FoonLudum Dare ExplorerUsers → Prakkus

Prakkus

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659Signal👥Precious Spacimensjam3983.603.763.433.213.633.863.294.09
202354Limited Space👥No Gloop, No Gloryjam9493.102.973.022.523.022.922.442.75
202353Delivery👥To Infinibee And Beyond!jam4023.733.713.634.134.023.863.503.89
202250Delay the inevitable👥Grovetenderjam4933.673.413.453.953.873.502.943.87
202148Deeper and deeper👥In a Barreljam7503.603.343.263.603.653.672.574.17
202046Keep it alive👥ViolAnts 2: For Queen and Colonyjam13983.423.312.943.473.003.122.502.89
201945Start with nothing👥Spirit of the Herdjam
201944Your life is currency👥A Snowball's Chance in Helljam
201843Sacrifices must be made👥Renegade Fire!jam
201740The more you have, the worse it is👥Pray for Disasterjam3.503.504.003.002.502.003.00
201738A Small World👥ViolAntsjam
201637One roomDigestion Managerjam

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 Prakkus

LD44 — Your life is currency

A Snowball's Chance in Hell by Oohoos 2019-05-02T04:00:50Z

Heya, thanks for playing and taking the time to offer feedback! Yeah, in retrospect jump probably should have been bound to spacebar at least. Ah well.

Good tip about building for WebGL too; I didn't know itch could host them so easily. It's now playable on there in brower and I uploaded a Mac build too.

LD45 — Start with nothing

Spirit of the Herd by Prakkus 2019-10-10T01:17:21Z

@shinmera Heya, thanks for playing! Yeah, I definitely agree that interacting more directly would've ultimately been a better fit. Our original plans for blessings didn't pan out since they were implemented in the final hour, which means the game mostly ended up a "watch kudu run from panthers" simulator.

You helped me realize that we totally didn't mention the panthers at all in any of the literature or instructions though, and there's nothing indicating where or when they'll spawn ingame 😫. I've updated the description so hopefully folks will know what to look for and can at least enjoy the intense chases!

Thanks again!

LD46 — Keep it alive

ViolAnts 2: For Queen and Colony by Prakkus 2020-04-24T04:50:27Z

Hey thanks! The version we ended up with at the end of the jam was definitely on the tough end balance-wise with us as the playtesters. I think the best strategy is probably to use your expansion nodes to distract enemy ants while the shooters take them out, building more shooters on the sides that are being attacked heavily, while you build up nurseries. That strategy is not super intuitive though, and it means you don't actually really build ants for a while. Hopefully we'll do another pass at some point and polish those bits up!

Thanks for the kind words :D

ViolAnts 2: For Queen and Colony by Prakkus 2020-05-12T19:18:23Z

@solifuge Ahh thank you for the video! It's really fun to watch people figure the game out, but also especially painful as I'm sitting there thinking "Yeahhhhhh we should have made it _easier_ before shipping, not harder". You figured out all the right moves and the game was still too hard. Ah well, a good lesson for us :D

Building ants early is actually kind of a trap, because they just run into the enemy base and die. So it ends up being about turtling with turrets until you have enough larvae to send in a swarm all at once. In that sense, it's confusing to have the units available from the get-go, which probably explains why RTS games make you progress through a tech tree instead. Next time!

I'm sure the game is winnable, because after we uploaded this build and it seemed too hard, I went in and made sure I could win both with 10 nurseries and by killing the queen. As you mentioned though, I think the RNG makes it tricky because if you get a tough combination of ants coming from a certain angle, or the wrong spawns early, things start snowballing. Nurseries ramp up larvae production a lot though, so the idea is that you can ramp them up at a similar rate as the enemy ant production. It's also worth noting that the enemy spawners pop up based on a ramping up timer and isn't tied to your production at all. It would've been good to have an indicator to make that clearer, I think.

The trumpet sound warping was a happy accident! *tooTOOT!*

P.S. After writing this I decided to confirm again that victory is possible and record some videos to help folks out. Here they are:

Winning with 10 nurseries

[Winning with 10 nurseries](https://www.youtube.com/watch?v=X-sfeJTlebs)

Winning by killing the enemy queen

[Winning by killing the enemy queen](https://www.youtube.com/watch?v=U4IBihrDX8A)

Night Keeper by SleepyStudios 2020-05-10T20:09:09Z

This is a great concept and the graphics, mood, etc are all really well executed. I also love the simlicity of the mechanics and how they worked together, like the flame arrows helping illuminate outside areas.

I'd love to see this expanded on with a few more tools for exploring into the darkness though, as it felt like once I started falling behind in 'light' it was difficult to find more wood again and catch back up.

Tree Tender LD46 by AmbaDev 2020-05-11T23:57:52Z

Nice one! Simple and well executed. I liked the graphics, though I had trouble telling which things were walls and which were backgrounds so I kept walking into them. I also wasn't a fan of how the sun/water pickups became solid when you were already carrying one. I understand not being able pick up multiple, but having something that is normally good suddenly turn into an obstacle with no explanation was a bit jarring.

Planet Sitter: The Galactic Inquest by Eckkert 2020-05-10T20:38:35Z

I do love me some bar-balancing games! The physics sim parts were cool once I figured out how they worked, but that gameplay felt disconnected from the bar management to me. It feels like 2 games, a little physics flyer and a management game, and I wish there were more interplay between those aspects.

I wish it were easier to get/push resources quickly (maybe with a hotkey or something) so that you could do it as you flew past a planet. That way the player would end up kind of trying to keep this smooth circuit between the planets while also sucking up the right resources and shooting them in the right directions, that could be pretty fun.

Definitely enjoyed it though, and the graphics/sound are great!

The Fire Must Go On by Owinmowe 2020-05-10T19:56:43Z

This is a nice little game! Some bits I really enjoyed: 1. Tutorializing each new obstacle as they come in was great 2. The obstacles were easy to understand and clear from the visuals 3. Music! You also get a lot of bonus points from me for not defaulting the music/sound sliders to 100% 4. Putting the player somewhere 'safe' at the start of each level is much appreciated!

Like some others, I expected to be able to walk onto the victory tile. I also think red is an odd color for 'victory' since often red means 'bad' or 'stop'. Not a big deal at all though!

LD48 — Deeper and deeper

Heart Worms by TongueEnvy 2021-05-02T00:41:07Z

Mad props for making a VR game in a compo like this!

I want to echo what the other commenter said about being in a large, vague space being disorientating. Having some floors, ceilings, props, etc to help know where I was would have been great. Likewise, having worms swim _right_ through my face was a very unpleasant experience, so given some extra time it would be nice to have them avoid doing that.

Overall though, it was cool to spin up a ludum dare game on my quest and shoot some stuff!

Humble Miner by west 2021-05-02T00:09:23Z

This is a great concept! I loved the song and actually sat listening to the whole thing before playing the game.

Some small things I wished for: * Since the main focus is mining, I would have liked some juicier feedback for each hit. A sound would have gone a long way! * I wish it were clearer what upgrading my pick would do for me. Maybe just naming them and giving different colors (iron, copper, etc) would be enough, but some tougher to break ores that I needed an upgrade for would have kept me playing longer. Maybe this was there and I just didn't find it!

Love's a Mystery by Bamallama 2021-05-01T23:46:44Z

Well that escalated quickly! Good length for a ludum dare story honestly, which is tricky to get right. It's a ton of work to have that much art and that many lines to wrangle so kudos on that for sure.

Shrink and Destroy by Tomssuli 2021-05-01T23:27:42Z

Fun game! I couldn't figure what the laser was until I read the instructions but everything else was really intuitive. I also didn't realize I had limited ammo at first since that text was super small.

Those are minor complaints though and overall this is a solid entry!

Heavy Fall by MrScythe 2021-05-02T00:25:08Z

Really great, complete feeling game. Awesome graphics, good feedback/telegraphs and good enemy variety.

Everything was super intuitive except for that heavier enemies caused the elevator to go down faster. I love that as a mechanic but it would be great to communicate it some way ingame. Even then, it's tough to keep in mind when there are so many units jumping on always. Maybe if there were some weight thresholds or something, the player could pick their risk level, so to speak and try to manage that.

Maybe I didn't get far enough, but I also wished there were some health pickups or something so that every bit of damage didn't feel so devastating, or some kind of shield/dash to make avoiding damage more reliable to make up for that.

LD50 — Delay the inevitable

Alloy Song by Psytron 2022-04-19T17:41:40Z

Cute! I definitely enjoyed this one. I love seeing how people present games like this under a deadline and the black void with a spotlight and events 'flowing' past works works really well.

Music would have added a lot but I know that sound is always the first thing to go as time runs out. My main suggestion would be to have more of a goal so that I could judge my progress each run. Even if it's just a couple of milestones like 'you made it to X!'. Maybe those do exist and I just didn't get far enough :sweat_smile:

Dice Master Adventure by Knatt 2022-04-20T00:06:48Z

I love the simplicity here, but agree with others that some aspects could be more intuitive and the balance doesn't quite work.

It's a great concept though and it's easy to imagine some twists to flesh things out. You could let the player tweak probabilities, have enemies who react differently to different dice values, or 'spend' the dice in more interesting ways (maybe you can roll some 'block' dice to avoid taking damage?).

I also love how the dice shot out at the enemies, as well as the evaporation effect. I wish they were bigger though so I could see all that better! Oooh and what if the dice scale when they finish rolling based on the value, so a 1 would be small and evaporate but a 6 would be big when it shoots at the enemy!

Island Management by Pete 2022-04-20T00:56:27Z

This is a great start! I'm a fan of tile placement games so there's a definite appeal to figuring out the best synergies between the different cards, and I like how the dice force me to mix things up. I do wish the board was a bit bigger and that _where_ they were placed mattered more than just what was on the board (adjacency bonuses), but maybe that's a different game.

The main thing it's missing right now is some kind of 'what will happen' indicator so that I don't have to keep track of my power generation/consumption in my head. Without seeing those (as well as maybe a preview of the effects of placing a card), it feels like too much math for me to figure out what's actually a better arrangement. More cards would be great too, of course, but it's a game jam so what can ya do.

RogueTime by shared 2022-04-20T01:12:33Z

This is a great jam game. You've got just enough platforming to keep things interesting, a couple of unique enemy types which encourage me to play differently, and a good hook with time as a resource. It even works as a resource for health because you regenerate which is really slick. The powerups feel impactful and interesting, though it might be better to force me to pick one instead of offering them all, because it seems like the correct choice is to always take any free powerups.

Overall though it feels perfectly scoped and manages to deliver on each of those aspects, which is impressive in so little time. Kudos!

Grovetender by Prakkus 2022-04-19T21:07:06Z

Thanks everyone!

@dlan-bess Yeah, it was tough to figure out a balance for everything. In retrospect I think we should've had 2 gates and the tree, but originally it was just the 3 gates so we ended up with too many objectives to run between once we added the victory condition.

I just pushed up a new build which should have a smoother balance curve to help with some of that.

Wizard Hunt by Timur_Bahadir 2022-04-06T05:34:24Z

Nice one! The art really shines here, though like some other people I wanted that pretty door to do something when I got there!

I also think it would be cool to tie the 'rising doom line' mechanic to the theme more, like have there be a dark spell that's rising up at the bottom of the screen so you know that it'll kill you and that it's the wizard's doing.

Icecream Runner by ChickenChaser 2022-04-19T19:00:55Z

I love 'your ice cream is melting' for the theme, but I spent a long time running around looking for my girlfriend before I realized that I'm just supposed to bring the icecream to the empty benches with no girlfriend in sight. I...should have known, I guess :cry:

I spent a while running around but never figured out what to do with the bike and ended up jumping the fence. I thought answering the questions might unlock the key but they didn't seem to and I wasn't able to find it anywhere. I also would not expect a bike to be the thing I need to get over a fence, but hey it could work.

You got a good chuckle from me when the icecream went all floppy though :laughing:

CLIMATE GARDENING by Lexxio 2022-04-19T18:48:28Z

Nice! I love the pixel art and music, and even the interface is very polished.

Put me down as another who didn't realize I needed to harvest my plants for seeds. I planted some sunflowers then spent ages sitting there clicking everything _but_ them to try and find more seeds. In retrospect it makes perfect sense though. Well, except that I used a sickle to cut down a tree!

I wish the water recharged faster or filled up more or something so that it was less of a 'click every x seconds' chore. Maybe there could be some plants that give water when harvested as well or something so that you can ramp up production over time.

Delay Decay by CodeForJoyCaro 2022-04-19T19:22:41Z

I thought this was a game about running around collecting eggs to stay alive as long as possible until I came to the comments and realized I was supposed to go into the shrine. Whoops!

Once I did, everything made more sense, but it might've been nice to just start in the first oracle screen. That way the initial objective is clear from the get-go and then you know to bring hearts back to there. It worked out ok though because I got a sense of the map on my first go-around which helped once I was looking for bunnies.

The trippy voronoi designs are fun and I loved the little world with the POIs in it. Those poor bunnies though :cry:

Wildfire by LaserPanzerWal 2022-04-19T23:47:27Z

This is great, and a much better execution of this idea than our game a few years back :sweat_smile:

On level 1 I was wishing I could evacuate some houses faster than others, and of course that's what the police do in later levels! The mechanics all work together really well so that it feels like I have enough impact on the simulation, which is the tricky part for a game like this. It was satisfying to plan who to evacuate when, which fires to fight how, etc.

I will say that level 1 was a fine tutorial level, but should probably be like 4x faster than it was. It was a lot of waiting once the fires were under control. On the whole I think the game would benefit from a speed control, because you switch between moments of high tension where you want to be controlling all your people and moments of waiting to see where the next hotspot will be, and it would be nice to have more control over how quickly those phases progress.

One little thing I'd love to see is a 'person count'. I think it's cooler to 'save 1000 lives' than to 'save 100% of the lives' and you could just say each house has X people in it. Even if it's the same for every house (though if it weren't, that could factor into what order the player wants to evacuate them), it would ground things in reality better.

Embers by andrewkennedy 2022-04-19T19:11:57Z

This is mostly just showing off the slick hex world animations and I am here for it. The sounds, the flipping, the falling away at the end...all super satisfying. Nicely done.

Navigating on the grid with the 6 movement keys was interesting and not something I'd ever tried in a game. I got the hang of it after a minute, but it took some adjustment.

Finally, I wish I had some kind of 'fire status' that I could see when the fire isn't on my screen. If you wanted to, that one piece would make it feel much more like a game.

A fun little demo for sure either way, with some good lessons in there.

Lava Tactics by animawish 2022-04-19T18:16:45Z

Wow, this is a lot to get in for an LD game! We had a 'save things from lava' idea too but weren't sure we'd be able to tackle the flow mechanics, display them well, etc. in the time we had, so mad kudos!

For the amount of mechanics in here, I felt like I got the gist of them pretty quickly. I did forget to use all my people's actions a couple of times (it's tempting move someone -> end turn -> repeat). Since there's a 'wait' action anyway, maybe just don't let the player 'end' unless all the people acted?

I agree with other folks that fewer, more impactful actions would be my preference. I was playing with mostly random abilities and one run I got no ice cubes which made everything feel impossible. I love the idea behind the terrain/bomb/shovel stuff but struggled to actually use it well, and moving one tile of lava seems pointless compared to removing a whole area of it with ice. Same with the healing stuff where once I was being overwhelmed, getting a few hit points back didn't help much.

The concept is great though and I'd love to see a version of this that focuses in on the core 'lava removal' mechanic by doubling down on the movement and support abilities alongside the ice cube (using coffee to let an ally get closer to lava _and_ remove a chunk of it felt really good).

P.S. I'm so happy Love2D is still around and being used! I remember hearing about it _ages_ ago when it was first released and publicly available game engines were few and far between. Good stuff!

Vortex by bitnight 2022-04-20T00:25:58Z

Trippy! I did get a bit motion sick if things really got wobbly which I didn't expect, but good to keep in mind. Other than that I liked the visuals though, and this was a solid execution of a simple concept. Also the lava rocks looked awesome.

LD53 — Delivery

The Courier of Cobblecove by SleepyStudios 2023-05-14T23:25:12Z

This was great! Good art, a clear objective with some interesting twists and some clever story ideas (like getting an apple from the snake was very cute). Like others, I had some issues with collisions and devolved to pixel hunting at times, but I guess that's the way with this kind of game. Overall really good stuff.

Courier Crusaders by UnitedFailures 2023-05-14T23:05:39Z

I really like this concept! The atmosphere was great, I felt able to pick up the game quickly which is important in games like this, and making money is always fun. Also all the fun descriptions of the events and the deliveries themselves are great.

Losing money each day is a little rough but once I got some deliveries going I was able to outpace it. I agree with the previous fellow that deaths are rather punishing, so it would be nice to have some kind of popup or something for some of the events. Maybe I get to choose for my character to try an agility or a strength solution to whatever problem, that kind of thing. That way even if they fail and die, it feels like I had some input in how that happened.

I did spend a bunch of money on gear but my people were dying anyway which felt kind of like a waste. It might make more sense for the gear to be like...consumables that you buy per delivery based on how difficult it's going to be, rather than permanent boosts for heroes who will likely be temporary?

Those are mostly ideas for expansion though and there's never time to fit everything. I'd say you pulled this off rather well!

Grocery Fulfillment Center by Flightless 2023-05-17T19:02:12Z

Ahh this one is great! The managers are super annoying which totally fits. I love the way they encourage me to path with intention around such a simple environment to avoid getting trapped. I did find it pretty easy to duck out of their sight to eat/drink, but that's probably good because there's lots of other stuff to deal with as well.

If you wanted to do more with it, I might reduce the maintenance load some (maybe remove sleeping in true capitalist fashion?) in exchange for making the ingredient picking/delivery a little more engaging. It's already got a lot going for it as a jam game though, nice job!

gold_delivery by fabonacci 2023-05-15T00:07:25Z

Not bad! It's very ambitious to do combat like this for a jam game but it does work. I accidentally killed my own cart though which was not great. Something about brightly colored primitives is always very endearing to me. Good work!

Zebees by Drestin 2023-05-14T23:44:00Z

A fellow beegame! Such a good vibe. Amazing job on the way the accelerator and slowdown of the swarm+camera feels. The grass ripple adds a lot and it really is fun to just zip around as your swarm of bees and then watch them spread out once you reach the flowers. All the different biomes...the way the swarm splits on rocks...all just so good!

I did find a hive where the flowers were right around it and that seemed to confuse a lot of my bees, but since I can ultimately control them it didn't end up causing any real problems.

Really great job!

Space Plants by PSV Games Studio 2023-05-17T18:47:06Z

It looks great! Since it seems like you've made the same game over a few times though, it would be great to add some more depth to the gameplay on this one. As-is, the player will eventually fail because of how math works with few ways to further optimize. Maybe some obstacles to avoid as you traverse the tiny world or other ways to collect power that keep you on your toes.

Cow Delivery by RenardGames 2023-05-17T19:12:10Z

Hahaha absolutely brutal! The platforming was overly punishing for my tastes (the saucer moves _fast_ and so does everything else) but you can't deny the power of the concept, and the core lift mechanic works really well.

Tears and Snails by Lyxali 2023-05-14T23:59:42Z

Very cool concept! I didn't realize at the start what the goal text actually meant. I read "The order: xx whatever" text at the beginning but had no idea what any of that meant and then forgot about it until I got to the end where I realized what I was supposed to be doing. I was focusing on winning the card game as best I could, but actually it seems like the trades are the more important aspect to focus on. Any resource gains or saves through the card game feel minimal in the face of needing 500 whatevers.

I did enjoy the resource management aspects though and having it be a card game is a cool take. It just needs a bit of balancing and it would be great.

LD54 — Limited Space

The High Seas by someone 2023-10-13T22:16:00Z

Nice job getting the world built and all the ships and movement and stats in there in time! Really good! I would have liked a way to drop anchor and maybe a way to tell how far my ship could shoot, but on the whole I had fun sailing around looting stuff!

How to Po by Decentsauce 2023-10-13T23:39:59Z

This was really fun and the graphics were excellent! It really fits the theme too with space getting more and more limited and things escalate. I wish the cat boss charge and the falling spikes had a bit more of a telegraph so that I could plan for them better. I struggled some with aiming my jumps from that perspective but probably I just need to git gud :D

The Final Years of Atlantis by kleinzach 2023-10-19T22:03:09Z

This was pretty awesome! All the little stacking pieces made for lots of variety and being able to build pillars to keep things above water and whatnot was satisfying even without any scoring. I built an amiptheatre on top of a pillar so it was kind of floating in midair which actually looked sweet. A really clever application of the theme and nicely executed!

HEADSPACE by jelch 2023-10-16T23:05:14Z

Truly unhinged, I love it. Disturbing head. Disturbing sounds. Disturbing thoughts. I need to get better at reading upside down though :(

Loot Goblin by Tudvari 2023-10-13T22:08:29Z

I liked the concept here a lot! The look and feel were spot on too with everything feeling pretty polished for a jam game. I made it to within one item pickup of surviving to the bottom but I didn't really feel like my decisions leading up to that point had a big impact on that outcome. It might have been more interesting to skip items having weight, which came down to optimizing for small amounts of gold, and instead have the choice be about how much damage you are willing to take for each item?

A small town by AdamsMcCall 2023-10-20T16:09:13Z

Love a little shooter! This was great. The way the world fills in is actually pretty interesting and there's strategy in building a little defensive structure and making good use of it. The indicators are super key and make the game feel fair despite the dodge timing being tight. I found myself wishing for some kind of melee attack for when my shoot was on cooldown but I still wanted to go aggro, but maybe that would be too strong. Good stuff overall!

Speedy Deliveries by sinus 2023-10-19T22:30:36Z

Great concept and it fits the theme really well! I love the sort of juggling feel that it turns into when you need to rearrange your stacks to get something from the bottom before the location expires. And it was super satisfying to ship off a fat stack of packages once the location finally came up. Good stuff!

Ride to Clown School by Neandi 2023-10-20T04:12:52Z

Yesss adorable! Love how bouncy and whacky everything feels. A clown car is a cute application of the theme and I enjoyed stuffing those buggers in there. It would've been fun if there were some clowns to pick up along the way too, maybe you could catch them or something? Anyway great work!

Sushi Puzzle Party by daniboygg 2023-10-20T04:31:57Z

This was really good and totally fits the theme! I found the controls a little awkward at first but mostly got used to them and then was delivering up some yummy boxes. An interesting addition might be bonuses or adjacency requirements where you want certain ones next to (or away from) others.

Golden R.O.B by MinMag_LP 2023-10-13T22:27:21Z

This jump was HEAVY AF! As someone who struggles with platformers I would have liked a little more time to react to stuff. Honestly though the levels were small enough that I started to get the hang of it.

I didn't understand at first that I needed to equip one of the powers but I like the idea of swapping them around and it was cool to be able to see the level and plan ahead.

SINISTER ELEVATOR by ScaryTreeGames 2023-10-13T22:43:24Z

Nice, like a classic arcade game, just missing the big plastic fake gun! Great concept for a jam game and the spiders were sufficiently creepy! I also liked the floor number being 'in world' as a nice touch.

LD59 — Signal

Happiness by OddballDave 2026-05-09T00:01:51Z

Whacky, I love it! Like some folks and myself in real life, I too struggled with dropping things. Stacking everyone up was great and the faces, the movement, it all just oozes charm.

Please Press Button by shadow64 2026-05-08T05:12:19Z

Cool idea! I found myself wishing for more of a throughline or something so that it were clearer that I was progressing and not just being presented random snippets from a list. Once I gave up on that and stopped pressing the button though, I realized that I'm a sheep and got what you were going for.

Hive and Honey Horticulture by Sarah 2026-05-08T19:10:35Z

So good! I'm always impressed by how well simple mechanics like 'guide the bee' work for jam games like this. I end up tempted to add all this core complexity but then I play games like this and learn a ton about how to layer on top of simple execution to keep things engaging.

Tons of other stuff to praise here...I can't believe how much you got in! Coloring? All the different kinds of pots? A real, guided tutorial! Just stellar work.

Hear Ye! by Sibi 2026-05-08T23:34:12Z

This was very much my jam! Great job and I was impressed that you kept adding more mechanics. Puzzle games always seem so tough to come up with good levels on a jam timeline to me but these really work. The color ones felt a little unintuitive to me but I got through them. I got stuck on The Royal Redundancy where I'm sure there's a solution but it seems like everything has to be where it needs to be and I ran out of patience. Overall though, one of the most complete games I've played on here and an impressive showing! Oh, and the voice lines were great!

Rouge Light by Kaijiro 2026-05-08T19:46:38Z

Really like the idea! I couldn't get past the first day though because the cars kept getting stuck. I tried waiting a while and restarted a bunch but no dice. Still, there's enough there that I can totally imagine how things build up to be hectic and is feels good to 'lock' and 'unlock' the intersections and plan out the sequencing of that as cars come in.

-- .- -.-- -.. .- -.-- mayday by Ray Himmel 2026-05-09T00:20:30Z

Ok cat pic accepted but I am astonishingly terrible at this game D:

It doesn't seem like it should be that hard! Simple and elegant though -- I appreciate that I can keep trying when I mess up and still sorta guess the message.

Trouble in Telegraph Town by Theg 2026-05-08T19:23:47Z

There's definitely the spark of something here. It took me a bit to figure out the undo signal but I appreciated how the single point of control leaned into the theme. I can totally see this evolving into something with a few more curveballs thrown in to keep the kinds of signals and their meanings interesting.

Signalien by jnur 2026-05-08T22:55:29Z

Very cute! The tire tracks really sell it, along with the controls which felt surprisingly good to me. It was even properly punishing to hit a rock, but a way that felt realistic. I also appreciated that it's actual triangulation! It reminded me of my buddy telling me about tracking down bird transmitters out in the wilderness for science.

Nervous Breakdown by Cinnamon18 2026-05-08T05:03:20Z

Very cute! It took me a little while but I did figure out which parts of the brain made the worm do what and it was really satisfying. The era of Worm QWOP begins!

The Terraformer by Cloverfall 2026-05-08T04:53:41Z

Nice, gives me Astroneer vibes with how you're pushing out your 'safe' area over time as the planet fills in with towers and it becomes easier to maintain more trees. Loved the voice lines and the cool space graphics. Like some other folks, my bot was also pretty bad at going where I told it to but it's just a lil guy so I don't blame it.

Super Space Rescue Game by ofoof 2026-05-09T00:27:44Z

I liked it, it feels like the foundation for something that could get really interesting with some different kinds of ships, routes, and listeners. At first I was thinking that being near the planets would be the best way to get listeners, but the red rings helped and I figured out what I was supposed to be doing. One thing is that I was hoping I could upgrade the range on one of the ships I'd already relay'd but it seemed like installing it again didn't do anything.

Synesthezoo by TheLastSlowpoke 2026-05-08T22:10:49Z

What a cool concept! It's like a trippy version of the 'hacking' minigame from the old Batman Arkham games except instead of gadget knobs you are moving animals around. Ok maybe it's not that similar. Anyway I got a couple and there were some where I was so close but not quite good enough for it to register as correct. Ah well! I think some kind of 'closeness' feedback might've helped? Maybe that ends up being too easy then.

Signal Spark by Tsaot 2026-05-08T05:28:15Z

Mad props for ambition on this one, this is a lot to tackle for a jam and you almost pulled it off! I didn't manage to make much progress but that you got that this much RTS in, and the targeting and shooting and all that works, was satisfying to play around with its own right. In terms of the controls, this does feel like one of those cases where trying to fit the theme ends up making for a worse experience, but I also think that's part of the fun of these things.

Timmy's Late For Tea by Slippers 2026-05-08T22:42:09Z

This is one of those ones where I love the concept in theory but in practice I found it so frustrating to not be able to look up!!! Timmy!!!! I've been too conditioned to be able to just look where I'm going in games. RIP Timmy.

Heisty Heist by MashedPotato 2026-05-08T04:29:46Z

Ok I tried a bunch of times and I think I figured out what I am supposed to do, I just can't quite pull it off :( I did get close once but the RNG can be rough. I like the interpretation of the theme though and it could be a cool 'lemmings-esque' game with a little more polish!

Birdwatch by LouDev 2026-05-08T04:44:00Z

Loved this one, I finished it! Simple mechanics which fit nicely into a jam scope, executed well, and great graphics. Even just learning the people is satisfying. I was hoping things would get mixed up a bit as the game progressed and you delivered. Excellent job!

Call of the Signal by nexusasx10 2026-05-08T21:03:08Z

Great job and commitment to the theme! Even just 'try to stay in the right line without crashing' was pretty fun and I really appreciated the blind spot detection, which was a bit of polish you don't normally see in games like this. I did wish for some kind of progress bar during the driving section and some indication as to when the signal lane changed, but I was able to figure it out anyway so maybe that would've been too handholdy. I wasn't sure how the final minigame to save the heart worked but it seems like I did it right! Well done.

shift-0 by nikitose 2026-05-08T04:18:20Z

It's like being trapped inside a lava lamp! I'm not sure how or if I actually caused it to happen, but I did manage to make a cool rainbow pattern resolve eventually. Cool idea for sure!

Echo by FlameSeer 2026-05-08T23:42:45Z

I've always loved this kind of concept and this is a great little execution of it. Scanning terrain like that is just so satisfying and great job on the effect, which is carrying a lot of weight here. Also, I was avoiding friendlies at first because I thought hitting anything might be bad, but I figured it out!