FoonLudum Dare ExplorerUsers → Nozomu57

Nozomu57

Category Medals

YearLDThemeGameDivisionCategoryScore
šŸ„‰ 2023 54 Limited Space Feng Shui Struggles compo Theme 4.66

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659SignalNest, this is Pilgrimjam194.313.633.764.584.534.554.63
202455SummoningBurn with mejam324.294.354.004.434.294.023.164.20
202354Limited SpaceFeng Shui Strugglescompo304.133.994.004.663.863.814.074.00
202353DeliveryDETOURjam254.324.374.454.353.823.762.813.55

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 Nozomu57

LD53 — Delivery

Goblin Trail by tukisboolukis 2023-05-02T11:00:53Z

A very solid game for a gamejam! It looks like a lot of passion was poured into the game, especially in graphics department. The game lacked some visual clues (like maybe an outline for pickable objects in villages), but still very solid visuals. Also it was a bit frustrating to try and return fallen boxes and shoot arrows at the same time, but I understand that that is a core mechanic that makes this game unique and makes it engaging to play!

Would love to see what a final product could look like.

pipet by unless games 2023-05-02T09:33:52Z

What an interesting looking game! Played it for several minutes, and although the exact logic behind gaining points is still eluding me, I somehow got the hang of it and managed to score a dozen of points. Maybe adding just a small tutorial level or even a couple of sentences (which colors are placed where, what does that colored ribbon mean, how does a sector give you a point) would help this game a lot.

Days on the Lake by nardandas 2023-05-07T20:17:07Z

Came for the water physics (thanks for the post!), stayed for the game. This is such a calming and mesmorizing experience! Would be a killer game, but all upgrades on the left side of the screen were blocked by disclaimer, so I could not click any of those, which left me out of guns :(

firefox_opAj7R9r7E.png

And yes, I played in Firefox on Windows. Windowed, fullscreen, did not matter. Would totally play the full game after this is patched!

Careless Express by Achiru 2023-05-02T19:41:27Z

Apart from unpredictable mouse throws, this game is very much enjoyable and put well together. Played it through in one go, now I want more!

Easy 10th level was a nice touch after two infuriating levels :)

Neo City Express by Pedro Medeiros 2023-05-05T18:33:07Z

This is really amazing on all different levels, from art and music to quality of texts. The thing that comes in mind is only "how was this made in 3 days and how can I become as equally cool?"

Gameplay idea is definetely fresh. Can't say I've seen anything similar apart from Textorcist, but here it's much more engaging in actual texts you write, that's a plus for me. One problem I had was the tinder part: for texting I was told I should type with keyboard, but for Tinder I was told nothing, and common sense told me to swipe the cards. Yes, after I started thinking what can I do I eventually understood that I needed to press 1/2 keys, but man, in the flow I had only one brain cell not thinking about avoiding cars, I just searched for text tutorial of how to swipe and completely wrecked the car :smile:

Anyways. You guys rock, keep up the good work!

Impasta by Jozef 2023-05-02T18:05:52Z

Combining peggle and delivering jokes with limited letters is... unique, to say the least. Can't say that it was engaging, but at least fun for a while. Too bad the actual score is obscured by some "server magic": I didn't feel like I was in too much control over the resulting score. On average better jokes were scored better, but most of the time it didn't feel... "fair"? Even if the server logic is better that random scoring.

Moreover, I usually expect the game to make jokes for me, not the other way around: I don't get happy neurons activations when I joke "into the robotic void" :D

The peggle part was pretty fun and worked flawlessly, though, props to the team!

Seedling by TwoWolf 2023-05-02T23:21:46Z

Oh wow, this brings very fond memories about that one flash-game, "Hedgehog Launch"! Always thought of it as a banger and wondered why aren't there more games like that.

You did a very good job at recreating the joy from that game (even if unintentionally)! And making your own twist and stylistic decisions. Had such a good time playing through your game, thanks for your entry :)

Return To Sender by Aurailus 2023-05-05T20:06:22Z

Oh my god! I am in awe what people can actually do in 48 hours. Why do AAA games even exist, if there are people that can make games with such time-to-quality ratio?!

Huge props and respect. And, of course, thanks for this addicting experience :smile:

Thirty Minutes Or Less by Spice Cabinet 2023-05-02T19:21:26Z

Almost everything was said before me, but I still wanted to say that your game (art, idea, music, everything) slaps! It just maybe lacks some better visual progression and some representation for how far away are we from that sweet free pizza :D

Zeba's Broke!!!! by slimefriend 2023-05-02T22:52:30Z

This game is suprinsingly engaging. Got around 85 bucks at my best day. It turned out to be super fun to have several deliveries at once and try to make them all (last second, of course!). Intuitive controls with a bit of a learning curve also added to the welcomed challenge.

Music is super fitting and chill, you feel like you are cruising over the city! Add some nice city graphics, add "night shift" with lighted streets, maybe tweek broom physics so it's not a simple "slide with acceleration", and ship it! Really not that far from a finished game, would love to see more :smile:

GONETS. Supply delivery TD by DaniilLenin 2023-05-02T22:30:13Z

@daniillenin you probably misclicked, because I haven't played you game at the time of your comment. But now I have!

This game could be so much more than it is. I'll complain now about several things, but please understand that it's because I see so much potential in this idea ("TD, but you need to deliver ammo") - Sprites seem so pretty, but they are soo tiny! Very hard to enjoy them properly! - Goes together with the previous point, but because of high distance between "camera" and "field", everything seems too stretched. There is almost nothing happening at the same time on screen, you just see yourself and a couple of rocks, and all the fun is there somewhere, hidden behind screen borders. I delivered that ammo, I want to see enemies obliterated by it, not just hear it and return only to see the ammo being depleted a bit!.. So year, ideally the field of view should be either immovable at all, or at most twice that, so you can at least always see your base.

Anyways, huge 5 stars for innovation and theme delivery (pun intended)!

Become a Courier by alisher_fazilov 2023-05-02T09:19:09Z

Nice submission for a game made alone! Wanted to point out some "goods" and "bads". First, with "goods". The game seems on-point with topic and complex enough not to close it after a couple of minutes. Also the graphics are really nice and versatile, props to you! Now the "not so goods". The main problem I could describe as "vague objectives". It's hard to understand you should click at the office to get orders, it's hard to understand that those are actually orders, hard to see where is the order on map (waypoint does not work properly for me and just roughly gives me the info in which half of the map order is). Controls were intuitive (by being default for shooters), but I missed a couple of possible interactions. Just by clicking ESC I learned full controls and objectives (maybe start game with this screen?). Also aim seemed a bit off-center, and also after knoching down enemies their bodies slid towards me and always hit me, making respawn. And if their body or just them alive were to appear near the spawn, I was stuck in a perpetual respawn loop with terrifying death sound stutter :D

Anyways, props to you!

Packet by Defrag 2023-05-02T10:24:23Z

I am glad I gave this game a second go after first confusing round. Reading through the tutorial after actually playing a real round helped a lot, because sometimes tutorial is too vague (using phrases "this button" without any emphasis on button, or "it can overload" without showing how overload actually looks). My suggestion would be to separate resource management and action part: maybe have something like ~10 packets, then spend resources and clean up the mess without time pressure, and then stress-test your uprgaded network again. For now it's just too much happening, too hard to pay enough attention to network status, packet timer, your points and upgrades at the same time (and when should we even read the messages? or is this haste a part of message encryption?)

Music and SFX are simple enough, but I really like how they synergize with each other.

Great job overall on the game, was actually much fun! Would like to see a full game out of this.

RecoDeli by Krzyhau 2023-05-05T18:52:59Z

Hey Mr Triple Laser guy, really cool game! Turn-not-turn-based puzzle is is a nice fuse of genres. It is extremely satisfying to tune the timings perfectly so that the robot drifts all the curves perfectly. Although I must say it becomes tedious further in the levels, and it gets harder and harder to commit to investing time to such tuning. Like, in turn-based games you can actually predict future in your head and there are much fewer iterations required. Good that there is a speed-up functionality, but then it cripples the satisfaction from watching the robot grazing through space. I don't actually have much suggestions on how to improve this to make this less tedious. One thing that was lacking in that department is some kind of... step progress? Like, you know you need a 5-ish-second forward command, and then you have to try it, see it's too much, try lower, then lower, then higher... If there was a "progress bar" on each step, optinally with exact current time (or maybe even shoiwng it on the main screen, somewhere on top of the field), it would be easier to eyeball the approximate time you actually need.

Anyways, I'm just nitpicking: this is a great game idea, and definetely a polished core game. Good job!

Pizza Dash by kdx 2023-05-02T10:00:43Z

Very strong contender! Graphics stand out a lot, and work together with quirky animations for the overall enjoyment for eyes. I also appreciated the game being hard enough. At first it was even harder, but after I realised that grapling hook goes in straight lines from where you threw it (and not moving with the player, as expected) it got a bit easier. Although controls are a bit floaty, and I would love faster X-acceleration (and decceleration).

Also music bangs and does not ask to be turned off, that's always welcomed :)

P.S. Hope our clients don't mind some footprints on their pizza.

Pizza Dash by kdx 2023-05-02T23:27:21Z

I've already commented, but I wanted to comment again: even after seeing lots of other games, I come back in my mind to this one. It is somehow stuck in my brain rent free. The character's funny jump. The hard level design and mechanics. The color palette. The music. The flying pizza. Oh god, please make more, I want to play more of it!

Hell'o-Cargo by agudar 2023-05-06T20:56:10Z

Good game, definitely among the top contenders. It is really shocking to see lots of usual-for-polished-games stuff like transitions, lighting, tutorials, decorative animations, big props!

As for critisism, I have two "buts" for this game. One is the obvious lack of throwing trajectory, it was more than frustrating to redo the same throw 3-4 times, and do total 10+ failed throws per level. Second one is more subtle, and it's lack of interesting mechanics. Like, buttons, movable boxes and deadly lasers are something of a common thing for platformers. If you didn't intend to go for unique experience then it's ok, but anyway it seemed like I've played these "layouts" dozens of times with the same steps to complete the level. If you were to make a full game out of it, then it would be cool to see some interesting mechanic to break the default flow of level design.

Still huge thumbs up to the whole team. Dig the style (which reminds me of Enter the Gungeon), enjoy the sound, love the polishing. Hope this does not stay as a LD-only project :smile:

Deliver Me From Evil by Ruben Christoffer 2023-05-02T18:56:15Z

This really has a feeling of a "proper game": visuals, controls, overall feeling. Player is not lost and it is easy to understand what to do. This game lacks just a couple of things. First is "feeling of progression": you can't detect easily difficulty increase between levels: stuff like "zombies are 10% stronger" or "there are 5% more graveyards" is hard to detect visually while playing, but if faster and tankier zombies would be of other colors, and they would be introduced gradually, then player would detect the changes. Just as an example. Also, after a certain point (after level 5 or so) the coins become almost redundant, you get enough money for uzi ammo just from the delivery itself. Maybe scale the gain from coins with level increase?

Anyways, I am just nitpicking because I wanted to have more reasons to play this game more. Good job!

Togo by Merin Car Trunk Key 2023-05-03T12:24:15Z

This a nice idea and I actually completed the whole game, but it all could be oh-so-much-better! My main suggestion is playing your game at least once in its final form before release, because two main issues I had with the game were based on its pace, which can be tracked down and tuned.

You really need to think which tasks to take in first days, because you sip through time very fast for the first 3-4-5 days. I didn't even think I could finish buying all dogs on time. But near the end it flipped around: first 5 days had ~8 deliveries in them, last 2 days had around 20! I was just too fast with all dogs, and it was so tedious going 4-5 hours at a time (even with biggest deliveries). And I really needed to think about money in first 5 days, but at the end of the game I had around $2000. Also that's the reason I did not even touch my sledge after I filled it: there was no need to move wolves around, I already had good setup and during encounters I chose variants so that nobody died.

A good addition to the game would be that different difficulties resulted in different amount of encounters (for now it's always one, and sometimes lvl5 seems even easier then lvl1). Also a good addition would be different types of travel (lake, forest, mountain) - something, that would require to rethink the position of dogs in sleigh. It could be a really nice sleigh management game, but unfortunately this wasn't developed at all.

Anyways, I really liked the overall mood! Somehow even with limited music and artstyle you could achieve a compelling atmosphere, props to you!

Duke Burger by x16 2023-05-03T17:07:28Z

I agree: for a gamejam game, this has lots of levels and art packed into it, good job! Also if you were going for the feeling of painfully hard old platformers, you nailed it :) Sometimes it was too hard, so I needed to force my way through enemies at the cost of a couple of lives. Also I did not realise until much later in the game that you jump further without burger: previously I just ran around with it always in my hands. Maybe you could add pretty early in the levels a forced high jump so the player knows he has it in his arsenal.

Anyways, I enjoyed playing your game, pretty solid submission!

soul sender by aushijo 2023-05-01T23:01:58Z

Impressive for a game made in 20 hours! Poured a dozen of minutes in this game, but needed to read other comments to understand the goal.

Music was turned off after 30 seconds, though :smile:

Packing Up by RRADU 2023-05-02T21:11:52Z

This is a neat game. In its barebones form it's a bit of like "Excel spreadsheet gaming", but add several other mechanics, random encounters with choices, random events in shop or interaction with buyers, and this is a banger!

Also maybe should consider having a hidden "upper limit" for selling costs: I could charge x5 of the cost, then press the bed a dozen of days straight until I accidentally sell some of the overpriced objects, providing myself with enough money for another 200+ days of cheesing the game :D

Drone Delivery by uNclear Physicist 2023-05-02T21:56:45Z

Hey there! Really nice to see people trying Godot and having blast with it, stunning progress for just one week into the engine.

A game is quite simple, but it feels like a game, so it's a game :smile:

I had two problems with the gameplay: 1. It was not clear that you need to come close to the colored building to deliver the box, and not slide/land on it 2. After I missed one package I never got another one, and only an infinite line of empty grey rooftops awaited me...

Good luck with learning Godot!

SatisfAction - The Ultimate Marble Machine by MarkAis 2023-05-03T17:36:47Z

Shiny marbles and mesmorising sounds are definetly the best part of the game, could watch it all day, if not for a bit wonky controls and harsh difficulty. I agree with others about the birds eye view that it would help, but then you won't have any reason to return to the 3D view which is much prettier. I think it's better to leave just one perspective, but reduce shakiness of claw and always display with a shadow on top of which point it is situated.

Haitatsu by Answer21 2023-05-02T10:40:23Z

Game looks nice and detailed (props to Tzoy and Troechka), although has several visual and physics issues. Most of the fun actually came from broken jumps and walls, when trying to break them in several ways :D

Seems like this game had too much of story and details that just didn't fit in three days.

The last help by Linkway 2023-05-03T14:45:41Z

If the narrative and atmosphere were your main concerns during development, then you nailed it! Nice building on the topic of "you can't make everyone happy". Gameplay-wise it was lacking: floaty movement (character is falling slower that expected, can be fixed by increasing gravity on way down), empty rooms with too zoomed in camera (you can't see platforms even if you are close enough, and also the screen seems empty because of that), and also when it became dark it was impossible to continue (after a minute I noticed moving platform, but after that I had no idea where to go). Maybe add a faint outline to platforms that is still visible in the dark? Or at least make it a tone brighter. Or was this the end of the game and a metaphor about dark dark world? :D

Either way, cool entry and thematically on-point!

DETOUR by Nozomu57 2023-05-02T21:31:48Z

Thanks everybody for your warm welcome of our game! It is a real pleasure reading through all of your comments (did it like 100 times already, especially your comment, @ugly-robot :heart: ). I always thought that I was capable of doing good level design and making interesting mechanics, I cannot stress enough how reassuring it is reading this from other players :)

DETOUR by Nozomu57 2023-05-02T21:47:44Z

Also I argee with you, @daniillenin @the-neon-shark, "rewind back a bit" would be a nice touch (could be an option between "rewind 3 sec" and "restart the level").

Also @daniillenin I am hesitating to show the code behind the rope because it is an absolute mess (could maybe open my repo with this game on github though, if needed), but I can explain how I made it. Actually almost no physics, purely math: 1. Have a Line2D object (I am using Godot). It's just for visuals. 2. First dot (line is drawn between all dots, one by one) is charger, last is player. 3. Always have Area2D for collision detection for each of the segment of line (between each pair of neighbour points) 4. On any dot position update, reposition Area2D-s 5. Each pillar has 4 special collision objects inside each of the corners. On collision with rope, send corner's position to rope, and add a new dot right before the last one (player's dot is always last). 6. Remember which side of the rope touched the corner. 7. On point positions' update, compare angle between last pair of points and another pair one step back (without the player). Dependent on the side we touched the corner, wait for one angle to become greater or smaller that the other, and then we can unsnap from the corner and delete the point!

It may sound complicated (and in fact it is even more complicated and has lots of "ifs"), but yeah, I didn't like the goofy physics implementation so I had to write a smooth math one :D

DETOUR by Nozomu57 2023-05-04T07:36:44Z

@noskro thanks a lot for your feedback, I am glad you liked it! I would unlock all levels, but I don't know if this is an "allowed post-fix" or not.

Also I have a question about thumbnail, haha: is this about overall appeal and quality, or should I for example put gameplay element at the back (ex. robot walking around the pillar with its rope around)?

DETOUR by Nozomu57 2023-05-05T22:24:50Z

@flaterectomy thanks for the nitpicking, it is equally as valuable as praise! About varying difficulty: I agree, sometimes it was because I wanted to introduce ideas one by one but players accidentally learn tricks too early, sometimes it was because I mixed puzzle levels with agile ones (and those have varying difficulty for different people), and by the end (11-12) it was a design choice, ā€œupgrading the same pillar setupā€.

About SFX: you are also totally right! I tried to squeeze in some sounds during last hours, but any jingles or sounds I tried conflicted with main music, so with a heavy heart I decided to remove any SFX :( Still a must-have for a complete experience, just required too much fine-tuning which I didn’t manage to fit in 3 days.

DETOUR by Nozomu57 2023-05-05T22:31:11Z

@firespike33 thanks for the kind words!

As for ā€œyou can’t carry the box through your lineā€ā€¦ there is actually no such rule :D Probably just some bad timing of touching bad guys with your rope or yourself, and that tricked you into thinking this is a thing. But if I were to make a full game I’d make sure to include an early level where you need to cross your wire with box in hands.

DETOUR by Nozomu57 2023-05-05T22:45:06Z

@prostone thanks for such a detailed feedback! Disruption mechanic is definitely what this game lacks, I’ve spent the whole second day trying to come up with something worthy and also not too tedious to implement. My ideas were ā€œlimited cord lengthā€, ā€œability to delete pillarsā€ (so that wire can instantly snap to new position), ā€œmoving pillarsā€, ā€œwrapping around chargerā€, ā€œnot being able to cross your wireā€. Some of those were too time consuming to code, but mostly it was that I wasn’t satisfied with them enough. Like, I needed something that would add a whole new dimension of complexity, and not just give 2-3 more unique levels.

In the end I decided to just polish base mechanics and spend time on tuning the existing levels.

DETOUR by Nozomu57 2023-05-07T09:55:26Z

@daivyishere thanks a lot, much appreciated!

About the process of designing levels. I even considered writing a blogpost about creating these levels, but in the end it boils down to this: "Each level should be unique in *some* way and either introduce some new idea, interaction or mechanic (I was workshoping ideas for first half of the jam in between coding, hyperfixating while eating, walking in park and even trying to sleep); then let ADHD kick in and chaotically reorder objects in all levels at once for 5 hours until most sequence breaks are gone and you are satisfied with the look" :laughing:

DETOUR by Nozomu57 2023-05-07T10:27:34Z

And in general: thank you everybody for the feedback, both for uplifting and for constructive :)

@kevin-scroggins @thefatgalaboo @chris1919 @maximbegunov @salyon @kohcepba special thanks to you for specific suggestions on how to improve the game! I am definitely with you on most of the points. This game would benefit from more fluid controls (maybe holding mouse in the direction you want to go), and I definetely should address the frustration from restarting deep in the level.

If this game scores good enough, I am considering polishing it, adding more levels (and most likely mechanics) and making a full release.

DETOUR by Nozomu57 2023-05-07T15:11:19Z

@slimefriend yep, judging by the comments it would be nice to have puzzle aspect separated from action. I just wanted to explore the whole package this core mechanic can provide, so I mixed two genres. I still find it a fun combination myself, but I also understand that the main strength of the game is its puzzle aspect.

So if I were to do the full game, I'd most likely make a "main" game only with puzzles, and all action levels as an "extra content" the player can decide to just ignore. Either as a separate mode, or maybe as "hell-versions" of normal levels :D

DETOUR by Nozomu57 2023-05-07T15:14:30Z

@stesim thanks for the kind words!

I used Godot 3.5, because it's what I did my previous game with ([Fox Tower](https://nozomu57.itch.io/fox-tower)). My next game will definitely use 4.x version, but for the jam I wanted to stick with what I already know.

DETOUR by Nozomu57 2023-05-07T22:36:27Z

@jacobingalls thanks a lot, glad you liked our game!

Speaking about the idea, I don't know if you wanted too much of details, but I still wanted to share :smile: 10 years ago I had a small alpha-build of an iPad game, where you control two charges with two fingers, and there is a wire between them. And you have to extend this wire as much as possible to score good, but the catch was -- you had to avoid moving deadly dots (and collecting good dots) at the same time.

mmNeOyQigjU.jpg

I never got to finish that game, actually. I even came up with an idea of how to make it computer-friendly: fix one charge in the center and you only move the other charge. But I just lost interest in it after some time: I tried to come up with mechanics, but it was not engaging enough.

So, this jam I, among other things, went through my old ideas, and remembered that game with charges. After some fiddling around and thinking how to add "delivery" to this mechanic, I came up with an idea that you can have some certain destinations where the free charge needs to go, and not just some abstract "stay spread". And then the puzzle aspect with bending the wire just naturally came in as a complementary feature alongside main idea of "spread the wire and avoid moving enemies". Funny how puzzle part quickly became the main appeal and route of development, haha!

DETOUR by Nozomu57 2023-05-07T22:41:52Z

@hwaet you would not believe it, but both :D Moving it halfway inside the robot was a fast and brutally hacky way to kinda balance the frustration from bumping into enemies while moving around with the box.

Godot_v3.5.1-stable_win64_3tDMOy8rxV.png

DETOUR by Nozomu57 2023-05-09T09:15:54Z

@dxk2294 thanks for the feedback, much appreciated!

As already mentioned above, in the normal release I would put all agility-based levels as a separate pack or more likely as "hell-versions" of normal puzzle-levels, but for this jam I wanted to explore the full specter of what these base mechanics could provide to the level design, so I ended up with such a mixture of genres.

And about longer levels, most likely the most elegant solution would be to make a checkpoint at the moment you pick the box (with a possibility to restart completely). Reverting to the last corner is of course even closer and I'll definitely test that, but in case of completely wrong route it would mean you'll have to unwind the rope, which could also be frustrating. Could be also all of the implementations at once, either with different buttons or different amounts of click on "undo" button.

DETOUR by Nozomu57 2023-05-19T22:02:50Z

@aurailus thank you so much, for taking time to comment! I love to come back to your stream and re-watch live reactions to levels :) The ā€œif it’s compo I’m f****ing screwedā€ is the best appraisal I could have :laughing:

I’m already thinking about full release btw, having such a big room for improvement and so many ideas for unique mechanics.

LD54 — Limited Space

BLOCKIES by Ayxs 2023-10-03T13:02:39Z

Oh no, instead of rating games I just played your game for an hour... Blockies_xPJ2vaZVpG.jpg

Super relaxing and chill! Would love the addition of precise positioning via buttons, sometimes I could not click on the field because mouse was hovering one specific cube of the figure, and I wanted it to be hovering after placement. This is what killed me in the end :)

Tiny Temple by sinclairstrange 2023-10-19T18:47:24Z

This. Is. Out of this world.

Love the artstyle, love the idea, HUGE respects for a full difficulty up and completely new rooms after level 50, this is even more work than I imagined.

Maybe levels 1-50 were too grindy and repetitive (especially after finding shotgun, haha), would love to be able to get to the real challenge a bit faster.

Ozone by Benstar 2023-10-03T15:06:22Z

Got to wave 10 by trying to select only non-homing enemies :D I wonder if it would be better to select only homing ones?.. lemme just run this game for a couple more tries... just a couple more...

(game is fire btw, well done!)

SLONOKOT by katamary 2023-10-04T20:20:33Z

This is a very strong entry on the side of idea, graphics and music; they really set the right mood for this little game.

And I really appreciate the idea of being clumsy and bulky, and I understand that all the physics work for that idea. But unfortunately it got in the way of completing levels too many times. I could not make jumps, first pushable box in the first level just did not go down for 3 restarts straight (I suppose it should break the small box undeneath but it didn't), and I got softlocks like in this screenshot too many times for it to be funny anymore: ld54_QDJ1WmAnDI.png

Apart from that, the charm of the game is off the charts, well done!

This Game Only Weighs 8 KB! by UnidayStudio 2023-10-02T21:31:09Z

Never before I wanted to rate 6/5 for theme so badly :D Great job!

Level 5 was super interesting, needed to sit back and think about it. Makes my puzzle-seeking brain happy.

Mayor of the Mountaintop by Roboimuri 2023-10-03T17:09:18Z

Such an outstanding looking and sounding game (5/5 in both categories) - and I can't figure out how to play it even after 5th retry :( Can't find the combination of buildings that produces money, each time it's either zero or minus something...

Adventures of Blastbot by zell 2023-10-03T17:48:08Z

Cool game! Really spooky, need to check your back all the time, those guys scared me several times :D Probably the only thing game is missing in its current state is the ability to go up/down, pointing mouse downwards/upwards is a bit messy. Still a really nice experience, thanks for this submission!

Less is Moore by Aurailus 2023-10-02T21:12:50Z

Ok, what the hell, this was even better than the previous one from LD 53!

This asks for soo much bigger space than a jam game — even with current mechanics you could play with different starting setups and other restrictions (money, new parts, manager requirements, etc.), and this could turn in a super addicting game (preferably MOBILE game, haha, get it?). There are already dozens of "fit tetraminos in square" type of games, but this just adds so much depth and meaning to all of it.

But for now — only lack of sounds and music stopped me from giving 5 starts in all categories. Rock on!

cyber_serpent by picross 2023-10-03T16:19:46Z

Awesome game! Would love to be able to skip the submit part and get straight into the game. Also most of the time I died to the laser enemy, too hard to react properly. Even a small telegraph before attack (drawing a line where the lazer will shoot) would be super helpful.

Anyways, replayed like 20 times, very addicting!

Boo! Bark! by Doot 2023-10-02T21:50:38Z

Bark bark! (Nice game!)

Bark woof, woof. (Played it 3 times, got to wave 8)

Wooof woof! (Fresh idea and a super-polished experience, nice job!)

Awoooo (Awoooo)

Limitisland by Krzyhau 2023-10-03T11:14:22Z

This is such a cool idea, but unfortunately I just lost it in the sauce after a while. Each reiteration I found new recipes, thought I know what to do, only to realize it's not working. Reiterating to look at the recipe again, to see that sticks are not sticks but planks which are just a little wider... And then doing the same several times again for other recipes because apparently there are like 4+ different ores in game which have slightly different shapes and colors on paper, and don't always share resemblance with real ores. I thought I figured all out, but then I got recipe for fireplace, and just straight up could not build it.

Sorry for this wall of frustration, I really wanted to love this game and finish it, but did not make it to the end :(

This won't be a deal breaker for my ratings though because it's fixable pretty easy (rework sprites and add "skip button" to cycle faster) and did not take away from initial exploration part, which was exciting :D

BACK TO REALITY by koboldskeep 2023-10-02T20:37:25Z

Nice pikmin-style game! Took time to get used to the controls, but almost 100%-ed on the second try. Music is suuper nice, props to your composer!

The space was not really that limited (maybe more about limited time?), but enjoyed the game a lot nonetheless :)

BACK TO REALITY by koboldskeep 2023-10-03T09:17:40Z

@koboldskeep oooh I see! Did not manage to get enough clones to get to "limited space on the ship" part. Guess I need to re-visit the game and change a couple of ratings then! :D

Contact Range by QueenOfSquiggles 2023-10-11T08:00:30Z

This style is bizarre, and borderline bulky, but I am impressed how good it conveys the mood!

After tackling controls, 1 FPS and softlocking a couple of times in room with aliens, I git decently far in the game. Did not get the end scene, but was a pleasant time nonetheless. If you've managed to do this in 2 days would be a banger compo game; but still, super impressive for a one-person project! Good job!

Misplaced Tie by knexator 2023-10-02T20:09:55Z

Thanks a lot for this puzzle! Love to see clever level design for point'n'click games :)

Cosmic Cargo Chaos by Surfa 2023-10-03T16:34:25Z

Don't have really anything to add to comments above. Nice meditative game, after a while you just get in the flow :) Really feels like being a forklift.

disembARK by Crygos 2023-10-02T20:24:07Z

I LOVED everything in this game, the music, the superb sound effects, the graphics, the idea... except from unexpected difficulty ramp on the 20th day (normal difficulty). Before it was 1 animal in 2-3 seconds, and then it was 2-3 animals in one second, or at least it seemed just like this... I was throwing away one animal, and already got like 3 or 4 more of new ones :(

Anyway, thanks, a solid entry and a really nice and funny take on the theme!

Before I Forget by Wrong Timeline 2023-10-03T09:49:38Z

Just started cruising through smart filter, and already got this gem! Reeeally nice addition to the visual novel base, gameplay is so tightly connected to the whole idea and main character it's insane.

Good job to all the team for delivering such a beauty :)

Can't really say anything bad about the game, maybe just that after a while I started just tapping all memories to see the whole assortment, before putting them in the grid. So maybe just show all them from the beginning to the right, for player's convenience?

Feng Shui Struggles by Nozomu57 2023-10-03T17:26:47Z

Thank you all guys for your comments - especially @kiberptah :) Speaking about my taste in arrangement: I did my best to *really* follow Feng Shui only in the first room, with energy flow, not sitting at the table with your back to the door and stuff like that. Starting from level 2 I just gave up and simply made some puzzles :D

@chailotl thank you thank you! you are the first one to mention "relatable", and that was actually part of design decision (more on that below)

@chybby @dob @vollfeiw @mdotedot @lelulagames @prologi and others who wrote about strange physics: maybe now I would've done things differently, but at the time of creating this game I wanted to convey the feeling from real world furniture rearrangement, wanted it to be in a way the same level of difficulty and despair - hence the word "Struggle" in the name. Maybe jam is not the best place to portray my feelings and experience, but maybe at least that would clarify why I made furniture move with such friction.

Will probably update physics after the voting ends :)

Feng Shui Struggles by Nozomu57 2023-10-03T19:19:10Z

@edearth thank you! Funny story: this 4th level is actually based on my real life event! Had to move ALL furniture between two rooms in a small apartment 3 years ago. Including the super-bulky wadrobe.

Now the world can finally feel my pain :D

Feng Shui Struggles by Nozomu57 2023-10-04T10:55:52Z

@haydads thanks! Funny that you mentioned it, because if you've played through the end, you'd see the grand finale this game deserved :D I've recorded a walkthrough though, you can just watch it: https://youtube.com/watch?v=VGkPWgCtfRI

Feng Shui Struggles by Nozomu57 2023-10-04T13:34:01Z

@sleepyufo thanks, much appreciated! I thought about pop-ups with Feng shui explanations, but to tell the truth I followed rules only in the first room, and a bit in the second. After that it was more of a meme (4th level became objectively worse, for example). Maybe something to consider for a post-jam update :)

Feng Shui Struggles by Nozomu57 2023-10-09T16:02:37Z

@ayxs thanks! Yep, chunky movement was part of the whole idea. If it was a good idea for a jam game is completely another story...

About 3rd level: it was supposed to be a small joke :smile: that sometimes it's not about rearranging lots of furniture, but just trying to find a perfect spot for one shelf.

And about 4th level: it was actually a part of a bigger meta-joke about "Feng Shui struggles": only first level is really about Feng shui, and with each next level we are further and further from it, with 4th being actually a complete reversal, going from a nice layout to... this abomination :smiley:

Feng Shui Struggles by Nozomu57 2023-10-17T22:05:36Z

@lincolnsalles no-no, the room you need to rearrange is always in the center, and it’s also the case for your screenshot! The one on the right is just a preview of the next level, there is no need to see it fully until you’ll actually play that level :D

Speedy Getaway by MultiTone 2023-10-03T13:49:08Z

Unfortunately I just could not see anything at all while playing, so can't really say anything about the game :( Professional_Standards_sXfiP3Py8I.png

NarrowLabs Rumble by stmate03 2023-10-03T14:03:34Z

Just a heads up: Compo category requires the source code to be open source and linked to this page.

Also you've written that all versions are available on itch, but I found only the "fixed" version. Which is a shame because it seems that all robots are broken in this version: nobody is moving, nobody is dying, nobody is shooting at me, etc...

Can't rate the game this way properly :(

P0G0 by hastesword 2023-10-03T09:59:39Z

Nice implementation of the theme, basic but versatile level design. Good job!

LD55 — Summoning

The Weaver from the remote hamlet by Tyrannas 2024-05-02T19:25:48Z

This is an incredible achievement! Super super cool idea with cards and weaving, and I see the obscurity of symbols as a plus: it encourages to experiment with weaving, learning how things work.

No need to say anything about art and music, apart from that it mesmerized me.

Writing is a bit cheesy, but it's still super well put together, even inspired me to try something narrative next time (it's usually super hard to combine puzzles with narration and you nailed it)

Tristram by Rongo Matane 2024-04-17T20:48:00Z

First thing: I must admit, I've never played Diablo 1 (or any Diablo at all). But that did not stop me from enjoying the 20 minutes of playing this!

Yes, there were a couple of questions/problems, like flipped sprites in battles, closing hiring popups when someone bought something from the store, etc. But those are tiny problems, what was much more important is that every part of the game worked for the same "vibe goal", and I vibed with it! Definetely see looots of love in a dozen of tiny details, like names, artifacts, dialogues... I know that you find time for such stuff on gamejams only if you are really into what you are doing. (could not resist and did something similar this time as well, haha)

I am also curious about strategies for this game, as I just ended up going by hunch when sending parties (like putting best members+healer in first 2 dungeons and randomly mixing low and high levels later on to buff others and gain more money), not really worrying about any other stats... But I guess it's their's lives to lose, not mayor's :D

Anyways, thanks once again. Everybody already mentioned, but from the presentation standpoint this is a loveletter - can't say about Diablo, but for gamejams for sure :heart:

de-monday by alpdogan 2024-04-16T19:32:00Z

I also just started buffing attack only, but in first 3 waves I also buffex max hp + healed, just in case for the later levels.

Loved it! Would probably enjoy it a bit more if buffs remained, at least partially, for next waves. This way I would at least balance them and not just always get +2 damage flat.

Still, was fun enough to play 3-4 runs. Wonky and addictive!

Footlong Flight by YellowKamel 2024-05-02T18:54:32Z

Agree on the eeriness of experience, good job with this game! Homing on those pentagrams was tuper cool, I always felt at the edge of avoiding them and it felt rewarding :)

Sandwitch obtained!

Summoning for Dummies by erebrus 2024-04-16T20:25:16Z

Big kudos for start animation! Even if I was struggling a bit with second summon (was hard to get enough circular guys and did not know how to fight bad guys until I tried to bring other friends along), the mood you've set up and graphics was worth it and I still enjoyed playing :)

Delightfully Devilish by CORRUPTOR2037 2024-04-16T20:03:57Z

Seeeeeeymoooooour! (sorry, could not resist)

Actually, all text isn't that bad: you forget half of it, but after a day or two in-game you get a hang of it. Was fun, thanks!

Summorning Routine by FishMasterino 2024-04-16T18:50:56Z

Even though I am usually good at such games, novel controls (especially bonk mechanic) made it more interesting for me :D chrome_owtgzaxCnX.png I feel that sub 1 minute is easily possible, but not right now :)

Had a lot of fun with it, thanks!

Pictomancer by RobLaro 2024-04-16T21:03:09Z

Oh no, I think I've spent toooo much time with this game... 5 stars obviuosly, devilishly addictive!

Trial by Combat by Gravityflip 2024-04-22T20:36:42Z

Found a secret final boss: throwing the javeline :D chrome_bqCkRRvPZx.png

(could do it only if all 5 inputs were done during jump, and not always)

Apart from that, I really enjoyed the humor, and, wow, cool fighting game made in 3 days! GJ!

GOBLIN VS FROG by omphh 2024-04-16T21:23:09Z

Yep, sure, making 1 game in 3 days is hard, let's make 10 of them, haha :D

Kudos to you! Always love chaotic energy in games. Everything just works wery well together in this masterpiece. Funky music, funky artstyle, and you even somehow made gameplay funky.

Cat-o-Conjurer by Aivaxela 2024-04-20T17:44:44Z

I should admit that I gave it 5 stars on fun and innovation, and I mean it.

Yes, it looks goofy, yes, you can't see white cursor on white background (and thus can't aim properly). Yes, I could just play as small cat (5th), just let hands off the keyboard and still have points go up... But when I tried to optimise point gain, it was super fun to switch between different cats (mainly between striped attacker, double-jumper and small). This is a fun core mechanic which, if you were to continue this game, could lead to a solid game.

Keep up the good work!

LAST MINUTE AWAKENING by ZombieWalrus 2024-04-20T20:55:08Z

I win, humanity is no more! Also nice last-minute final screen, I see you, fellow Godoter :D

Thank you for the game! Just needs a tiny change of floor+obstacles moving twice as fast to make everything better (everybody already mentioned super tight jump).

Graphics are very good, and music is essentially what made me restart try to beat the game in the first place :)

Burn with me by Nozomu57 2024-04-16T20:52:14Z

@flaterectomy thank you! Rules on the right state that all bonuses are given ONLY on play, so you need those neighbours to be already on field when you place the card with effect "+2 for each neighbour". The same goes for all other cards (most of them at least). Think of it as "battlecry" effect from other card games! We did not have enough time for a proper interactive tutorial for this, unfortunately.

Hope this will help you enjoy this game once more :)

Burn with me by Nozomu57 2024-04-17T07:45:49Z

@icxon @westeaststudio thank you! Maybe this could help:

- neighbours are two slots directly to the left and to the right (so clockwise and counterclockwise) - bonuses trigger only when you play the card, so if effect is something like "+2 for each neighbour", there should already be those neighbours in place when you play that card. Order matters :)

Hope this helps!

Burn with me by Nozomu57 2024-04-17T16:20:30Z

@jvolonte thank you for the review!

Taking card back either breaks the main mechanic with limited space on pentagram (what would stop you from placing and putting back a single card, getting infinite points on play?), or if you mean more like "undo" feature then it would allow user to "look into the future" for all random events. I also did a quick research, and, well, approximately 0 card games allow "undo" because of the same reason :D

Also "sacrifice"="burn"="delete permanently from deck". And I used "burn" only as a precaution in tutorial text, all flavor texts have only "sacrifice" on them :)

Hope these unclarities did not bother you too much during gameplay!

Burn with me by Nozomu57 2024-04-21T09:49:59Z

Okay, finally got enough strength to answer everyone... First of all, thank you all for you kind feedback! It was our first time making a deckbuilder, or just any replayable game in general. Super overwhelmed and happy to see words like "addicting", "innovative", "balanced", "great" and others :) Means a lot to us.

@willianfhs @nsadie @nick-blackwood @tpace @allax @tamara188 @unrealkazu @jvolonte @ryzhovalex Thank you a lot for your comments and suggestions! A little spoiler: we are going to polish the game, address the biggest problems (mainly explain rules better), add a little more content, and expand to a small Steam release. Hope you'll be looking forward to it!

Also @doot @turbolaser @st00nsa @srslie @sodaro @sevadusk @bad-fetus @ani @dywanix @kirass @sariiger @rita-pressanykey @velvetlobster @nadia-pixel @ryrumeli @ollie-d @frocto @thormoth @fearawl @rob6566 @smidgens (haha that's a lot of tags), I'm happy that you liked the process, and hopefully you'll also give Steam release a try when it comes out :)

Idk where to follow for updates if you are interested, but maybe best place would be [Twitter](https://twitter.com/NozomuGames), or our [Discord](https://discord.gg/gR9eYKKpsP), or even [itchio](https://nozomu57.itch.io/). Or just check the LD feed once in a while in the next couple of weeks.

Burn with me by Nozomu57 2024-04-23T22:00:59Z

@sparklingsushi thanks for playing! Unfortunately in current setup it’s impossible to take back placed cards, because sometimes some random effects happen like burning a card from hand (so it would be like peeking into the future which is not fair). But there is a feature that you can always preview points that the card will give on placement (including all bonuses).

Biggest problem of our game is definitely lack of explanations, but you know how it goes with gamejams, there is always something you don’t find enough time for šŸ˜…

I hope these problems (and other problems from your comment) did not bother you too much though...

Burn with me by Nozomu57 2024-04-28T14:24:53Z

@tyrannas thank you! I didn't have enough time to add credits or register/add other team here, so unfortunately for now team is only credited on itchio: team.png

Burn with me by Nozomu57 2024-04-29T10:02:53Z

@crocidb thank you! Just out of curiosity: what would you name as "current trend" mechanics and games? My latest deckbuilders I played were Inscryption and Dicey Dungeons, so was interesting to learn after submitting the game that there are some similarities to Balatro, for example.

Might as well do some proper research before full release of this game, so any suggestions for similarities are very appreciated!

The Rise of Copil by rainbeau 2024-04-20T20:33:18Z

I got "Ascended" final screen on the big boss, without any flavour text, is this the end or did I mess up?

Anyways, this was probably the biggest question during gameplay: it was sometimes hard to judge if I can fly over some gap or not (plus if I died because of that or not), and being always low on mana because of many summons didn't help :D

It is a very well-rounded experience, it felt... Coherent? Unified? Like you had in mind some world with lore and mood and all that, and sticked to it. And it shows, thank you very much for the experience! Was nice trying out different builds (and last one, with wasps, turned out the best for me).

LD59 — Signal

šŸ—¦ā—ŽšŸ—§ by torcado 2026-04-21T21:16:45Z

Always such a joy to play your games!

After like 15 minutes I felt like I was lacking some motivation to continue, but hey, that's already way above average playtime of games at jams (sometimes I remember your game "break the tower" and feel terrified for what you can actually do at jams in terms of scope...)

Thank you for creating this delightful experience.

Battle Signals: Echoes of the Very Big Horn by evgenii-petrov 2026-04-21T17:49:36Z

Not enough! Was very fun and then it ended... Loved all the silly animations and general aestetic! Also the need to decide tactics on the fly works very good.

The Archives of Trevosa by celia14 2026-04-22T10:53:49Z

It's sooo good! It took me like... two hours, two and a half? to untangle it. And I couldn't stop until I was done :) Enormous for a gamejam, I can't even imagine how you came up with such a detailed bloodline history in three days. I love when the story unfolds through letters and notes, when hints are subtle, but not too subtle. And you did it beautifully. (Am I right that there's three genders?.. The words for rulers and spouses confused me at first)

Thank you for this game!

Signal's Shift by Snowdrama 2026-05-02T14:29:02Z

Heyy, fellow waveform enjoyer! Good job on combining a beauty of added sine waves with some working puzzles - I failed at this during gamejam and decided to make it a bit simpler :) I've seen you initially didn't have reference waves and it was way harder - good call on adding them nevertheless. I don't think regular people have an intuitive way to comprehend these (maybe if the amplitudes for two waves are really far apart? Idk)

The music was very fitting... but the super short cycle broke the magic for me unfortunately. I think even 1-minute long (unique) track would be enough to not bother too much!

In any case, this was fun!

Aurora 4: Prelude by ghost-in-the-toast 2026-05-02T15:10:55Z

This is a brutal game - but also magnificent. Probably best audio-visual experience I had this gamejam. And seeing that seemingly noone else completed the game, I decided it's time to git gud and give authors what they wanted (and deserved):

LD59_dPX1q4JiTv.png

LD59_tCap3OoVyo.png

- Yes, it's brutal! Hitbox is bigger than expected for a shmup, but at least not so many enemy bullets on the screen. Also, after I found out that you can pick "from the left" and "from the right", and if you have matching weapon ammo is added and not replaced, it became a bit easier. - Yes, big blue robot is the final boss! After I got to him with extra ammo it was not that hard.

Thank you so much for creating this game. I ABSOLUTELY enjoyed the audio and sound design, and visuals were on point. Liked small detail of lamp lights looking like a sine wave :)

PING by christina-antoinette-neofotistou 2026-04-28T20:54:52Z

Oh dear, this was such a cute and gorgeous little game! Everything is so on point and works well together!

If I were to find some problems, it would probably be that I'd expect diagonal walls to bounce me correctly, but many times I was bounced back right where I came from, which was a bit confusing.

Awesome job regardless! Now I'm curious what you're up to outside this jam :)

A Short Flight by Rongo Matane 2026-04-28T20:11:09Z

This was such a joyful experience! Thought I would hate the chaotic errands, but it turned out to be fine. There always were plentiful of them I was doinf so I almost never felt I was doing double and triple rounds.

Felt like there was not enough connection to the topic, and game was often mildly laggy, but gladly none of that bothered too much. THe plane was very responsive, probably my favourite casual controller for a plane I've seen! Also the music was very chill, reminds me of some 3d games from 00's like old lilo&stich game. Awesome mood, thank you :)

Also special thanks for final "victory lap", was much appreciated.

P.S. after mole's words I went to check north, and found nothing... sigh

The Sound Store by Jejkobb 2026-05-02T15:32:23Z

This is a very strong game! Unique visuals, and bold (and working!) game design choices.

In our submission, I was too scared to play around with adding waves together, thought it would be unintuitive. But with your game, how you guide to the solution, and even suggest tuning two waves independently - it worked perfect for me!

Leaderboard is also a nice touch, although I'm a bit too slow to get on it.

Good job with the game, love it!

Jim's Quest for Birthday present by Sobigdrasil 2026-04-22T11:39:05Z

Nice and cozy, and I wonder how many pearls there actually were in those chests he found :) For me it felt a bit monotonous and slow, I could suggest a faster pace for a gamejam, or (if there were enough development time) maybe there could be some additional challenges on the way or interactions with some additional characters (or even with a fisherman or the dog). But, at the end, this job is kinda monotonous, isn't it? But nevertheless, it plays smoothly, the fisherman's hut looks especially nice and I made sure to buy that pearl.

Suit Yourself by cassowary 2026-04-22T19:23:53Z

I got to a new color right before game over, yay!

Screenshot 2026-04-22 at 21.22.07.png

Was actually quite fun, didn't expect that!

Signal Repair Team by filgreen3 2026-04-21T17:36:36Z

We need more catastrophies! Overall the game plays very nice and I really enjoyed the sfx. Got in a loop when my workers die because they are stupid, but the new ones are stuoid too, and they also die quickly. It was fun! Would love to see more story

FIRE WALK WITH ME by Fadex 2026-04-21T02:09:11Z

This was very unique and interesting! Felt like everything was just barely in my control (and outside my understanding, those creatures were owesome though)

My only gripe is tha those rotary knobs were too sensitive, was a bit hard to land on the desired position.

Also, nice reference to Twin Peaks!

Taos Research Project by YogurtTheHorse 2026-04-21T17:29:26Z

Had a nice time playing! Took me some time to understand what was expected from me and how to catch those anomalies, but overall very addicting and makes you feel the process, become a satellite. It also lets you make some crazy chaotic patterns or search cosmos methodically, I liked it!

Melting Sun by JustCore 2026-04-22T19:53:41Z

Piece of art. Also: very very tactile!

Nest, this is Pilgrim by Nozomu57 2026-04-21T01:57:19Z

@debugman18 Thank you for the kind words!

Difficulty will be my demise on gamejams... But at least this time I added a "skip" button in pause menu, haha. Unfortunately not resetting the timer is not viable for later stages because of level design, and it was too late to fundamentally change anything...

Hope you still had some fun!

AGENTS RHYTHM & RAID by Nadia Pixel 2026-04-28T20:43:05Z

This looks very good! Also always love some rhythm games in my gamejams, good job on making this work with proper click detection (saw too many jame games with broken rhythm sections...) What could be done better in my opinion: - longer track! Especially noticeable in rhythm section, it was far too repetitive. I would even have fun in endless mode as simple as it is now, but the 6 seconds loop killed the fun for me unfortunately - pressing escape reset the game and I needed to start from the beginning. Was expecting a pause menu with some info/settings, and not resetting my progress :( - Couldn't beat "two tough guys" even after several attempts. Probably it's possible to outrun them and kill with the last ability, but it would take toooo much time

Otherwise, good game, keep it up!

Vice Signalling by Dogshroom 2026-04-22T21:51:02Z

What the hell, this is like by far the coolest mechanic and interpretation of the theme! And you wanted to call this just a "narrative game" while blowing all mechanics-based games out of the water haha

Absolutely phenomenal work from the whole team! Played through the game two times, and still can't say I didn't miss anything, but at least now I'm satisfied.

Would be very cool to do some more complex hand gestures sometimes (as part of "saw them, learned them, can use them"), but I imagine that would blow the scope immensely.

In any case, this is a very strong 5/5 for me!

Untroubled Bliss by Gamayun.Games 2026-04-21T17:22:21Z

Short but self-contained story. Laughed a couple of times, read a poem mentioned (ok, half a poem, it's long), got all endings, enjoyed every one of them! Simple, but nice entry!

WEB DIVER by mshrmgirl 2026-04-28T21:10:08Z

This is art.