The Archives of Trevosa by celia14 2026-04-23T02:11:45Z
I LOVED IT. It took me around 2 hours to finally finish it and I had a great time. It could use some quality of life improvements, but for a game jam game it's amazingly polished and complex.
Foon → Ludum Dare Explorer → Users → rainot
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Hello? Hello!? You've got no signal there! | jam | 674 | 3.18 | 3.18 | 3.04 | 3.84 | 3.11 | 3.45 | 3.22 | 3.09 |
I LOVED IT. It took me around 2 hours to finally finish it and I had a great time. It could use some quality of life improvements, but for a game jam game it's amazingly polished and complex.
Very beautiful game with an interesting mechanic. Sadly the easiest thing for me to do was just having bots merged all the time. It took me a while to understand the game fully. For example it wasn't stated anywhere that the thingies on map are a new bots spawners. Also info about what the upgrades exactly do would be great, so choosing between them would feel more impactful. But a great entry after all!
Good game with nice core mechanic but I have issue with the gamepalay loop. If you have one losing condition (alien signal completing) the timer is unnecessary and making the gameplay worse in my opinion. It would've been more satisfying to just make it endless with increasing difficulty.
Very good game, I enjoyed the storylines. I had come across an issue that late into game I stopped having signals of who tries to contact and I had to brute force it by checking a lot of places. I think I reached the end (destroyed all bases), but I expected some type of feedback and I was kind of dissapointed. Graphic and vibes are top notch and in general it's a great game.
I enjoyed this game very very much. It was fun and concept is interesting. I agree with other commenters that minimizing the time spent on waiting would make it better, but it's a cool game nonetheless. Oh and I LOVE the title haha
Very cool idea, but it was a bit too hard for me personally. Maybe I just have too bad memory and too bad timing :x I would only suggest making terminal possible to turn on without having cursor pointed on it. I would make it easier to look at the wall with the hint while inputing the code.
The maintanence fee taking most of your earnings is peak humor for me. I would prefer to have additional bindings for keys, but I also understand if it was a deliberate choice to make controls pretty clunky with just the mouse.
"Do you know that pressing buttons is sending signals to your computer" absolutecinema.png
But when it comes to minigames - wave was the highlight. The clicker was a pain and I think an easy fix would be turning it to idle clicker - so like after 10 clicks you can buy an upgrade that would click for you so in the meantime you could do other tasks.
It's very impressive how much diverse stuff you were able to implement in such a short time.
Amazing, i enjoyed it very much. I couldn't get Slither In to work ever, I don't know if it's a bug or I just missinterpreted the cheatheet. Also when I went back to menu and tried to play once more it didn't work. And a nice small improvement would be binding next mission to some key making the gameplay rely only on the keyboard. But yeah, great jam game, good job!
@Vorkuta I had some issues with the web build, but it works now on itch.io! Just click on the image and it will redirect you to the game page.
@crispypear I was really worried that the time I spent on voicelines would go to waste, because when I gave the game to someone to playtest, they said that it was impossible to read while playing. So I'm very happy that someone enjoyed that silly storyline c:
@caeonosphere Haha I fooled you, it wasn't a chip bag! It was a candy bar wrapper! haha Thank you for your feedback! Implementing better order randomisation of events and sounds was a next thing on the ToDo List (right next to difficulty scaling based on score), but as usual with gamejams, didn't have time to implement it.
@creeperxd Wow, I am really happy that you enjoyed this game for such a long amount of time! Yes, difficulty balance and progression are definitely the most important parts to improve And you found a really interesting bug, I don't have any idea what could cause it xd
I really enjoyed the game, concept is fun and I would gladly play it again if the mechanic were expanded.
Here's some feedback: Really cool that you marked the last used spell, without that it would be a hell. I noticed that upgrades stay after death and I guess it wasn't supposed to work like this. In my opinion boss could've been a bit more challanging. As someone mentioned before, it would work better if you used a song with the same meter as the number of elements in a spell (or at least a multiplier of it). That way. the first key the player presses in a spell would always land on a strong beat. It would allow the player to time the start of ther turn just by listening to music, without focusing on the indicator (which I found anoying because I would rather look at spell inputs).
As others said it would also benefit from some additional indicator that it is players turn now. Overall I think this is a really strong prototype with a fun mechanic and a big potential for expansion.
Also, I was getting really flustrated because the beat was really off, but then I realised I've been using wireless heaphones that got a pretty noticible delay xd Played without them and turns out everything was on beat xd
Very cool idea. The goal of the game was easily understandable, but still engaging and pushing around items had a good feel to it (especially when you realize you can push something as small and decorative-looking asa jar). Sometimes it was hard to tell what was jumpable and what was not.