Armstrong: Plunge, Protect, Punch by abcdef65g 2025-04-10T21:42:02Z ♥ 0
Great use of the theme! The controls felt great and the narrative adds a lot of character. Gameplay wise, i feel game game could have been a little more challenging by giving the player less space to dodge, tough that is probably subjective. Visually the parallax in the background is a really nice touch, but the game felt a bit incoherent overall; having all sprites at the same resolution would have helped a lot i think. Fun game; good work and thanks for the game!
LD59 — Signal (8)
Signal Reassigned by Rewzu 2026-05-08T13:02:54Z ♥ 1
Very atmospheric! One thing i noticed is that the default background static notice, while adding to the atmosphere, had a fairly noticeable loop (with my headphones at least) and was relatively short; which did get a bit jarring after a while (a longer sample and/or a less noticeable loop would probably fix this). Overall a really cool entry!
Saving Private Morse by fgreeman 2026-05-08T12:55:13Z ♥ 0
Cool idea! In terms of input i feel like the threshold for "long" was a bit too high, my long/short/short short/short/long commands were often interpreted ad short/short/short instead so i had to hold the button for what felt like a really long time to get a "long" input to register. In addition to that i feel like having a little audio feedback for pressing the button (beeps and/or clicks perhaps) would have added a lot. Overall good entry and good use of the theme!
Red Rat by pragmascript 2026-05-08T12:37:37Z ♥ 1
Very great entry! I always love games that get away with giving the player minimal guidance, especially puzzle games, as it give the player the opportunity to feel clever for discovering the mechanics themselves. For the color glyphs though, i feel like the introduction was a little bit to literal and would have been an opportunity to start challenging the player a bit more (especially since we would be expecting glyphs related to directions, i feel like a puzzle where one might not immediately realize the colors are what is relevant would have worked great). One minor bug i encountered was that any input you were holding while picking up the energy drink would get struck until you press the button again. Overall a really cool idea and good use of the theme, i liked it a lot!
IONOSPHERE by HexyVexy 2026-05-08T12:21:37Z ♥ 2
Really cool entry, very well polished for a jam game and very stylish! Two things i noticed: - I don't know if this is intended, but the long animation for placing a tower felt very punishing. In the later waves it felt like i could only place 1 tower at most and even then i still got hit sometimes while lock in the animation (maybe a little time before/after each wave to set up would work?) - I never really felt the need to branch out beyond the basic volley tower; lots of TD games increase the cost of building the same type of tower the more of that type there already are, i think that would have worked well to encourage using the other towers a bit more. Very well done overall, i had fun and the game felt very polished.
DISCONNECTED by Allax 2026-05-07T23:22:48Z ♥ 1
Very cool entry and great atmosphere! Loved the storytelling and the overall mood; my only criticism is that finding the right spot (especially at the top level) could sometimes feel a little frustrating
Saving GAFAM City! by Pandalk 2026-05-07T14:57:33Z ♥ 3
Very cool! Loved the art and the music, very well done! In terms of gameplay i feel the basics worked well and were fun, but lacked in terms of challenge a little. One way i could think of to try and make things a little more challenging would be to have multiple screens (tough i don't know how challenging that would be with the platform you used) so you can't see everything at once; or having different types of terrains for movement; or perhaps having active abilities (such as a teleport maybe) so you have some resource management. I also really like the dialogue at the bottom (tough i found myself not paying attention to it sometimes). Really great entry overall, very well done!
Beacons by Last Angle 2026-04-20T12:35:17Z ♥ 1
Great Work!
The sound mechanics were great, to the point that i feel like you could have leaned into them more heavily (i.e. making enemies invisible until they spot you or not being able to see beacons through walls. i feel like navigating only with sound already work pretty good, especially with headphones). Enemies chasing you felt okay, but would probably be one of the first things i'd like to expand on: The way they worked currently they didn't feel very threatening and it did not feel like a lot of skill was required to outrun them (unless you ran into a dead end). There are ofc. lots of ways one could do that potentially (one of the first things that came to my mind was maybe giving them a lunge). Still had fun overall, i really feel the navigating t a maze with the help of sound idea has lots of potential, creative use of the theme!
Coverage by DecadeDecaf 2026-04-20T12:24:00Z ♥ 2
Cool game! Really liked the overall aesthetic, the colors work really well. Also liked the music, especially since it felt very thematic withe the phone noises. The game itself was fun too, and it felt easy to understand the overall mechanics. Some things i noticed in no particular order: - The AI making moves by moving its own cursor is a really nice touch and made it easy to follow what the ai did on its move; although if the game was longer the animation would have probably started to fell too slow for me, tough i did win before it really became an issue for me - Having limited options is interesting and lead to some fun moments, but also felt bad at times: i especially got unlucky with not getting any options to move my units for a long time, which lead to me not really being able to make any interesting decisions in the early game, maybe some sort of system were options are pick from categories would help (or always having a basic move option maybe?) - The Y2K move felt very powerful and hard to plan around since you never know when your opponent is going to be offered it, making me very reluctant to use clamshells, especially since they didn't feel that powerful compared to the risk; my instinct is that the game would have been better off without it, but maybe clamshells would lack a counter then, hard to say (maybe a less powerful version, or one where you need to sacrifice something additional in exchange?) - The roaming option also felt a lot stringer then a lot of the other moves, though maybe not to the point of being overpowered; but i still think it could probably use a downside to make it a more nuanced choice.
Making statements about balancing is ofcourse hard without lots of plaything various changes, but aside from the things mentioned above i felt you did a really good job. Would have been interesting to play against a more powerful ai opponent to see how that feels (but making a very strong ai is a bit out of scope for a jam ofc.). Great game overall, i had a fun time!