Spellcard Exile by fusionnist 2025-10-14T03:48:07Z ♥ 1
fusionnist, you always have the most polished entries. The gamefeel is super impressive for a game jam submission.
The weapons variation was fun, though I managed to beat the boss just by spamming everything I had. I wonder how players might be encouraged to use weapons more strategically?
LD59 — Signal (16)
Vice Signalling by Dogshroom 2026-04-25T07:36:13Z ♥ 5
I actually loved having to glance around at their hands and frantically decipher them. It gave a real sense of urgency and chaos to the experience, and I think portrays the anxiety underlying the frivolous high society talk.
Fake Social by Culf 2026-04-25T06:48:36Z ♥ 2
How is the public impact of a post determined? It seems that only picking the most "respectable" option is not a guarantee of success. Or is the idea that, despite your best efforts, you really have no control over the situation? That's pretty funny.
It would be fun to see people's reactions to your posts too.
yAI presents Himari, the Beautiful Super Genius Artificial Intelligence by alaah 2026-04-23T08:52:57Z ♥ 1
I think I got softlocked? The last thing Himari said was something about chiptune.
I feel as if I've been spurned by a lover. 5/5
Module Overload by YurisCat 2026-04-23T08:21:51Z ♥ 1
If there were more minigames and affixes, I feel like I could play this for hours.
Deep Conversation by Paulsams 2026-04-23T06:01:35Z ♥ 3
This is very cool. I had a similar idea at the start of the jam, but didn't pursue it due to the difficulty of implementing a communication system like this, so I'm really happy to see that someone managed to do it. Can I ask how the squid parses our input? Is there a list of combinations it's listening for specifically, or is there something more flexible going on? !> I managed to interpret all of the words in immersion mode, and fed it the fried egg, but I'm not sure what to do next. It seems like it's asking me if I am broken?
Wi-Fix It by DaniSerranu 2026-04-23T04:25:46Z ♥ 2
I can already think of so many unique ways to use the mechanics you've developed here. In a fully developed version of this, I think it might be better to introduce players to challenges more gently, with a slower increase in difficulty. Everything before the part introducing the big red circle obstacles felt trivial (though interesting), and the red circles felt extremely difficult.
It might be possible, however, that I need to git gud
Planchette by Accelerate0814 2026-04-23T04:05:07Z ♥ 2
It's unclear when the game has ended. I got to the jumpscare after the village, and replayed a bunch of times to try to avoid the jumpscare by closing the phone early, but it seemed like I couldn't do so. Is there any content after the jumpscare?
TellyBuddy by ColeSlaughter 2026-04-22T06:18:29Z ♥ 3
I had to get my wife to hold me because it was too scary
Les Misérables by lizelive 2026-04-22T04:37:59Z ♥ 1
5/5
I am not sure if the choices have much bearing on the outcome of the game (if it's ever possible to prevent Javert's suicide), and I appreciate the ambiguity. I was concerned that allowing too much flexibility would dilute the original work's themes, and I think you balanced it quite well. The Law, Class, Rank, etc options were great at portraying Javert's ambivalence. It didn't seem like I was piloting him, but only that I was exploring the various contradictory aspects of his psyche. I haven't played many visual novels, so I don't know if this is a new approach, but it's certainly effective.
Lasing & Aligns (Run in Browser) by ufen 2026-04-22T03:44:59Z ♥ 2
It's beautiful. In the past I've wondered how I should handle approaching a game jam with two divergent ideas, or at least divergent aesthetics. I'd tried to mash them together in one game, and while there is something to a collage of different styles, making two thematically related seems to allow each to stand on its own. It's inspiring and I might do something similar in the future.
SpaceBound by fullmetal_automaton 2026-04-22T02:15:17Z ♥ 1
I feel like the accuracy of both the player and enemies is too low to do much strategizing. All I can do is mash attack and hope for the best.
Sin(x)mancer by Roboolet 2026-04-22T02:00:16Z ♥ 1
This feels like a promising proof of concept. If it was elaborated into a full game I would definitely play it!
Drowned by the Light by kazuo256 2026-04-21T20:42:27Z ♥ 6
It's very visually striking, but that also make some parts of it hard to read. For instance, the jump recovery countdown wasn't really legible until I squinted at the boat. I'm also not sure which walls can be hidden behind, or what torches are meant to do. I wonder if there's a graphical glitch displaying shadows incorrectly?
Signal Repair Team by filgreen3 2026-04-21T20:20:17Z ♥ 1
I love the dithered aesthetic and it was executed really well. I wish the clicker could've been more integrated with the rest of the gameplay. I had expected that increasing click power/autoclick would make time speed up even faster, or increase training rate, or something? But the simplicity is nice too
Extremely Loud Frog Toy by peppersalt07 2026-04-21T19:32:41Z ♥ 1
I'm going to be a virtuoso at frog abuse
PS. I love your art style and design sensibility
Signal Surfer by Ausstein 2026-04-21T19:10:25Z ♥ 1
I might just be bad, but it feels like the SOS is too big relative to some of the wave features in the last level. I find myself getting it stuck in valleys even with the frequency at the lowest setting.
I'd be interested in seeing a gameplay video from someone better than me!