Beacon by MostLikely 2026-05-06T15:22:21Z ♥ 0
Felt great to play. It is a hard game to balance, unless you give free partial/full heals after every fight which would make it easier to see the end game with multiple strategies. Nice job including a game over screen that leads to the main menu.
Playing a second time I did much worse by straying from high-defense cards, because losing health snowballs into having less damage to survive further. Some other thoughts about the game I had are:
- Would be nice if you no longer drew cards for fully missing groups. - Surprised the _... Hold ..._ card still works without defenders. - Could make giving up Defenders early more interesting if the Defend cards were removed from your deck of cards. Maybe removing Defenders would make the game too hard though if I cannot block. - Swapping columns 1 and 4 does not do anything when the 4th column is empty. I would expect it to not be able to be played, kind of like when the cards that move a defender forward cannot be played when an enemy is in the way. - Fun to strategize with. - Not sure what the best deck would be, maybe taking the Close Shot and lots of defense, since blocking is difficult and often needed consistently.
Great job overall. I look forward to seeing what games you make in the future.
LD60 — Old Tech (14)
RELIC CORE by Platon 2026-10-28T02:59:32Z ♥ 0
The UI throws a lot to the player at once to figure out. I like that the _Core_ text is larger since it is the players health, yet emphasizing even more that it is the lose condition would be helpful. For example, shaking the left number a little when the player is hit, or having some kind of heart or core icon near it to show that it is important.
The game is decently fun to figure out a good strategy of upgrades. Removing the _Rotation Charge_ decay over time might be good, the current implementation leads to wiggling the turrets constantly which I feel could be unpleasant to watch as an audience. Maybe it helps absorb damage a little. Or have the charge trigger when filled, then last while emptying out so the player has a strategic reason to stop rotating right before they want to trigger the 100% to focus down an enemy. Or maybe 100% charge is bad, the core overheats and stops moving for a while, or takes damage but the last 10% is slower to fill up or somehow more red and menacing? In short, I felt like the connection of _Rotation Charge_ did not fit with the rest of the game, nor did I notice the turrets getting much stronger while it was full.
Speaking of feedback, I kept looking for a way to tell when I would get my next upgrade. Maybe its just 1 upgrade per wave completed?
On a different topic, was Gen AI used for the coding side? I noticed the disclaimer on itch.io but not on the Ludum Dare page itself.
**Minor bug:** The background music stops a few seconds into the game over screen. Reset works great though.
Gameplay wise, redirecting power seems meaningful and a good game mechanic. I cleared 14 waves and destroyed 249 enemies. If the screenshot of getting to wave 45 was done manually, I am very impressed! Maybe I need to upgrade the radar sooner to clear out waves and gather upgrades.
Rail Switcher by digital bacon 2026-10-28T02:46:26Z ♥ 1
Nice arcade game, the 20 train goal is a good breakpoint. Reminds me a little of an easier Root Beer Tapper in charm.
Minor bug, the audio adds a second stack of background music when continuing after winning. Also, the pink and red trains were hard to tell apart for me.
Lastly, the cheerful music was fun to listen to.
Press Any Key! by Helgust 2026-10-28T02:42:57Z ♥ 2
The game feels like it is trying to accomplish a lot across a longer game experience than usually found on a game jam. I noticed the [Maaack Godot Game Template](https://github.com/Maaack/Godot-Game-Template), good job using it to set up a lot of settings.
To focus more on the gameplay loop, having more to do with longer cooldowns could be good, and allow ending the day early without having to wait for 18:00 in-game. Maybe the later days are supposed to amp up the difficulty and the first 1-3 days are practice, so that is an even better reason to allow going to the next day early.
Having the tunnel vision debuff is a cute idea. I am not a user of coffee or cigarettes, so I think some of the mood is lost on me. If I were into the moment though, maybe I would not skip through the dialog the first playthrough.
Speaking of dialog, the popup reminder about how coffee works right after finishing the first task was great timing, so the player could read a little more about how the game works and it might be relevant since they could try the coffee before their next task.
Task Failed Successfully by Adhrit Viswanath 2026-10-28T02:33:38Z ♥ 0
Congrats on finishing your first game!
To give the player more choices to balance, adding a second kind of upgrade available to buy at any time could add more strategy to the game in line with the clicker genre. Additionally, since the game already detects in-game-window-button clicks, adding SFX would be more satisfying.
The ending was satisfying animation-wise. I look forward to seeing what games you make in the future.
Agressive Tendencies by TheMiningBoyAlpha 2026-10-28T02:30:36Z ♥ 1
The game sounds interesting. If you make a web build I would be interested in trying it. I do not have Java installed to play it as-is.
Clippings For The News by poboy 2026-10-28T02:27:55Z ♥ 0
Great job on the art and audio. The art complements the story being told and makes trying to figure out how to write the correct thing more enjoyable.
The voiceover was fun to listen to for the introduction, and I listened to some of the elevator talk before skipping through it. The elevator talk was not synced up automatically with the text, was extra quiet, and I wanted to play more of the main gameplay. I could imagine trying to have the voiceover while looking at which words to select would be confusing, so good job on not combining those steps.
At first I thought I was trying to copy the headline using the text from random documents, but could not find the next word to match, so I ended up trying to write something else. After a few levels I realized anything goes so the game is more of a sandbox or a toy without a concrete goal.
Navigating between the 3 areas felt a little backwards because I had to press Up to look down from the leaks onto the paper, but I got used to it while playing. The tabletop layout and screenshots are eye-catching, it reminds me of the back of a board game with the different sections and tools to use for puzzle solving or crafting some kind of sentence.
Waste Not Robot by jabzey 2026-10-28T02:18:53Z ♥ 0
Nice use of tribal drums in the music to give the feel of old tech. The SFX for attaching parts was excellent, you could feel the impact.
Pausing the timer while counting up the scored robot would be nice, or let the player start the next robot in parallel, even if the total time limit were shorter.
The top-left signs confused me my first playthroughs. I understood them and their multiplier benefits more and more each playthrough, which made the game more enjoyable and added to the replayability. If there were a tutorial in the future, adding the last piece onto a robot could be helpful. The indicator of score right before attaching parts is good, but it ends up being separate from the goals so I would need to understand how the game works and calculate it in my head.
I Was...? by ColeSlaughter 2026-10-28T02:13:44Z ♥ 2
The music really adds to the atmosphere of the game, the mix of 2D and 3D art blend well side by side, and it was entertaining figuring out how the notes worked and trying to remember how to confirm them instead of crumpling them too often.
Adding an extra incentive for using sticky notes would be nice, but it would be challenging to fit it in from the programming side in a way that makes sense. As it is, the sticky notes are a fun way to create reminders for yourself in a point-and-click 3D traversable environment.
Snakia by Wendel Scardua 2026-10-21T03:28:23Z ♥ 2
The _But Buttons_ game by @euler-moises was a good warm-up for this game. Nice job setting up the game in a way to be modular enough to support multiple level layouts, gameplay speeds, and more.
Having click/touch controls would be really nice I think, just have the thumb jump to the pressed button. Maybe making it NES compatible is why it was not implemented though?
Lastly, the snake swallowing animation was cute, I was pleasantly surprised that the large critters were edible.
But Buttons by Euler Moises 2026-10-21T03:24:04Z ♥ 0
The beginning music is awesome. I could see the reason for it not repeating would be because it would be high pitched and repetitive, but if it were threaded into a longer song I wouldn't mind it playing on repeat by default.
Level 3 was hard, and level 4 even more so by messing with my sense of directions. A way that could make the game easier would be to have a mode where the blue stars become walls instead of death spikes. Even if the buttons gave 100 points and the stars cost 1 point every time you touch them, that could feel better while still rewarding players that never touch a spike by giving them a perfectly maxed out score.
Thinking on it again, the game does leave me wondering, how far does the box-ception go? Will there be more cool animations and music upon completing a level? How many levels could there possibly be? Makes me curious!
Old Printer Extraction by hammeredzombie 2026-10-21T03:20:57Z ♥ 0
The theme of this game is perfect, the gameplay and consistent art line up with a nefarious coworker smuggling documents from an indifferent corporate office. I like the touches of the cubicles looking slightly different from each other, too. When NPCs ran into each other to stop moving, it gave the feeling of someone asking for a minute of the other person's time, or when there were 3 or more, it was a team meeting.
The starting animation wowed me so much I forgot to read the words until I refreshed the browser for a fresh playthrough. I did not know to click to interact until I was told to.
The difficulty was good for practicing over and over, but it might feel better to ease it in. If there were multiple lives, then a death could show a you-got-caught message/animation, then warp you to your cubicle to try again until you run out of lives.
Speaking of adding things, music or audio would add a lot to the game, given more time. You mentioned the design idea of adding mini-games, which I think could be good if there was a larger team.
As it stands, great job finishing this game. I enjoyed getting better at it as I tried to come up for explanations for in-game behaviors/setting, admired the map layout, and tried to plan ahead to not get caught ala Pac Man style. Looking forward to seeing what games you make in the future!
Krong by bigwhiteshogun 2026-10-21T03:15:49Z ♥ 1
Having the crack in the rock is a great touch to the animation wheel. Given more time, another detail of drawing a hole in a slant when a cavemad dives through it would be fun, kind of like how hitting your head on a ceiling is animated.
For the game balance, I liked that the controls of Ctrl and Shift were not needed during the first part of the game, right before the giant plants section, which was where I stopped. At first the checkpoints looked dangerous until I used them, but I feel like they were placed a good number of times so that I did not need to re-jump over many spikes in a row after a long rolling sprint.
Speaking of movement, the music and SFX fit well with the intensity of moving really fast. Great job on the game overall.
Siege Engineers by Mascoll 2026-10-21T03:09:21Z ♥ 2
Nice job polishing the game so much, I like the gradient of colors going up from the gray rock to the night sky above. The game has depth where the more you play, the better you get and can strategize by knowing more about how the game works and bridges fall apart. After playing for roughly an hour on stream I have many thoughts:
- Suggestions: - Having deserting soldiers doff their armor similar to Ghosts and Goblins would be charming and a way to explain why they can jump so much higher than before. - Maybe having the last soldier have infinite patience would be a good easy mode? Could call it the One Man Army mode. - Learning Curve: - Learning to pause the game made it much easier, I kept running out of time the first few playthroughs before the first checkpoint. - When I was trying to dig under the enemy tower to save wood resources, my engineer kept trying to retreat behind the army, instead of digging the second then first block each time, to maximize how long the soldiers would wait before abandoning their post. - I did not want to spend my gold at the first rest site because I did not know if there would be components that need gold, or if having a second engineer would increase building speed or not, especially since the engineer cost 2.5 times as much as a soldier. - A Flavorful Theme: - It made me laugh immediately to see in the introduction cutscene that the soldiers walked to their deaths, while the engineers stopped at the edge and looked on - you can tell someone (the developers) liked engineers better than soldiers! - The theming of the gameplay is great, having a relentless army and overworked engineers seemed likely. - I felt like a cold calculating engineer when I woke up the knights over and over to test their fall damage.
Congratulations on making this gem of a game!
Heaps of Hops by Alchemic 2026-10-21T02:58:41Z ♥ 4
Congrats on finishing a good implementation of a looping path automation game! The banjo, harmonica, drums song is fun and fitting. Given more time, I have a few suggestions:
- Having an indicator for how long the day night cycle will last would be good for player feedback. - The frogs seemed to not always turn right in a 2-tile wide road, so I figured using donuts is safer for understanding the pathing I build. - Adding a downward pointing, bouncing arrow under each home would be nice until I build the missing road.
Nice job at scoping the tutorials smaller than the full game, so that I could understand a fewer buildings and resources at a time.