first attack would have been nice.
@beareye wow thank you for high praise.The second level can be completed in multiple ways but some of the collision hitboxes don't act perfectly. I will be adding a credit section to my post but I was only able to do this much because I did not make the art assets.(I did make the phone art and the animation of the character looking at the phone)
@itero-proto are you trying to load it on ldjam? That doesn't work for some reason, but the itch.io version should load
@johncoffee The first level has two routes, but one ending position. You'll need to move some items around and jump off of them to reach the places you need to. Thanks for trying
Thanks @alex-de-la-cour I definitely liked the outline idea someone mentioned. I know which wire you are talking about. My level boundary is supposed to block it but I forgot to add a collider to it. Oops!