Super vibey incremental game! I had a great time with the music, and I thought the idea to draw each of the different movie posters really funny, especially getting to see what others had drawn. In some ways though the experience was a little more inconvenient than I would've liked? Specifically the worms were pretty hard to find when they ran out of energy and on top of that the hitbox was a little too sensitive for my liking. Honestly I think you could solve these problems by just cranking all the numbers up and making the whole thing more chaotic, because it feels like that's already the vibe you have. Either way, the aesthetic was super unique and interesting, and I'd love to see more of it!
Pretty good classic sokoban. I do wish you spent a little more time on the new elements you introduce rather than base sokoban, and I really miss having an undo, but overall good job!
One of the few jam games I play where I could genuinely mistake it for a full game with no modification. Obviously I'd love to see more, but I really love what you have here. I have no idea how you were able to somehow have the level progression feel good while still having each level thematically relate to the message, but everything about this game is so impressive.
This was a pretty fun puzzle game. I will say I found the game pretty frustrating at times, specifically because the jump height was not really controllable and I kept putting out my torch on the ceiling. Maybe that's a good thing though, because you were going for a Getting Over It vibe, and I'm not the biggest fan of those games either. The fire effect and art direction was really well done though. Great job!
Really fun pacman-like game! It's a pretty simple idea, but you did a really good job of making the art feel good, and the difficulty curve throughout felt fun. I will say that initially it did present as a more puzzly sort of experience and I'd personally be more interested in that part of the game, but I do still love what you made!
I liked this! It's a creative idea, but I'm bad at bullet hells so I didn't do too well. I think it would be cool if the window was permanent and you could move it around, but even as executed its fun. I am a bit confused on why I would use some of the upgrades though, enlarge and drift just seem to make the game harder (maybe they could be debuffs you're forced to put down?)
Really fun little game! A bit confusing at first, but once you get it it's really satisfying to move everything around and complete all the tasks. I will say it feels a little short right now though, because I was able to finish the entire thing without ever upgrading. If you do decide to continue, which I would definitely be interested in, I think this would be really fun as a factory or incremental game, where you slowly automate the process of dissecting parts and have to deal with filtering out with the red resources (I also felt these were kind of underwhelming in the current version). Besides that though, this might be my favorite I've played so far, especially because of the art and music!
I think I have an unbeatable build, gonna leave the tab open and see how high it goes. Really peak game though, only criticism is that eventually the ticket button is wrong about when you get your next ticket.
I had a great time with this game! The music and graphics were great and I really enjoy the idea of having to manage both looking to the right to target and looking forward to steer. I will say that the damage warnings were more confusing than helpful, and in general it was hard to tell what would do damage to me, especially because at the end because the flagship blocked my healthbar (I like the ship showing visible damage though). Despite that though this was still a very enjoyable experience! I can tell that you put a lot of work into this, it's very polished.
Really well designed! It is hard, but in a positive way, and the controls, music, and graphics all make it worth staying to try to finish it. I appreciate how much you have to control your speed, and the fact that enemies take the outside route means you have to be very careful about when you attempt a jump. If I had any criticism, it would be that sometimes the jump collider felt a little unfair, but otherwise great experience.
I really love the concept, and would genuinely play fully through a more polished version of this, but in it's current state it just needs more quality of life improvements otherwise the later levels are just way too difficult. I think its ok to have levels be fast and require quick reflexes, but I think some of the levels require you to maintain these reflexes while also maintaining too high of an awareness on the board state, so you have to juggle what feels like a million different things while also finding a puzzle solution. If you still want to maintain the more moment-to-moment rapid decision making, I think you would need to slow down the starting point of some levels, because having the two-beat "bullets" immediately is just too much and doesn't let you understand the board. Despite those issues, it's really addicting to try to execute a solution you've figured out, so maybe its ok.
Really interesting little game! The web version could definitely use some optimization, it was almost unplayable for longer than 5 minutes for me, but it was interesting enough to get me to download the windows version, which I thought was definitely worth it! You do a great job of creating an interesting atmosphere. I really enjoy the game loop of optimizing the machine, but I was a little bit confused on how the pentagrams actually worked at first, and and at some point I was able to create an infinite loop that made the rest of the game feel way too easy. Overall, great job, I'd love to see more! If you were to continue this project, I'd be very interested in seeing something like a run modifier or relic system that could change how a player approached the optimization challenge.
LD60 — Old Tech (12)
MegaPrint by Blue Pin Studio 2026-10-22T00:24:47Z ♥ 0
Super vibey incremental game! I had a great time with the music, and I thought the idea to draw each of the different movie posters really funny, especially getting to see what others had drawn. In some ways though the experience was a little more inconvenient than I would've liked? Specifically the worms were pretty hard to find when they ran out of energy and on top of that the hitbox was a little too sensitive for my liking. Honestly I think you could solve these problems by just cranking all the numbers up and making the whole thing more chaotic, because it feels like that's already the vibe you have. Either way, the aesthetic was super unique and interesting, and I'd love to see more of it!
Floppy Defrag by Dywanix 2026-10-21T04:51:28Z ♥ 1
Pretty good classic sokoban. I do wish you spent a little more time on the new elements you introduce rather than base sokoban, and I really miss having an undo, but overall good job!
Fotoshu: Caught on Film by Aviv Levy 2026-10-21T04:40:26Z ♥ 2
One of the few jam games I play where I could genuinely mistake it for a full game with no modification. Obviously I'd love to see more, but I really love what you have here. I have no idea how you were able to somehow have the level progression feel good while still having each level thematically relate to the message, but everything about this game is so impressive.
Torch Keeper by Boxofcuriosity 2026-10-21T02:56:37Z ♥ 1
This was a pretty fun puzzle game. I will say I found the game pretty frustrating at times, specifically because the jump height was not really controllable and I kept putting out my torch on the ceiling. Maybe that's a good thing though, because you were going for a Getting Over It vibe, and I'm not the biggest fan of those games either. The fire effect and art direction was really well done though. Great job!
Screenshot from 2026-10-20 22-49-34.png
Ghost Train by Koolruz 2026-10-20T23:33:28Z ♥ 1
Really fun pacman-like game! It's a pretty simple idea, but you did a really good job of making the art feel good, and the difficulty curve throughout felt fun. I will say that initially it did present as a more puzzly sort of experience and I'd personally be more interested in that part of the game, but I do still love what you made!
L.S.D. Flight Simulator by Miguel Monteiro 2026-10-20T04:34:45Z ♥ 2
I liked this! It's a creative idea, but I'm bad at bullet hells so I didn't do too well. I think it would be cool if the window was permanent and you could move it around, but even as executed its fun. I am a bit confused on why I would use some of the upgrades though, enlarge and drift just seem to make the game harder (maybe they could be debuffs you're forced to put down?)
Detritus Delver by JustinMullin 2026-10-20T04:22:54Z ♥ 1
Really fun little game! A bit confusing at first, but once you get it it's really satisfying to move everything around and complete all the tasks. I will say it feels a little short right now though, because I was able to finish the entire thing without ever upgrading. If you do decide to continue, which I would definitely be interested in, I think this would be really fun as a factory or incremental game, where you slowly automate the process of dissecting parts and have to deal with filtering out with the red resources (I also felt these were kind of underwhelming in the current version). Besides that though, this might be my favorite I've played so far, especially because of the art and music!
Corner the Market by ectucker1 2026-10-20T03:55:26Z ♥ 4
I think I have an unbeatable build, gonna leave the tab open and see how high it goes. Really peak game though, only criticism is that eventually the ticket button is wrong about when you get your next ticket.
EDIT: A million! why no tier 4 :( Screenshot from 2026-10-20 00-36-00.png
Blackwater by Avi 2026-10-20T03:06:37Z ♥ 3
I had a great time with this game! The music and graphics were great and I really enjoy the idea of having to manage both looking to the right to target and looking forward to steer. I will say that the damage warnings were more confusing than helpful, and in general it was hard to tell what would do damage to me, especially because at the end because the flagship blocked my healthbar (I like the ship showing visible damage though). Despite that though this was still a very enjoyable experience! I can tell that you put a lot of work into this, it's very polished.
T.O.R.Q by BadPiggy 2026-10-20T02:43:08Z ♥ 1
Really well designed! It is hard, but in a positive way, and the controls, music, and graphics all make it worth staying to try to finish it. I appreciate how much you have to control your speed, and the fact that enemies take the outside route means you have to be very careful about when you attempt a jump. If I had any criticism, it would be that sometimes the jump collider felt a little unfair, but otherwise great experience.
Screenshot from 2026-10-19 22-42-45.png
goblin-tech by A0405u 2026-10-20T02:07:21Z ♥ 1
I really love the concept, and would genuinely play fully through a more polished version of this, but in it's current state it just needs more quality of life improvements otherwise the later levels are just way too difficult. I think its ok to have levels be fast and require quick reflexes, but I think some of the levels require you to maintain these reflexes while also maintaining too high of an awareness on the board state, so you have to juggle what feels like a million different things while also finding a puzzle solution. If you still want to maintain the more moment-to-moment rapid decision making, I think you would need to slow down the starting point of some levels, because having the two-beat "bullets" immediately is just too much and doesn't let you understand the board. Despite those issues, it's really addicting to try to execute a solution you've figured out, so maybe its ok.
HELL TOOLKIT by jefvel 2026-10-20T00:16:27Z ♥ 1
Really interesting little game! The web version could definitely use some optimization, it was almost unplayable for longer than 5 minutes for me, but it was interesting enough to get me to download the windows version, which I thought was definitely worth it! You do a great job of creating an interesting atmosphere. I really enjoy the game loop of optimizing the machine, but I was a little bit confused on how the pentagrams actually worked at first, and and at some point I was able to create an infinite loop that made the rest of the game feel way too easy. Overall, great job, I'd love to see more! If you were to continue this project, I'd be very interested in seeing something like a run modifier or relic system that could change how a player approached the optimization challenge.