Open Collector by Void4 2025-10-19T18:52:43Z ♥ 1
Interesting idea. I'm not sure if it was my monitor or what, but the dark corridors were so dark they were hard to see, but I think I eventually blundered to most places in the level.
Foon → Ludum Dare Explorer → Users → quadtree
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 60 | Old Tech | Manual Fighter | compo | |||||||||||||
| 2026 | 59 | Signal | Probe Away | compo | 60 | 3.82 | 3.74 | 4.21 | 4.47 | 3.24 | 3.11 | 2.25 | 3.61 | ||||
| 2025 | 58 | Collector | Station 9 | compo | 199 | 2.76 | 2.58 | 2.60 | 2.93 | 2.65 | 2.53 | 3.00 | 2.83 | ||||
| 2025 | 57 | Depths | Heads Up | compo | 218 | 3.20 | 3.10 | 3.58 | 3.78 | 3.15 | 3.18 | 2.75 | 3.38 | ||||
| 2024 | 56 | Tiny Creatures | Bacterium Imperium | compo | 166 | 3.53 | 3.40 | 3.97 | 4.26 | 2.79 | 2.71 | 2.29 | 3.03 | ||||
| 2024 | 55 | Summoning | Fire Quota | compo | 260 | 3.12 | 3.14 | 3.24 | 3.62 | 3.33 | 2.81 | 2.70 | 2.93 | ||||
| 2023 | 54 | Limited Space | Spellfire | compo | 316 | 3.02 | 2.79 | 3.26 | 3.79 | 2.71 | 2.52 | 2.31 | 2.48 | ||||
| 2023 | 53 | Delivery | Moon Express | compo | 307 | 3.16 | 3.16 | 2.92 | 3.42 | 3.47 | 3.35 | 3.00 | 3.33 | ||||
| 2023 | 52 | Harvest | Aquaculture | compo | 127 | 3.58 | 3.10 | 3.90 | 4.30 | 3.10 | 3.03 | 2.24 | 2.93 | ||||
| 2022 | 51 | Every 10 seconds | RoboKitchen | compo | 414 | 2.98 | 2.57 | 3.22 | 3.07 | 2.59 | 2.57 | 2.34 | 2.43 | ||||
| 2022 | 50 | Delay the inevitable | Slingshot Probe | compo | 289 | 3.48 | 3.44 | 3.57 | 3.67 | 3.24 | 3.55 | 2.40 | 3.52 | ||||
| 2021 | 49 | Unstable | Rolling Tower Clash | compo | 231 | 3.55 | 3.50 | 3.85 | 4.48 | 3.60 | 3.29 | 2.74 | 3.10 | ||||
| 2021 | 48 | Deeper and deeper | Cloud 57 | compo | 653 | 3.16 | 2.96 | 3.11 | 2.93 | 3.21 | 3.05 | 1.39 | 2.93 | ||||
| 2020 | 47 | Stuck in a loop | Station 8 | compo | 299 | 3.45 | 3.43 | 2.95 | 3.38 | 3.23 | 2.90 | 2.06 | 2.81 | ||||
| 2020 | 46 | Keep it alive | Space Station Express | compo | 763 | 3.17 | 3.21 | 3.08 | 3.17 | 2.77 | 2.96 | 2.98 | 3.16 | ||||
| 2019 | 45 | Start with nothing | Chill Island | compo | 386 | 3.11 | 2.77 | 2.68 | 3.46 | 3.21 | 2.83 | 1.92 | 3.10 | ||||
| 2019 | 44 | Your life is currency | Robot Town | compo | 248 | 3.34 | 3.34 | 2.45 | 3.39 | 3.08 | 3.05 | 2.16 | 2.97 | ||||
| 2018 | 43 | Sacrifices must be made | Pit of Zavghul | compo | 162 | 3.61 | 3.45 | 3.21 | 2.45 | 3.26 | 3.26 | 2.41 | 3.45 | ||||
| 2018 | 42 | Running out of space | Overminers Inc. | compo | 195 | 3.63 | 3.45 | 3.74 | 4.08 | 3.00 | 2.92 | 1.95 | 2.74 | ||||
| 2018 | 41 | Combine 2 Incompatible Genres | Last Car Standing | compo | 325 | 3.42 | 3.33 | 3.40 | 3.46 | 2.92 | 2.57 | 2.95 | 2.86 | ||||
| 2017 | 40 | The more you have, the worse it is | Oversize Load | compo | 46 | 4.00 | 3.89 | 3.59 | 4.06 | 3.15 | 3.61 | 2.87 | 3.57 | ||||
| 2017 | 39 | Running out of Power | Interstellar Electric Inc. | compo | 211 | 3.52 | 3.41 | 3.37 | 3.65 | 3.27 | 2.89 | 1.79 | 3.04 | ||||
| 2017 | 38 | A Small World | Low Orbit | compo | 426 | 2.93 | 2.82 | 3.04 | 3.37 | 3.00 | 2.30 | 1.79 | 2.46 | ||||
| 2016 | 37 | One room | Plastic Regiment | compo | 244 | 3.43 | 3.57 | 2.81 | 4.10 | 3.29 | 2.70 | 2.82 | 2.95 | 45 | |||
| 2016 | 36 | Ancient Technology | Robot Recycler | compo | |||||||||||||
| 2016 | 35 | Shapeshift | Law Claw | compo | 664 | 2.97 | 2.84 | 2.68 | 3.30 | 2.92 | 2.73 | 2.52 | 3.00 | 55 | |||
| 2015 | 34 | Two Button Controls / Growing | Agglomatron | compo | 278 | 3.50 | 3.08 | 3.42 | 3.54 | 3.36 | 2.50 | 3.11 | 45 | ||||
| 2015 | 33 | You are the Monster | Vale of Embers | compo | 572 | 3.00 | 2.75 | 3.05 | 3.60 | 3.19 | 2.47 | 2.71 | 2.89 | 37 | |||
| 2015 | 32 | An Unconventional Weapon | Armament Proving Grounds | compo | 380 | 3.36 | 3.52 | 3.12 | 3.00 | 3.15 | 2.46 | 2.42 | 2.72 | 45 | |||
| 2014 | 31 | Entire Game on One Screen | Crate Commander | compo | 614 | 3.14 | 2.82 | 3.55 | 3.73 | 3.86 | 2.86 | 2.72 | 2.72 | 35 | |||
| 2014 | 30 | Connected Worlds | Translation Points | compo | 666 | 3.10 | 2.72 | 3.31 | 3.40 | 2.81 | 2.65 | 2.00 | 3.13 | 55 | |||
| 2014 | 29 | Beneath the Surface | Underminers Inc. | compo | 235 | 3.54 | 3.39 | 3.21 | 3.55 | 2.88 | 3.15 | 2.72 | 3.10 | 66 | |||
| 2013 | 28 | You Only Get One | Ring of Oil | compo | 134 | 3.56 | 3.56 | 3.61 | 2.28 | 2.94 | 2.56 | 41 | |||||
| 2013 | 27 | 10 Seconds | Flameout | compo | 738 | 2.88 | 2.48 | 3.52 | 2.72 | 2.60 | 2.10 | 2.24 | 2.47 | 44 | |||
| 2013 | 26 | Minimalism | Detour | compo | 105 | 3.76 | 3.45 | 3.06 | 3.39 | 2.91 | 2.64 | 3.33 | 56 | ||||
| 2012 | 25 | You are the Villain | Paradise Island | compo | 414 | 2.89 | 2.74 | 2.84 | 3.32 | 2.37 | 2.89 | 2.39 | 2.78 | 35 | |||
| 2012 | 24 | Evolution | Empire of the Petri Dish | compo | 341 | 3.04 | 2.50 | 3.70 | 3.87 | 3.22 | 2.94 | 2.80 | 47 | ||||
| 2012 | 23 | Tiny World | Space Imperator | compo | 121 | 3.56 | 3.60 | 3.08 | 2.56 | 3.16 | 2.58 | 2.08 | 3.12 | 47 | |||
| 2011 | 22 | Alone | Station 7 | compo | 111 | 3.25 | 2.75 | 2.62 | 3.38 | 2.46 | 1.67 | 1.14 | 3.00 | 2.20 | 35 | ||
| 2011 | 21 | Escape | Lost in the Depths | compo | 392 | 2.38 | 1.91 | 2.52 | 2.35 | 1.65 | 1.95 | 1.07 | 2.73 | 6 | |||
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | Robot Village | compo | 92 | 3.19 | 3.38 | 2.50 | 2.87 | 2.88 | 2.73 | 1.83 | 2.69 | 17 |
quadtree leaves an average of 10.2 feedback comments each event.
Interesting idea. I'm not sure if it was my monitor or what, but the dark corridors were so dark they were hard to see, but I think I eventually blundered to most places in the level.
Excellent graphics, and the music really fit. It did take me a little bit to realize that I needed to pick up the full leaf bags to proceed (I guess it's sorta obvious in retrospect).
Really neat game! I loved the art style, and the gameplay was pretty fun, reminded me of Lawn Mowing Simulator. I was initially confused because I thought the dusty areas were carpet and the idea was to pick up the small debris (I didn't have the required upgrade yet), but once I figured it out it was pretty straightforward.
Pretty nice game. I liked the art style, and some of the ghosts had an appropriately scary appearance. Navigating the basement was a little confusing though, I guess it would have been nice to have a map.
Pretty fun game. It took me a little bit to figure out how weapon upgrades work, but after that it was pretty smooth. The ability to reshape the map and channel the enemies was a pretty cool mechanic.
Pretty neat game, leaping from platform to platform was pretty amusing.
Clever idea, although I found it a bit too hard, the control reversal was just too disorienting. I did also find it a bit confusing at first. It's clear you need to send the message, but it took me a bit to figure out you need to type it. I originally thought you had to click on it or press Enter. If there's one thing I'd add, it'd probably be an easy mode or checkpoints.
Cool idea! I don't think my ship design was very good though, I mostly ended up spinning and spraying shots in all directions. I did notice an oddity where enemies could get sort of "stuck" on the scene transitions, but just going to the neighboring one usually cleared it up.
Amusing game. I did find maneuvering to be a little difficult, it might have benefited from some kind of mouse control. The hats were a nice touch.
Initially I assumed that colliding with larger stars was bad, sort of like Spore, but breaking them apart was pretty amusing. It did seem like after the 4 minute mark things started getting a little frantic and the physics engine couldn't quite keep up.
Interesting game. I did find it a little confusing at first as it wasn't completely clear which blocks were breakable, but once I figured that out it worked pretty well.
Pretty fun game! I liked the frantic pace and it fit well with the overall mood. I did notice what I think was a bug: Sometimes the NPC shoppers will sort of get stuck and twitch instead of returning to the checkout. I was still able to complete the level by bumping them into the checkout, however. Overall, nice job!
Pretty fun game. The bombs were sometimes a little hard to see against the dark background, but overall it seemed pretty good.
Really nice graphics and sound, and the gameplay was really fluid. Blasting with tons of guns was pretty fun. It was a little hard to fight downward in some places due to the direction of the camera, but overall I really liked this one. Great job!
Nice graphics, although the game was a bit short. The music also fit it well. One thing I did notice is that when I set it to fullscreen, the scaling seemed a bit off, basically I think I was seeing stuff that was outside the area that was supposed to be visible. In Godot, the `display/window/stretch/mode` setting can be used to ensure that the game looks the same on different sizes of monitors.
Really neat concept, although at times it felt like the outcomes were a bit random. There were also a few times that it seemed like units got stuck, at least temporarily, on control points. I'm not sure if that was a bug or not. Still, the interplay of the range mechanics was certainly interesting. Nice job!
This did a really good job of setting a spooky mood, and I thought the graphics were excellent. The starting and ending cutscenes did a really good job of emphasizing how you're traveling from a relatively mundane place to a really spooky place. If there's one thing I'd change, it'd probably be the difficulty: Narrowly avoiding being eaten by a monster is spooky, but repeatedly retrying escaping from a monster is less scary after a few tries.
Pretty fun game! It took me a bit to realize that the dash had no cooldown, so I should just dash constantly, but once I figured that out it was pretty straightforward. Sometimes the shark felt a little hard to control, but since the main gameplay is controlling the shark, it's probably good that it's not _too_ easy.
Really liked this one. The graphics were excellent, and the difficulty just right. I liked the sort of "push your luck" mechanic where you had to decide if you wanted to take the gold back to the surface, or try for more. One slight annoyance was that sometimes the enemies moved so fast that it seemed impossible to avoid them, but the visible tracks made this not much of an issue. Overall, nice job!
Really nice work on the graphics, they fit the game really well. It would have been nice if there'd been more turret types or perhaps more levels of upgrades. As it was, the second half of the game is mostly stockpiling resources to repair while your maxed-out turrets hold off the enemy. It also was a little confusing to start off, but once I got the hang of it it made sense.
Pretty fun game. I did find the targeting a bit confusing. Initially I expected the shots to go towards my cursor, but it seems like it auto-targets. Still, once I figured that out it was pretty straightforward. If there's one thing I'd add, it might be a way to get more health, although I guess that sorta would work against the feeling of being worn down by each level.
Interesting game. I do think it'd have been easier to control if W moved the ant left regardless of its orientation, rather than having W turn the ant left.
Really fun game! The controls were super-intuitive and the idea was really clever. If there's one thing I'd add, I guess it would be some kind of indicator where the hole is if it's obstructed, although in most cases it's pretty obvious. Nice job!
Pretty fun game. Getting blown up in the armory when I flame-blasted the rockets was a nice touch. I liked the fact that there were frequent checkpoints, too. If there's one thing I'd add, it'd be some kind of health bar. Often I was wondering how many more hits I could take. Nice job!
Pretty interesting game. Nuzzling through the crowds was pretty amusing. If there's one thing I'd change, it'd be to add a cooldown on the "bump" sound effect, so it doesn't fire every frame.
Pretty fun little game. It took me a few tries to figure out how the combat worked, but after that it was pretty easy. If there's one thing I'd add, it'd be increasing difficulty as you go along.
Pretty neat game, although the last level was a bit tricky as I kept getting killed by enemies spawning on top of me. Eventually I realized I could avoid that by standing on the right side of the map. Not sure if that was the intended strategy, but it did work.
Very nice puzzles, really liked the way you mixed the simple mechanics to create different puzzles. At times it was a little bit confusing trying to figure out if I could jump up to certain platforms, but overall I liked it.
Not bad, although it felt like the arrival of the Necromancer Lords is a bit of a difficulty spike.
Pretty fun game. It did take me a bit to realize I could double jump, but it was pretty smooth after that. I did appreciate that you put in those arrows, it would have been a bit confusing to figure out where to go without them. If there's one thing I'd add, it'd be to either move the camera down a bit, or move the summon boxes to the top. The problem is that you often need to see what's below you, and the boxes are in the way.
Cool idea, very nice game. It was a little tricky to remember the formulae in the later levels, so if there's one thing I'd add it'd probably be some kind of recipe book so the player doesn't have to write 'em down.
Pretty fun game. If there's one thing I'd add, it'd probably be more enemy variety.
Pretty fun game. Took me a little bit to figure out that I needed to pick up bags of money, but once I did it was pretty clear what to do. The first boss did seem like a bit of a difficulty spike, took me from 80% to 20% health. I guess if there's one thing I'd change, it'd be to have a smoother difficulty curve.
Interesting mechanics, although I didn't do very well. Sometimes it felt like the player controlled summons would run off the side for no clear reason, although it might have been something I was doing wrong.
Fun game, really liked this one! Having the weapons actually appear on the mech when you install them was a nice touch. If there's one thing I'd change, it'd be having some kind of labeling on the power ups so you can tell what they are without walking over them.
Pretty amusing game. Took me a little bit to realize that you can charge up large beans, though, but after that it was pretty fun.
Nice graphics and sound. I did feel like it would have been better if it had gotten harder as you climbed, though.
Pretty neat idea, nice job! I guess it would have been nice to be able to move the camera, but that would probably have made world creation harder.
Really enjoyed this one, nice job! I was initially a bit confused because the player carriers are transparent and a bit hard to see, but once I figure it out it was pretty nice. If there's one thing I'd add, it'd be tooltips to explain what the different fighters do, although I did manage to figure it out without them.
Nice music and sound. One issue is that sometimes power ups were in asteroids, which made them impossible to pick up.
Nice graphics, and the music really fit. Unfortunately, I'm not very good at this type of game but still it was pretty fun!
Nice graphics, although it probably could have used some sound. Nice job!
Neat game, although it seemed like I usually ended up losing before the grid filled up that much.
Pretty fun idea and a cool take on the theme. If there's one thing I'd change, it'd be to make clear that you shouldn't _start_ with the "Daily", as those are pretty hard and are for experienced players.
I did feel like the music set the right mood, although like some other commenters I think it was a bit too loud.
Nice graphics and sound, and there were some fairly scary moments, like running into the giant red monster. Nice job!
Very nice graphics. I did have a little trouble driving the car, though, so I ended up delivering a lot of the letters on foot.
Excellent graphics, and the vehicle physics were pretty amusing. It did seem a little odd that there were often zombies at the safe spots though. Also, I did end up getting stuck a couple times, I think maybe some kind of unstuck feature would be nice.
The first time was when I arrived at a safe spot and a zombie managed to get under the car and sort of prop it up on its two wheels. The second time was when I managed to ram one of the front spikes into another vehicle.
Still, overall, nice job!
Pretty nice graphics. I did end up running into a lot of stuff, and I was never sure what the siren did, though.
Really nice art style! I was a bit confused as to how the electric ones worked, since I initially thought they turned on and off every turn, but I eventually figured it out. Nice job!
The folding mechanic was pretty nifty. I was a bit confused by the controls as I initially assumed that pressing and holding S or W would pull up. It took me a bit to figure out that you need to repeatedly tap W, but once I figured that out it wasn't too hard.
Fun game, excellent graphics and sound. I guess it would have been a bit easier to get the eggs to land in the bowl if the camera had rotated with the dragon, but perhaps that would have been a bit too easy. Nice job!
Pretty fun game. The controls took a little getting used to, but eventually I was able to maneuver through the course.
Fun little game! I liked the way you could take shortcuts by going off-road (although I guess it's not _that_ realistic, 😁). If there's one thing I'd add, it'd be a few more enemy types for variety.
Excellent graphics and sound. However, having the player, demons, spirits, and well all be blue was a bit confusing. Also, I encountered a weird bug where sometimes when you attack the character freezes and the only fix is to restart the game.
Pretty neat game. The name and field aesthetic actually reminding me of night missions on farmland in the original X-COM: UFO Defense, which was pretty amusing. Finding the aliens was a little tricky, a mini-map might have helped but might have made the game too easy. The fact that you can find the aliens by sound was pretty cool, too. Nice job!
Pretty fun, very nice graphics. Running the time back to the refinery was appropriately hectic. There were a few confusing things though, like when the time is ready to harvest the message it shows makes it sounds like you can't pick it up, but it's actually the only time you _can_ pick it up. Still, once I figured that out it was pretty clear. Nice job!
Pretty fun game, with nice, fluent controls. It did briefly confuse me when I couldn't figure out why some trees were abductable and some were not, but I eventually managed to figure it out. Nice job!
Interesting game. I liked the fact that the game rewarded careful, deliberate thruster inputs, which seemed appropriate for a space game with limited fuel. On the other hand, it was a bit too easy to get stuck on walls and debris. Also, at times I had a little trouble telling the difference between pits and walls.
Pretty fun game. Rushing to try to grab the seeds before they planted was pretty fun. It would have been nice if the plants gave a little wind-up before they fired, though, as it seemed like sometimes getting hit was nearly unavoidable since you have to run up to a plant to hit it. Overall, nice job!
Nice, pretty chill. Reminded me of Lawnmower Simulator. Realizing you can pick up the rocks sure helps get those levels done faster, heh. Nice job!
Fun game, although currently it seems you can just sorta ignore the whole "bungee" angle and just spam 1-3. It might work better if there was a cooldown, or maybe if you couldn't place the anchors too close to each other.
Liked the whimsical art style, although I did find the ship a bit difficult to control. Additionally, it would have been interesting if flying around the map allowed you to find more debris, but it seemed like most spawned near the beginning.
Very nice graphics, although controlling the ship was a bit tricky. It was also sometimes hard to get off the station without hitting the buy screen again, although usually strafing would work. Additionally, it would have been nice to have some kind of checkpoint system.
Very nice graphics and sound. In some cases it was slightly confusing which direction carts would go when pulled, but really that's a very minor thing. Great job!
Fun little game! It did take me a bit to realize that watering was automatic and I didn't need to click to water, though.
Pretty fun little game, loved the doom style aesthetic. If there's one thing I'd change, it would be that it would have been nice if I could have attacked continuously without having to mash left click, though.
Fun and addictive. I managed to get limit break, although I ended up flying off the top before I could figure out what it did. It did seem like the different weapon types were a bit unbalanced, but I suspect that's intentional. Nice job!
Really liked this one. The upgrades were well paced, and the "Upgrade Upgrade" was amusingly meta. If there's one thing I'd add, I guess it would be some kind of checkpoint system, as losing when you're far in is a bit annoying. Still, overall, nice job!
Pretty nice, managed to be tense despite the simple concept (the music really helped there). I was confused at first, as the instructions are a little confusing, but eventually I figured it out. My best score was 37 seconds.
Pretty fun game, loved the risk vs. reward of deciding if I had time to grab just one more log before running back to the fire. Took me a bit to realize that you can craft a fire while moving, which is pretty handy. Nice job!
Very nice graphics. There were a few parts where you could only discover through trial and error that there was a gap wide enough that you had to wait for a pulse before crossing or you would not make it. I guess maybe it would be nice if there was some kind of minimap or indicator how far it was across, but that might detract from the minimalist presentation. Overall, nice job!
Nice game, and pretty nice graphics. I was a bit confused as to what mechs do, but I think that might have just been because I got them right about when my base was overwhelmed.
Interesting idea! It did never seem like I could get enough applications, though, so my shelter was always full. If I could change one thing, it would probably be to add an upgrade that increased the number of applications.
Really nice! I liked the way the different icons interacted to make different moves counter each other in a sort of emergent way. The one thing I wasn't completely clear on was what the numbers in the upper right of the cards meant, although it never seemed to matter. Nice job!
Interesting game, pretty nice graphics. I was briefly confused as I thought the souls were projectiles the enemies were shooting at me, but once I figured it out it was fairly straightforward.
Clever idea, and the graphics, animations, and sound worked well. If there's one thing I'd change, it'd be to add in a penalty for clicking on an invalid match. Otherwise, it's just too easy to cheese every level by clicking on all the jewels.
Interesting concept, graphics created a nice atmosphere and the music was nice as well. I did find the arrows a bit hard to see against the gray ground. It also wasn't completely clear what happened every 10 seconds. One other issue is that Ctrl seems to create a bookmark in the browser I was using (Chrome), which resulted in a sort of glitch each time I tried to do that, but I was still able to complete the game so it wasn't a big deal.
Pretty nice graphics and sound, the explosions were pretty satisfying. If there were two things I'd change, it'd be to add increasing difficulty as the levels go on, and the ability to fire continuously by holding down LMB.
Interesting concept. I do feel like maybe the magic coins should have spawned a bit faster.
Pretty nice graphics, although I did find the aiming a little tricky.
Pretty fun game, story was interesting all the way through. I especially liked how the dice rolling system worked, the ability to buy outcomes from successes was clever. If there's one thing I'd change, it'd probably be to change the colors to white on dark grey instead of white on black, since the contrast is a bit extreme. Still, that's a very minor thing. Great job!
Very nice graphics, although avoiding the lasers was pretty hard without being able to control the camera.
Nice, simple shooter. It did seem a bit strange that in a game about zombies, the main threat was the ranged zombies... I think maybe some of the melee zombies should have been a bit faster.
Pretty nice game! I especially liked the pixel art graphics, and the sound went well with them. One thing that did confuse me is initially I assumed that people actually had to get to the door by the time the bomb went off to count, and I also assumed that you could exit the level by interacting with the door. However, I realized how it worked pretty quickly.
Seems like we had the same idea 😁. I did find the signal mechanic a bit confusing at first, but it wasn't too hard to figure out. Nice job!
Interesting little game, although I couldn't figure out how to reach some of the wires. The fact that the dash is an attack had me confused, since it does say that in game but doesn't say that on the page here.
Best time was 2:38. The turns confused me at first, but after a bit I got the hang of it. I'd say that from a gameplay perspective it would be nice to know how close Death is to catching you, but that might go against the whole "death" theme.
Pretty fun game! I did find it a bit confusing at first, but after I got the hang of it it made sense. If there's one thing I'd change, it would be to add in mouse or touchscreen control, if the user has one of those.
The fact that you can't punch while moving made the rage meter a bit tricky to use. Once you get enough zombies, they start climbing on your head, so you can't punch them (although I think they can't punch you either). Not sure if that was intentional, but it did fit with the "being overwhelmed by zombies" theme.
Neat game, slightly confusing at first but once I got the hang of it it was interesting. It did seem like at times multiple conversations were happening at once, so it was hard to figure out who was the cursed one, although that's probably intentional.
Interesting game, nice and tactical. If there's one thing I'd add, it'd be some kind of indicator of what the different types of bombs do before they are about to go off.
Pretty amusing game, although I did feel like I spent most of my time hiding in the lower right.
Nice, that was actually pretty scary, and the artwork suited the mood well. I did also get a bit confused by the black transitions screens, as I originally thought they were loading screens.
Pretty fun game, and at least on my computer it ran really smoothly in Chrome after loading quickly. If there's one thing I'd add, it'd be a couple other weapons to add more variety.
Really liked the graphics and sound, both fit the game very well. The control was also very fluid and responsive. If there's one thing I'd add, it would probably be the ability to see the whole course at the beginning through a preview or minimap.
Pretty clever use of the theme. I was slightly confused as to whether I was supposed to get myself into the target, or the big white sphere, so in the end I just did both. Nice job!
Nice job! The graphics and sound were pretty good. It also seemed like new elements were introduced often enough to keep things interesting. If there's one thing I'd change, it'd be to add a little more description as to what the different towers and such did, although generally you can figure it out via experimentation.
Nice use of the theme. It did take a little while for me to figure out what the different buildings did, so if I could add one thing it'd probably be tooltips or something to explain what they do. Still, overall, I found it to be pretty good.
Really liked this one. The different environments were well done and suited the atmosphere really well. It sometimes wasn't completely clear what hazards did, like the birds, but it didn't detract from the experience that much.
Fun game, pretty chaotic with all the terrain changing (which I think was intentional). I did have a bit of trouble avoiding the giant falling bolts, they knocked me through the floor a few times.
Pretty nice use of the theme, and the graphics and music were good as well. It might have been nice if you could get rid of anchor blocks somehow, since the chests you're counterbalancing them with sort disappear but the anchor blocks don't. On the other hand, it does cause your boat to get overloaded over time which is probably good.
I did also see a weird glitch once: After my Boost Crate fell overboard, the boat stopped entirely and I never got to the next island.
Nice brawler. The graphics were good and the music fit well. Sometimes it did seem like rage made me invulnerable, which is weird since the title screen just says it makes you deal more damage. Still, it was probably how I was positioned, or something. Nice job!
Nice graphics, although I wasn't sure what caused the sand to move, so I mostly just blundered around until I found a solution.
Liked the simple, minimalist graphics. If there's one thing I'd change, it'd be to have difficulty scale up as you play so it doesn't just run forever (although I did appreciate having multiple difficulty levels, that was nice).
I liked the music as well, although I did encounter the issue where it only played on the left side.
Not bad, having the powerups fly out of your backpack when you jump was pretty amusing.
Nice one, although I have to admit, I found the crane a little hard to control. Mouse control might make it a bit easier, although that might make it feel less lumbering, which is sort of what you want for a huge crane.
Well done for something made in 72 hours, and the tutorial was a nice touch. One thing I did find a little confusing is the lack of directional sound or a mini-map. It made it a little hard to figure out what was going on elsewhere on the map.
Pretty fun, once I got the hang of it anyway. If there's one thing I'd change, it would probably be to add a mini-map or something, it might make it feel a bit less random. Still, overall, great job!
The graphics and sound really created a nice atmosphere, and the game was a nice length. Using the flares was a bit confusing, as sometimes it seemed like they didn't really scare the fish off, but I probably wasn't doing it right. Nice job overall, though!
Cool and unique concept. Swinging around those saws was pretty fun. I would say that a checkpoint system would be nice, and maybe the ability to delete beacons. Still, good job overall!
Pretty nice, I made it to about 160m or so. The mini-games were an interesting touch. If there's one thing I'd change, it'd probably be to make the animations a little faster.
Nice fun little game. If there's one thing I'd change, it'd be to either give the boss less health or give it some kind of phases or something.
Pretty nice graphics. The physics were a bit weird, although seeing my character's head fly around was fairly funny. I did also get stuck once with my legs stuck through a table somehow, and it did seem a bit floaty.
Nice one! Watching those octagons rotate was kind of hypnotizing after awhile. If you were to take it further it could probably use a few more mechanics, though.
Pretty nice graphics and sound! If there's one thing I'd change, it would be to make it so that when a level is unwinnable due to missing too many waypoints, it just immediately ends.
Clever take on the snake concept, even if predicting what the snake would do was at times a little confusing.
Pretty nice graphics! If there's one thing I'd change, it'd be to add some kind of indicator as to where the drone is going to come down.
Nice one! The car physics were interesting, and required some strategy to make those turns.
That was pretty clever. I liked the fact that your copycats could also hit you with their shots, it gives you an incentive to not just fire randomly.
Really nice graphics and sound. Also, some of the family member dialog when you put stuff in the pot was pretty funny. I did end up not using the F key even though the text above says to use it, but I was able to finish anyway.
Mechanics were easy to understand once I got the basics. The music was surprisingly catchy, if maybe a little odd for a fantasy game :D.
Man, that was a pretty clever use of the theme. I have to admit though, I'm not actually that good at this type of game. Still, it was pretty fun. I would have liked a button to restart the levels, although pressing Z and just going back in did work.
Not bad! I was a little confused as to how lives worked, though.
Interesting concept, although I was never completely sure what the point of shooting was. It always seemed like it was more optimal to dodge, since you don't get any points for killing enemies. It's possible I was missing something, though.
I did also encounter the "no tiles" bug, but I discovered that refreshing the page fixed it. Anyway, nice job!
Took me a little bit to get the hang of it, but by my second playthrough I think I had it figured out. Was never actually able to keep all the plants alive, though, just too many things going on at once. If there's one thing I'd add it'd probably be a tutorial to explain what the different things do. Still, overall I liked it.
I like the minimalist art style, and the game was fairly well balanced. If there's one thing I'd change it would be to make the sequences where you visit sites more interactive.
Excellent work. This one was very well balanced for a Jam game. The sound and graphics were top-notch as well. If there's one thing I'd change, it would be to make it so the enemies cannot path under the UI elements (like the cards). It can get pretty annoying if they do that, since you can't place walls there.
Pretty nice overall, especially the graphics. I did find the relationship between the system bars and which systems were failing to be a little confusing, though.
Pretty nice. It took me a little while to figure out how things worked, but once I did it was pretty smooth. If there's one thing I'd change, it would be to make the 4 resources different in some way.
Definitely liked this one, although some of the microbe descriptions were a bit confusing. I was never completely sure why the albedo 0.1 microbes didn't seem to reproduce, and getting the last 4 degrees probably took as long as all the others. Still it was a very relaxing and consistent experience. Nice job!
Flying around the party knocking people out of my way while carrying empty cans and bags of chips was pretty funny. The dice were still definitely the easiest way to "win", heh. Good job!
It was true that it was a bit easy, although it was also kind of relaxing. Somehow it reminded me of Katamari Damacy. I was a little confused as to what the difference between the levels was... they all seemed pretty similar.
Really liked the distinct art style. It could have been a bit longer, but overall I liked it.
Nice concept. It was interesting how the strategies were different for different cars, like with the supercar you didn't really need speed boosts, and the main limitation was gas.
Nice! I liked the sort of risk vs reward of defending the generator vs going out to find the pieces. Having the map change color when you explored areas was also a nice touch. Made things a lot clearer. Nice job!
Considering how simple the concept seemed, the last level was surprisingly difficult. Great work!
Interesting concept, although I have to admit the controls were a bit confusing. Pretty nice graphics, though.
Really nice one! Very good use of the theme, and an all around fun game. It did take me a bit to figure out what the different types did (and that it was bad to run out of green ones, heh).
Pretty nice! I especially liked the way the two resources are fairly well balanced, in that initially you need steel to build but artillery costs a lot of fuel.
Very nice graphics! I did find the difficulty to be a little uneven, though. I only ever lost to the jump between platforms one. Also, some audio would have improved it a bit.
Good idea for a combination, although I ended up mostly ignoring notes that I wasn't planning to use. Increasing the penalty for missing notes might have made the game too hard, though, so I can't really complain about that. Nice job!
Good combination and pretty good balance and progression. If there's one thing I'd add, it'd be more levels. The music also got a bit repetitive, and the car was a bit difficult to steer, but overall good job!
Loved the art style, and the music really fit. I did find the mechanics a bit confusing though, probably could have used a page explaining how stuff works.
Really nice game. The interplay of the two different systems made it a lot more strategic, and the two player multiplayer worked well.
I managed to play it 2 player, and it worked out pretty good. We did have a few times where everyone was out of moves and sort of paralyzed, but they eventually snapped out of it. Nice job!
Managed to get a score of 550. Liked the aesthetic, but if there's one thing I'd change it would be to make the turns a bit shorter. It often felt like there was no time to see enemy shots coming and dodge them. Nice job!
Pretty nice combination, pretty unique. If there's one small thing I'd complain about, I was never sure how much ammo I had. Still, overall it was pretty nice.
Pretty nice, my city was doing pretty well before the robot apocalypse. Nice job!
Very nice fusion of puzzle and snake, really liked this one. Puzzles seemed just hard enough. If there's one thing I'd complain about, it's that the music can be a little annoying. Great job!
Interesting concept, but it often just came down to typing the first colored word I saw. It might be better if the timers were slower but there were some cases where going one direction could cause you to lose.
Really good, one of the best I've seen so far, although I'm not actually that good at this type of game. Very impressive music for a 48 hour project. Great job!
Loved the graphics and the music, very impressive. The puzzles were simple but amusing, I actually had to look up what a "Sawbuck" is. As other people mentioned, there's an issue where the WebGL build doesn't capture the cursor and it can escape the window, but I'm not sure if that's an issue with Unity or the game.
Graphics were really impressive, and really suited the setup. Would have been nice if there'd been a few more mechanics, as most levels could be beaten by simply flying a couple guys over the orcs. Still, nice job!
Nice scary atmosphere, although as I think some other people have mentioned the controls were a bit weird, seemed a tiny bit of turning at high speed would send me swerving. Nice job!
Took me a little bit to figure out what was going on, but I eventually managed to get something like 5000 moni/second.
Interesting take on the theme. It could have used a mini-map in overhead view, and I was always a bit confused as to what the upgrades did, but the shooting mechanics were pretty satisfying.
Nice work! Trying to ski while drunk was pretty amusing. I did notice that crashes into obstacles tended to "chain" because you would reappear right above the obstacle and it was hard to avoid it again, but other than that it was pretty good!
Nice one! Music and visuals fit very well together, and overall it seemed very polished. Some of my wins did feel a bit random, but all in all I liked it.
Really liked this one. Trying to get the sanguinite back while dodging swarms of enemies with a sliver of health was really nail-biting!
Nice one! I managed to get a score of 11394. I really liked the way it forced you to choose between different tactical possibilities, especially since later in the game it was hard to get between the upgrader and the refiner. If there's one thing I'd add, it'd be steadily increasing difficulty.
Good graphics, and I found the concept where your level of energy was essentially represented by your vertical position on the screen to be interesting. If there's one complaint I'd make, it's that enemies often appear and crash into you before you get a chance to react, especially if you're moving very fast.
Basic, but fun concept. The slow movement of the projectiles adds a nice element as you have to carefully lead your targets. I did find the random satellites that pop out of some enemies to be a little odd, as I was never sure if it was random or if I was just missing some pattern.
Top-notch presentation with excellent graphics, sound, etc. The main mechanic seems simple but the strategy is actually a bit more complex than you'd think. If there's one thing I'd improve, it's the enemy AI. In vs. CPU mode it's a little too easy to beat, although this would be less of a problem in multiplayer.
Good work for your first LD! It did seem a bit short though (although part of that is the fact that you had to delete that one buggy level), and pressing E seems a bit redundant. There are no cases where you wouldn't want to pick up a chest that I can see. Additionally, something like a minimap or a human direction finder might be a good addition as well.
Interesting concept, I don't think I've ever seen that before in an infinite runner. The only thing I can think of is I'd probably have a gradually increasing difficulty curve, where it was fairly forgiving of failing recipes early on but less forgiving later.
Interesting tower defense game. The only things I can think of to add would be mouse placement of towers (the current technique where it's always in the green square is a bit awkward), and steadily increasing difficulty to prevent the game from reaching a steady state.
Fun little game, liked the graphics. It could have used a few more mechanics however, and it would have been nice if the intro text didn't play every time you restart.
Certainly an unusual concept! I don't think I'm very good at this type of game, though. It also could have used some sound and more mechanics that require the player to make decisions.
Excellent graphics, although the jumping mechanics did feel a little weird.
A bit short, but some of the mechanics were interesting. I liked the fact that some projectiles only move when you move, felt more strategic.
Interesting concept, although I could never survive for very long.
Excellent graphics, good job! It would have been better if there were a few more mechanics, but the graphics did a good job of setting the ominous mood.
Good job! The only thing I might suggest would be to pause the game while the tutorial text is up, as having the timer ticking down while you're reading it can be a little unsettling.
Interesting concept, although the levels got repetitive after a bit. The version I was playing (the WebGL version) did also crash at one point, saying it was out of memory. I'm using 64-bit Chrome on Windows.
Seems simple but actually has some fairly deep mechanics. I did find one odd thing though: After defeating an elemental clicking on the powers to get them didn't seem to work, so I always had to select "skip".
Interesting game, liked the art style, although it could have used some sound. I also feel like in some places there was no way to avoid taking damage, but that might be intentional.
Interesting jetpack mechanic, although not being able to jump normally was a bit disorienting.
Not bad! I really think the music set a good mood. However, it would have been nice if new mechanics had been introduced with higher levels.
Nice work! I did find it a little disorienting that I couldn't jump, but it probably didn't matter.
Great game! I played it quite a bit (although I never really got the hang of going where I wanted to go...). I'd love to see this expanded with more bodies to orbit around. Nice work!
Interesting idea, but the first time I played I was pretty confused as to what to do. I also never managed to see another type of sphere, just the green type. Not sure if I was doing something wrong.
Simple but solid idea. One odd thing was that things slowed down in the later levels, though. It had the odd effect of making the game easier as it went along.
Interesting idea. It took me a little bit to figure out that I needed to zoom out, but once I did that it went fairly smoothly. I could never get the distance to enemy to decrease, though (not sure if that's intentional). If there's one thing I'd suggest adding, it would be an indicator of the status of all currently flying aircraft.
Excellent little strategy game! If there was one thing I'd improve, it's that the enemy isn't very aggressive, making it nearly impossible to lose. Still, overall I liked it.
Nice job! Some of the messages (especially the ones when you create invalid planets) were pretty amusing. After awhile the results of your interventions were a bit predictable, but all in all I liked it.
Very impressive for 48 hours. I liked that you included a tutorial, always a nice touch, especially for more complex games like this one. If there's one thing I could see improving, it's the info on the buildings. It isn't completely clear what each one does, and what the advantages and disadvantages of each one is.
Simple, well executed mechanics. However, I think even some simple sound would have helped a lot, and some kind of power up system would have been nice.
Nice simple concept, although it was hard to tell at times which other things were hazards and which were power-ups.
Excellent work, I really like this type of game, and this one was well executed. Getting production of satellites seems easy but getting it to actually work is surprisingly difficult. I did notice one issue where it seems like sometimes warehouses will bug out and not send their stuff downstream. The only other thing I can think of is it would be nice to have hotkeys for some of the possible actions.
Still, all told, this is one of my favorites so far.
Nice work, I really like open-ended games like this. The music also fit well with the overall setup. I did wish there was a way to strafe, however.
Pixel art looked good, and the controls were simple and intuitive. Gameplay was pretty easy, and repetitive, however. A few more levels with more mechanics would have helped make things more interesting.
Interesting idea, but the game seemed very random. It probably would have been better if there was some distinction between the three repairable things, as well. Good choice of music, though.
Nice job, graphics sound and such seemed to go together well. I did find it fairly hard, I'm not sure if I'm just not good at this genre or what. I did notice that sometimes the random placement of rocks made it almost inevitable that I'd fall, because there just wasn't another "rung" on the ladder I could get to quickly enough.
Graphics looked pretty good, fit well with how the game was setup. The explosions when your plane crashed into the missiles or the helicopters was pretty amusing, nice job with that. The game could have used a minimap or some kind of indication where the next target was and where threats were, however.
Loved the intro, but the controls were a bit slippery and hard to control. I also would have liked to be able to turn the camera around. I thought the music was fitting, however.
Great job, really enjoyed this one. I especially liked the upgrade system, seems well balanced. There was a bit of a difficulty spike at Jupiter, but all in all I liked the level progression.
Interesting game, liked the art style. I did find one bug though: There's a mysterious door labeled "22" in Brent's office.
Nice, simple mechanics. Did get a little repetitive at times, but nice job!
Graphics and sound are great! If there's one comment I'd make, it's that sometimes you end up grabbing units when you meant to flick them.
Worked well, except for some weird input lag where it would take a second for key presses to be registered. I managed to eat 114 apples before I managed to get trapped.
I planted a bunch of seeds, but none of them every grew into anything. Liked the minimalist pixel art, though.
Nice little shooter, solid control and graphics. Would have been nice if there was a scoring system and some kind of increasing difficulty. I got the minigun once, but I'm still not sure how you get it.
Not bad. Narration was pretty funny.
Excellent graphics. Controls were a little disorienting (might be intentional considering the name, heh).
Graphics and sound fit well together. The game was a bit short, though.
Nice! Difficulty rises pretty quickly, though.
Graphics looked interesting, but I was never able to escape the room. Using the key on the door just caused it to reappear on the floor.
Well done, if maybe a bit confusing at times. Liked the writing, it was pretty funny. Had to restart a couple times due to unwinnable positions.
Interesting concept, nice retro feel.
I did encounter one odd thing though, halfway through the game all sound was replaced with a high-pitch whistle. Even "unplugging" the console had no effect. I'm not sure if it's a bug or if it was some kind of fire alarm easter egg.
Well put together and polished. I did get confused during one part, but I finished it eventually.
Also like Znibben I had to refresh once before it would load. Not completely sure why.
Great graphics, seems well polished. My only complaint is it's a little hard to steer.
Nice job on the graphics.
Nice! Loved the graphics style.
Took me a little bit to figure out how to win, but once I did it got pretty intense. Nice atmosphere.
Nice music! Really set the mood.
Nice! Puzzles had just the right level of difficulty.
Not bad! Some of those levels were pretty clever.
Pretty fun! I got up to 10 trailers before things became completely unmanageable.
Nice! Very atmospheric.
Nice! I liked the chain reaction mechanic.
Not bad. Using the player's username was a nice touch.
LD59 — Signal (14)
Radiotower by Custodi 2026-05-06T08:32:34Z ♥ 0
Pretty nice game. It was interesting how sometimes the words you need to type can be typed with one hand, so you can shoot with one hand while typing with the other. It did sometimes seem like spraying signals by clicking fast was better than charging, although it was easier to type with charged shots. Nice job!
Good Boy by thunderklaus 2026-05-06T08:09:23Z ♥ 2
Pretty neat game. I did manage to get sheep stuck a couple times, but the dog was always able to get them out. Nice job!
Light Signal by Anatei 2026-05-06T08:00:43Z ♥ 2
Very nice graphics. I did find the signals you can send a bit confusing, as it seemed like sometimes ships would crash even after being sent "Careful", but I think it may have just been wearing off. Nice job!
Deep Fall by qmdev 2026-05-06T07:48:06Z ♥ 0
Very nice minimalist graphics. I did blunder around a bit because I assumed I needed to go right, but I eventually found my way down. It was a little hard to judge how far I moved between pings, but honestly I think that added to the atmosphere. Nice job!
Listen to the Sky by ExciteMike 2026-05-06T07:39:27Z ♥ 0
Pretty neat game, very chill. It did take me a little bit to figure out what to do, but once I did it was pretty smooth. I wasn't ever able to tell if a wave was from a planet that wanted an item, or a planet that had an item, but that's probably intentional. Nice job!
Halo Signal by zizochan 2026-05-06T07:23:21Z ♥ 1
Fun little game. I wasn't completely sure how the bombs are targeted, but the action was good. Nice job!
Natural Luck by Alexandr Gerya 2026-05-06T07:16:45Z ♥ 1
Found this one a little confusing. The only strategy I found that worked was to wait for the "solo gets +100" signal, and then play the owl over and over to keep that one.
Mycelium Menace by Logan_Core 2026-05-06T07:05:08Z ♥ 2
It took me a little bit to figure out how to collect the food to make more mushrooms, but once I did that it was pretty straightforward.
Plug n' Play by mortusnegati 2026-05-06T06:50:17Z ♥ 1
Really liked the graphics. In the end, I was able to mostly just use the red towers, but I might not have been doing it right.
Kessler Co by Grizwhirl 2026-05-04T17:46:59Z ♥ 0
Pretty amusing game, although it felt like placing the orbiting ones in the center and the stationary ones in the corners was almost always the optimal move. I suppose it could have included some eccentric orbits, although that probably wouldn't be very realistic. Nice job!
Invisible by Quanthon 2026-05-04T17:36:56Z ♥ 0
Clever idea, although I ended up solving a lot of the levels using trial and error. Nice job!
the_Core by remusnomos 2026-05-02T18:04:22Z ♥ 1
Pretty neat idea, and the atmosphere was nice. The idea of having the crystals light up when you pass them so you can tell if you've been to a place before was clever, although I still became hopelessly lost, heh.
Remixed Signals by Naviski 2026-05-02T17:51:53Z ♥ 2
Liked the graphics, although some audio feedback indicating a miss might be good, because I never wanted to look over at the indicator as I needed to be watching the notes.
99 Penalty Kicks by AlexClay 2026-05-02T17:47:35Z ♥ 1
Interesting concept! It did seem like sometimes the main limiting factor was moving from target to target, so you could miss balls even if you knew exactly where they were going. I did like the new elements that were added in the later levels to keep it fresh, although I always found double-jumping a little tricky to pull off. Nice job!