💥Boom Rail🚂 by Dingbat 2026-05-09T00:57:20Z ♥ 0
Love the art style, and there's definitely a core that could become a very very cool entry here. It just needed a little more polish, there was a grindy empty feel from a huge amount of clicking without the game showing me much feedback. I lost before I saw a town, though I felt like I ran a loop and also switched signals the second time, running full throttle the whole way. Maybe I missed it!
Sweet graphics though, sorry I didn't get to experience more of it.
LD60 — Old Tech (22)
Retroid Zania by rogual 2026-10-29T02:32:58Z ♥ 0
But I wanted to bomb a dragon! I need revenge for all those run-ins on depth 25. At least I got to steal his coins and sneak away, like a real rogue.
The variety here was the star, really amazing. I loved the double-interconnectedness. The references to Zelda slimes and requiring me to get the sword from a strange man in a cave was a nice touch. I won but I regret that I did it without purchasing the magic book - I didn't realize I was commit myself to the final scene. Still, I think I saw nearly everything except what that book does.
(WAIT no I went back to double-check something, refreshed, found myself just outside the boss instead of at the start of a new game. So I went for the last coin, bought the book, and then [REDACTED])
If I had to critique one element it would be the gamefeel of the character controls in the platforming and roguelike modes. The platformer gets a bit fiddly with jumps in a few ways, like jumping up into the ceiling, and the roguelike has the multi-press delay set pretty fast (imo prefer not to even have it in that style game) which caused a mistake in a careful spot with a dragon a few times. None of this hurt the experience at all, was just the only critique I can muster.
In contrast I really appreciated the generous hitbox on the sword. That fighting style can be frustrating, but you smartly traded away the difficulty for convenience, which was just what this game needed there. Same for the light death penalty. This game was about seeing it all, and a few light puzzles - not about overcoming the physical challenges of battle.
Really impressed by the breadth. Art, music, sound, scope, all of it was really great. The length was just right, too.
Was also really glad you didn't make me play that much of Asteroids.
Fantastic entry, well done.
The Time Lost Legionnaire by BushFire 2026-10-27T12:35:42Z ♥ 0
Whoa that RC-style relative motion PLUS the absolute mouse-facing was a mind-twister. That combined with the one-shot insta-death and full-restart made this game really high stakes. The shield is incredibly powerful, but one tiny mistake and you're done for... and it's really easy to make a fatal mistake if you twist up which button to press for even one moment.
Proceeding carefully I was able to defeat 11 enemies. I probably would have played longer, except the game sends me all the way back to the very start. That was okay the first few times, but eventually disheartened me. I find in jams when I'm only going to spend a short time with a game, I prefer that it be lenient and show me more of its scope rather than ask me to repeat the early game over and over, but that's just my taste.
This all comes together well, though. The game is a simple arrangement of pretty bare elements, but imo everything works together to create a complete experience and produces a specific high-stakes vibe, so nice work! Every time I died I absolutely felt like it was my fault and I knew why, which is great in a game with harsh consequences.
When the Skies Were Young by LTyrosine 2026-10-27T12:21:39Z ♥ 2
I was so excited to play this based on the description, especially the manually navigation/exploration.
Unfortunately technical issues prevented me from playing (so I haven't rated, of course).
The game loaded and I saw the B&W scene, but was really sluggish responding to inputs and very choppy at rendering. I was able to look down and start reading the instructions, but then the screen went black and the browser tab crashed. Then I got a pop-up from my AMD Adrenaline software saying a graphics driver had timed out. I restarted, but the second time the whole computer spazzed out and I thought the whole thing was going to crash, but eventually I was able to start task manager, kill chrome, and recover. I didn't dare to try a third time, because I have a lot of tabs, terminals, and IDEs open that I'd hate to wipe.
I watched your first youtube video to get a sense, and it seems like a nice on-theme entry with a ton of cool features. The smoothness of your play experience is very different from what I saw.
Sorry I was not able to play!
Chort Harvest by Baturinsky 2026-10-26T12:36:05Z ♥ 2
Very cool to experiment with the different weapon attachments, I liked how some of them had very different feels.
I tried every weapon and every night (though not each combination). Chain and barrel felt the most fun and natural to me.
One unfortunate thing about the design comes up. The open field, plus the "walk straight at you" AI, plus the nature of the dragged weapons, creates this bad incentive to play in an unthinking way of just driving around and around forever into a circle:
car-circle.png
All the enemies just walk into me and die, I could actually leave my fingers on WD and look away and sip coffee, etc.
I think it was a bit more fun when I was see-sawing my direction at moments to hit more intentionally like this:
car-swoosh.png
The chain's physics made that pretty fun and effective, but it's a shame the interaction between layout and systems didn't FORCE me into more fun patterns such as that one.
Until of course the ram... with that I did have to use much more intentional precision. But on the other hand the physics didn't feel as FUN with that weapon.
I wonder if there's some in-between way to have the best of both worlds...
But it's not easy - I've done some vehicle-battling LD games too, and it's finnicky just to get the driving into a fun place, and then you don't really end up with time to expand into new scope with lots of careful balance.
I was glad you ended up with some nice combat content instead of just a driving-demo (like multiple of my games have).
Anyway, nice driving battler! Spent some enjoyable time with it, and it got my thinking.
FACEPAGE: Old Internet by Darkwing00Duck 2026-10-26T03:03:05Z ♥ 0
Was fun how it made me split my attention, I definitely made lots of mistakes. After a few runs I got to the redesign and only a bit past that. I lost some friends along the way. Maybe because I friended my grandma?
Good level of overwhemling-but-seemed-possible that got me to come back and play a few runs in a row.
Nice job!
27MHz by jordantanner 2026-10-26T02:52:23Z ♥ 0
Wow, this a really complete and polished experience! Great car physics that feel really fun, the graphics are really good-looking, and the music with the guitar is just right. Plus you have all the extra features, like the easily-navigated menus, personal-bests, medal tiers, leaderboards, and ghosts. An impressive amount of scope.
Really well done all around.
DRIVE OUT by MoonDweller 2026-10-26T02:34:49Z ♥ 1
Now I know I can drive!
The key thing was to use my right hand of shift/ctrl so that I could more fluidly shift between 1st and reverse, which was a VERY frequently required thing.
I also made a driving game, and we have EXTREMELY different approaches to how we want the feel to be, but I definitely respect this hardline view. I love how the game takes its stand about what the controls are, and then creates the challenges accordingly.
Also the visuals and sound effects were very nice.
Really liked this one, nice job.
Tuny and Volty by milq 2026-10-26T02:17:24Z ♥ 0
Completed all 20 levels for the dance party, and enjoyed this a lot! Length was just about right for me, too, which is always nice for a jam.
Controls were super-well thought out, and each of the features was nicely explored in different puzzles for its consequences.
I LOVED that there was no tutorial. In a small game like this, that extra bit of experience from figuring out the mystery is very welcome.
I see that you disclosed your use of AI tools, but I think you did a good job avoiding any slop feel here. The game feels really intentional.
Very nice entry.
Shadow Drop by DevBubz 2026-10-26T01:55:41Z ♥ 0
Cool idea, and I enjoyed the music and art coming together with the old machine and sense of mystery with old-school codes. I did use some codes in the first few levels, but more to see what's up instead of really needing them, so there was probably something to refine here a bit, but I still think the atmosphere was strong and that took it a long way.
ScrapBoys by Nikiroz 2026-10-24T19:26:28Z ♥ 1
Very cool visual style and overall idea of looping between scavenging, building, and battling. I played until I defeated the boss on the third round.
I don't know if it was just my build, maybe I found really defensive items first or something. But the battles took way, way, way too long for me, watching huge numbers go down by tiny amounts in exactly the same way over and over again for minutes straight with no interaction. I had to go do something else and return to the game to see what happened and then continue. This was a real shame, because I WATNTED to love it, and there's so much cool stuff here, but the waiting was simply too painful for my taste (or maybe it was just my build?).
But I still think it was very nice art, very nice sound, and a good high-level design of the game.
(EDIT: btw I glanced at the repo and I love that you included the mockups from mid-design, cool touch to see a piece of the design process)
V0X : Parabiosis by mohidTheDev 2026-10-24T19:02:08Z ♥ 0
Wow pretty cool game! I played a handful of times, got to level 10, and tried both ranged and melee builds.
I think if I could change one thing, it would be to pause the game while I'm in the configuration screen. I do think the current system adds a bit to the horror vibe, but it doesn't really let me LEARN the game.
Because enemies can come out of nowhere and will attack me in the configuration screen, I was reluctant to even open it. My first few runs I didn't use it at all. Then I decided to try it, and I did reconfigure my weapon. However, the configuration only lasted for a short while and then it was gone, which meant I would have to go back into the dangerous config screen.
So even in my longer runs I hardly interacted with this feature. Instead I just relied on the level upgrades "pick one from three" system.
I still had lots of fun with the game, but I feel like I probably missed out on some your design, which was a shame.
The whole horror mood was well done. The music is nicely creepy, the graphics sell the horror well, and the tight line-of-sight makes it so that you can never feel safe. And when I DID start to feel safe, say because I had lots of upgrades including 2x health regen, I could STILL get basically super-shotted by a group and die in one second, so I was never relaxed or bored.
About combat tactics, at first I thought because it was simple-follow that it would be easy to kite, but the fact that I need to actually be close to get the rewards caused me to engage in risk-taking, which was a very nice touch.
Nice entry!
Detritus Delver by JustinMullin 2026-10-23T18:53:02Z ♥ 2
Mannnn what a vibe. Right away from that amazing title screen I was drawn in. The music does a fantastic job of setting the scene, and the art is great.
The dialog opener was cool, just a touch of tutorial but felt like story. Reminded me a bit of Derelict with the faceless characters calling in by radio. (I saw the delay at the start of the dialog lines called out in another comment - but I interpreted those as the radio difficulties the characters were talking about).
I enjoyed the way the game only sort of explained itself to me, and then provided the basis for me to actually figure out the details. I was initially stymied trying to bring my tools to the belt, rather than bringing the work pieces to my tool area, but it didn't take me long to figure it out.
There was an interesting tension here between exploring the systems vs the time pressure. I felt like I had to move quickly the chop hull-repair parts, and if I did anything else I risked ruin, but then I'd win and the game would be over before I could explore what other upgrades did. I lost my first run, and the second time I ignored everything except hull and won pretty easily.
Then I went back and played a few more times to see: what is the tech tree like? Does it pay to invest in tools? With that goal, either end of the game was almost like a lose condition in a way.
But it turns out that it does pay to invest in your tools! The new tools a definitely a big upgrade, though the gen1 upgrades slurp that battery down real quick and it's hard to keep it fed when doing other things.
Here's how far I pushed the tech tree... how much more is left? I needed one of the rare yellow pieces to get another tool but time ran out before I saw it.
mullin-tech-tree.png
I kind of wish winning unlocked infinite mode where I could just chop and grow and feed. I can feel the potential of sinking more deeply into the experience, and the set-duration run w/ time pressure didn't quite let me unwind into the game fully.
The only splinter I felt while playing was on subsequent playthroughs when I wished I could skip the initial dialog to get right back to work on starting the new run.
Really cool entry, nice job!
No Replacements by kiririn51 2026-10-23T17:08:12Z ♥ 2
Wow what a fully-realized vision! I played through to completion.
I loved the vibe. The work-story/tech-puzzle reactivated some old familiar paths from playing zachtronics games in a nice way, and the music kept me in that flow state.
I hit power to fuzz exactly once, and there were a lot of nice touches in the interface that I appreciated. The fact that "E" instantly exited the BBS even when it wasn't a listed option was a life-saver, and I also appreciated that where possible the tools were context-aware so that I didn't have to do a tool-select click between every single interaction. I did hit "B" a few times hoping it would bring up the BBS, but that was really the only affordance I reached for that wasn't present.
The characters were great, carried partly by the excellent art but also by the writing. I'm glad you didn't try to drag out the jam experience - the game length was spot on, and the complexity of the puzzles couldn't have supported a much longer runtime. But there is probably some more advanced version of this where a story gently develops sinister subplots in the background which I enjoy imagining.
I also wondered what time pressure would do to the experience of repair. I'm mostly glad you DIDN'T do that, but it did make me curious.
Anyway, all-around excellent entry, congrats!
The Base for Old Creations by alaah 2026-10-23T16:35:04Z ♥ 1
I used to live this kind of interaction, first on small local dial-up BBSes (ah the days when you'd try to use the "internet" but get a busy signal because someone else was using it at that moment) and later on internet forums.
So this was a nice nostalgic throwback.
Enjoyed working through the mystery. I got the end without checking any spoilers, although it felt a bit abrupt so I did check after to see if I'd missed anything.
So you primed me for maybe a bit more but I really enjoyed what was here. The visuals were nice, the real-world-models were nice, and the mystery/discovery was satisfying. Nice job!
S U P P R E S S O R by KataStudios 2026-10-23T16:07:31Z ♥ 1
Very cool atmosphere! Normally my favorite thing in games is smooth character controls, but after a small adjustment period (and finding shift-sprint) I came to enjoy the crazy swingy movement of the main character. The silliness was a nice offset to the surrounding dread.
I played through the two NPC interactions, and with my lantern and gun I set out into the darkness to follow a line of torches I ventured along, took a little detour through a dark field, and ended up at a tall creepy mechanical tower with a sign that said "don't get caught." I explored all around the area, looking for a way to progress but ultimately nothing seemed to happen. I fired my gun at a differently-colored section of the wall, and I walked carefully around the perimeter several times, but I didn't find the way to progress. Eventually I chatted with the campfire, couldn't find a way to leave it, hit ECS and the game stuttered and terminated.
Did I do something wrong?
Regardless of the fact that I couldn't get further, I was impressed by the unique character/vibe you were able to achieve here, very cool!
Living Scraps by Iluvatar 2026-10-23T14:10:30Z ♥ 1
But it was my JOB to scrap them!
Wonderful art, and a cool story. The ambient audio really helped it feel complete. Nice entry!
Old Techniques: The Last Master by Paulsams 2026-10-23T13:54:46Z ♥ 1
Niiice, cool core idea with the editor, and some nice battle scenes.
I played to the end... standing on top of a pile of robots looking backward to the past
robot-pile.png
My 4 slots were: duck ground attack; jumping attack, grab/turn/throw, and bunch-of-hits. I really didn't use that last one much, but the other three were all really useful in different situations. I thought you did well with the enemy designs, which created interesting tactics decisions, and different situations called for different attacks, and there was more than one way to solve a problem.
The final battle was exactly the right difficulty. And the locked door was important, because previous battles I could jump-sprint past, but the final battle forced me to buckle down and really engage with the game's combat. Until about halfway through the final battle I thought the shield enemies were invincible. And I had not been forced to see the depth of the tactics.
Game probably a missed opportunity to present me with an ethical dilemma at the end. Would I choose to annihilate all sentience or get revenge? What would an AI promise me to save its life, and would I believe it?
Anyway this game's core idea is cool, and I wonder where it could go if you refined some of the feling/flow of combat, and to creatied more difficult tradeoffs in the combo-design system.
Nice entry!
The Final Claw by wheelsx 2026-10-23T03:45:04Z ♥ 1
Hahah love it, I mean, what am I gonna do, NOT return to mining to see how this new upgrade performs, or NOT spend my money I just worked so hard to dig up?? Not likely. Especially when this music was made for digging.
And when I did finally tear myself away the music had a demonic meltdown and tried to assault me until I returned.
There's a few nice simple parts here and they are put together really well. That's what I love seeing in an LD entry! Great job.
Mirai Voices by Libra_Nix 2026-10-23T02:11:10Z ♥ 0
In-game while performing the song the polish is really nice, controls feel super responsive.
However the player's initial experience in the menu has some splinters that frustrate. For example in the tutorial I try to press WASD but I think it fails. Text says I must use arrow keys, so I move my right hand to the arrow keys. But then when I am playing just one step suddenly there is a popup, then many more. I hit space I hit enter, but no keyboard command seems to close it. Each popup I must remove my hand from the arrow keys and reach over to use the mouse, which does not harmonize with the rest of the game's interface.
Leaving the tutorial I got stuck another time in the menu system, I think I acted before the UI animation, and I hit "exit" trying to go back to the main menu, but then a popup came with a "main menu" option but the game was not responding, so I had to reload.
Next time I just skipped the tutorial and played - and suddenly the quality of the experience went way up, and the game was responding accurately and immediately to my inputs.
Of course in a rhythm game the menu is not so important, and the response to inputs during the gameplay is vital. So you nailed the important part!
Game looks and sounds really nice as well, good job!
Radio Active Wear by khaotom 2026-10-23T02:00:02Z ♥ 0
Don't even know how long I "just chilled" at the end. Left it running while I did some other work, great vibe.
I had experiences with the mood of this game:
At first, I thought the meter at the top was a timer, and that I was in a race against time. I would see an anomaly and spam-click to get it as fast as I could, and say, ohman I'm really running out of time! Wait now I have to find SIX? I had my eyes peeled and frantically scanning.
I thought omg if this game lures me in this frantic intensive staring and then JUMP SCARES me with that weird smiling tooth-man, I'm really going to get got.
But then I noticed the bar wasn't always moving, and after a quick experiment I saw that it only moved when I spent my click dust. Ohhhhhh.
Well now that was a totally different pace. Much chiller.
Honestly I think I enjoyed both!
Cool entry, I had no idea that I could be basically staring right at a distortion and not notice for a while. Surprised me. Great job on the photos, the effect, and the sound, really came together in a nice way.
Stardust by Gevernus 2026-10-22T04:02:46Z ♥ 0
Nice moody vibe to both graphics and audio. The pace of this style game is a bit slow for my personal taste, but I think you did a good job achieving what you set out to do.
CARDKID by OldDog 2026-10-22T03:39:09Z ♥ 0
Very cool overall package for the idea. I played the survivors game until I defeated the jelly king, and did some racing.
I was initially put off by how much STUFF is going on. Screens of carts to unlock that lead to screens of maps to unlock that lead to stores full of incremental-game-style upgrades to grind and unlock. Unlocked new cards flying out all over the place to encourage me when I die.
But I dug into the survivors game and tried a few builds (tape lash not my thing) and I found myself having a good time getting so ridiculously super-powered and watching the crazy spectacle of graphics and sounds.
Game is maybe tuned too easy - I defeated Level 2 without even touching the inputs! And the Jelly King was nothing to me by the time I got there.
I had a bit less fun with the racing game, probably I'm just bad, but it felt pretty punishing to be slowed so much when I failed to stay on the road. Drifts were nice, but I think this game could have been tuned more to "force the player to have fun."
So overall nice on-theme idea, nice polish, and impressive breadth of scope even accounting for AI. But I could have done with a bit less content if it were a bit more carefully curated/tuned.