FoonLudum Dare ExplorerUsers → Richard Baltrusch

Richard Baltrusch

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659SignalJunction Keepercompo2133.203.143.093.703.093.172.913.10
202353DeliveryUnicast Network Simulatorcompo1343.723.394.254.183.393.393.50

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 Richard Baltrusch

LD43 — Sacrifices must be made

Expendabots by dalbinblue 2026-05-04T11:51:03Z

@minjutin same happened now for LD59! Showed me the great-looking thumbnail of this game in the danger zone :thinking:

LD53 — Delivery

Mission: Programmable by Jezzamon 2023-05-18T18:30:06Z

Great game! Really enjoyed it. I played a programming idle game once and didn't get too into it, but this was quite fun! Enjoyed programming my little helper functions to reduce typing (jump doesn't take arguments :smile_cat: ) and solving the levels with one-liners. Enjoyed the creativity of playing using the devtools.

▲●■♚ by Jimbly 2023-05-06T17:54:06Z

Nice game! Really like the concept - and the game is very polished, even including a highscore list (some of the advantages of being a webdev I guess :D). The only thing I am missing in the simple gameplay loop is what something that Mini Metro has: the game starts simple, but gets crazier as it goes on, having to manually shift trains from one overloaded metro line to another to somehow keep a broken system running. Maybe you could introduce a similar mechanic when nodes reach max stock of one of their shape types? Overall really enjoyed it!

LD53: House Delivery! by burnedkirby 2023-05-01T15:46:37Z

Nice little game, really like the gameboy aesthetic! The music fits well and I like the dynamic changes (also found it funny that music is like half of the source code). However, it gets tiring mostly because the game goes on too long - once you get a hang of the controls, it is hard to mess up. One suggestion would be the old classic three lanes with some obstacles that need to be managed at the same time.

Pineapple Police by tomrijnbeek 2023-05-02T19:33:09Z

Got to a highscore of 25 :v: Did crash for me once though upon reaching 4 cars (may have to do something with the AI?). Otherwise great job - I particularly liked the art! Music and sound effects would have been nice though :)

A Day In The Life of a Stork by kiguel182 2023-05-06T19:07:30Z

Delivered 9 babies :) Fun game, really dig the cohesive art style and the (double) delivery take on the theme :)

Deliver by Zirrrus 2023-05-06T19:31:53Z

Don't downplay the gameplay! I enjoyed the cohesive art style and the tumbling packages and finding where to deliver it is more than enough gameplay - although in its current form, it needs "something". I would suggest either to add time-pressure (for an exciting game), or gratifying polish like laid back music, sound effects, delivery rewards, etc (for a casual clicker-type game).

One nitpick with the UI: the map and the "go to street" buttons being on opposite sides of the screen was a little counter-intuitive and the two buttons being next to each other would represent a more natural user workflow (load packets, choose street on map, then go to it).

Overall good game, I enjoyed it!

Idle Deliveries by justking144 2023-05-18T16:57:12Z

For a web development exercise, this is not bad at all. For someone not too into idle games, there's not too much game to be had here (in my opinion) - more sound effects and some music probably are a must in idle games. Also would have liked to see some employee stats exposed to understand why Bob is so much cheaper than everyone else (I levelled him up to level 61 and made him a literal speed king). Some layout suggestions: always show the current amount of money (a little annoying to change tabs to see it) and provide a checkbox to automate levelling an employee (to save me some clicks :smiley: ).

Age of Mail by Swordfish 2023-05-06T19:15:16Z

Really liked the light art style and the mellow music fit the vibe very well! Unfortunately could not figure out how to drop packages off :(

Beelivery by Jejkobb 2023-05-07T19:24:19Z

Not my favourite mode of honey transportation :) Really liked the art and the music - the plot and the associated gameplay is cute, but I feel like the rope mechanic is a little too fickle to use (or maybe I am just bad). I would maybe have suffered less dying a million times if there would be more than one death sound effect. Great entry nonetheless!

Delivery Frenzy! by August1413 2023-05-18T18:05:26Z

The game's concept is simple and the gameplay can be quite fun, although more leeway or advance warnings of oncoming cars would have made for longer games :) Nothing that a bit of balancing couldn't fix. I liked the pixel art graphics (would have maybe also liked to see some grass :smiley: )

Kittens: A Tale of Yarn and Woe by FlashViper 2023-05-06T18:08:55Z

Delivered my first yarn ball with like 8s left on the clock, just going around kicking like a madman :D

Escape The Delivery by StefanHolst 2023-05-06T17:35:33Z

Couldn't get out of the first box :( (full-screen or not win10)

Package Passage by PizzArt64 2023-05-18T22:06:21Z

Really liked the vibe of the game - it's a kind of retro 90's garage cool :) I'm a big fan of the visuals and music for this, very cohesive!

A couple remarks and suggestions: - The camera wasn't always easy to work with (sometimes showing mostly walls in the foreground), maybe a higher angle could help. Camera isn't easy to get right in a limited amount of time :) - The font sometimes was a little hard to read. - I wonder if a pickup truck with a detachable extension was the right choice for a labyrinth parkour game, as it got in the way quite a lot in tight corners and passageways. - Had some jittery truck movement once on the grid platforms, maybe this needs some fixing. - A minimap could be nice (as it is easy to get lost and not know where to return to pickup new packets). - Where to deliver packets to on the ground was a bit hard to see at times.

Overall solid entry!

Manhole Mailman by Robonaut121 2023-05-18T22:31:16Z

Not a bad entry! I got to 197m before giving up :) I really like the detailed visuals, I imagine your focus for this game was here.

As it is at the moment, the game is a little hard to pick up (ended up reading the description out of the game after a while and that helped) and quite unforgiving, as you die the moment you make a wrong delivery. I feel like a health system where you get at least 3 chances would allow for some mistakes and also provide more room for new players to improve.

A more prominent icon to show which item you are currently holding would be nice, because as it is the player needs to focus a lot on the path ahead and can easily lose track of what item he is holding.

Overall good job!

Sorted by Harmadillo 2023-05-06T21:48:07Z

Impressive entry! Really liked the graphics, the random generation and the bad handwriting. And the gameplay, although it was quite overwhelming at first (wall of text + wall of delivery boxes :smiley: ). I imagine in a more fleshed out release this stage could be worked up to with a small hands-on tutorial and slowly increasing level complexity as you go. Enjoyed this quite a bit :)

Moonrabbit Collection by DaFluffyPotato 2023-05-06T17:29:12Z

Polished game. Really liked the art and music, although the movement feels too heavy for me :) The shader is impressive for pygame, but a little distracting.

The Silver Fleet by KyleTheCoder 2023-05-01T14:24:26Z

Nice game! Here are a couple comments in no particular order: - Art is very nice - Background and more sound effect variety would go a long way - Font doesnt fit with the art style - I liked the upgrades although they could be more impactful - Really liked the different mechanics implemented for only one button controls - I found it a little difficult to figure out ropes and grabbing them (small hitbox) - Unclear how I lost the game in my first playthrough - Consider toning down the screnshake a bit :)

Overall good job on the game!

Anvil Express by Zykra 2023-05-18T22:17:48Z

As is, the game was quite hard to play, with performance problems leading to stuttery audio/graphics (also holding the anvil makes it jitter).

I played for a bit before I realised the help bug would only go away if I press H :)

The anvil attraction is an interesting mechanic. I dropped off the platforms with my first jump and tried to get back up by throwing the anvil up, then pulling myself with E, sadly I didn't manage to pull it off all game (except once on a small ramp). This mechanic has potential though and could be built around.

Courier Cacophony by SugarSugarSugar 2023-05-06T22:19:17Z

Super polished entry, you have a real talent for puzzle design! Almost completed all of them, but got stuck on number 42 badly :( The mechanics were very satisfying and there were an impressive amount of them! One small mechanical/polish nitpick: I would have liked an indication for where the hourglass symbol would land me, but otherwise I really enjoyed the game, good job!

Solar Express by Jellybean 2023-05-18T17:21:45Z

Pretty good game! The gameplay is pretty fun once you get into it, although I would have liked something else to spend my money on, maybe upgrades or repairs (or a perpetual maintenance fee to provide an ending). I liked the graphics too, and the sounds are, although a bit strange, quite fitting. I found the camera a little jittery sometimes (but this is probably to be expected of a compo game with a circular setting like this), and would have liked less scrolling out to do (a must since clicking a planet always zoomed in). Overall good entry!

Delivery Dungeon by Buni 2023-05-01T15:29:08Z

Great entry! I really liked the art and the music fits it very well (although it wears out faster than the pace of the game). I really liked the inclusion of a tutorial.

Some comments: - Houses splitting into sometimes larger houses was funny (although a little unfair at times). - Really liked the variety of the upgrades - Base movespeed was a little slow for my taste, but maybe my speedrunning habits are kicking in here :) - Death screen felt too long - me being bad meant I saw it too many times :)

Killing happy houses is understandably required to avoid blocked paths, but felt strange (the house is so happy) Small coins did not feel worthwile (too slow and too little money), making the game a bit more grindy than it could be.

The boss house is funny - but i am not really sure if that still fits with the delivery theme. It spawning houses directly on me felt a little unbalanced and allowed the boss to lock me against a wall effectively instakilling me

Suggestions: - I wish i could pick up missed packages

Enjoyed it overall - thanks for publishing this!

Ultimate Package by Triangle Point 2023-05-01T16:27:26Z

I liked the humourful premise and the controls felt pretty responsive (although I would like to see coyote time being added).

The boss fight definitely felt a little glitchy, moving too fast and the damage grace period was too short, so it felt like i more or less cheesed him at the camp fire (ps: shouldn't the box palace burn down from all the open fires around :D).

Good job!

Five Nights at Papa's by Multipixels 2023-05-18T20:52:40Z

The inverse movement controls are quite confusing to me, and at first it was difficult to figure out what to do, but the core gameplay is not bad once understood. The night provides a nice constrast to the delivery job, but I found the optimal play is to hug the pizza place to not run out of ammo. To fix this, you could: - increase ammo count - add ammo pickups around the map and remove ammo refills at pizza place (refills here were a little confusing) - make zombies faster - allow night deliveries (to continue earning money and reward good players)

Belt Rush by chaoli 2023-05-06T18:15:22Z

Gorgeous graphics and fitting music - the gameplay would probably work well on mobile if fleshed out with a some more mechanics. A little warning before belts switching places would be nice :)

Unicast Network Simulator by Richard Baltrusch 2023-05-01T14:47:22Z

@tomrijnbeek thank you for the kind comment! I did start to work on a fix for overlapping node connections, unfortunately ran out of time to implement a "risky" feature (changing the map gen completely) just before the deadline. Glad you liked it!

Unicast Network Simulator by Richard Baltrusch 2023-05-04T20:55:53Z

@calcopod thanks for the encouraging comment! I agree the random mapgen needs some kinks ironed out. I actually have a ton of things noted down for this game, I may flesh it out further in the future :)

Unicast Network Simulator by Richard Baltrusch 2023-05-04T20:56:43Z

@corporation that would require me to have art skills :laughing:

Unicast Network Simulator by Richard Baltrusch 2023-05-04T20:59:49Z

@douwe-ravers thanks! The idea is the only thing that made me enter the jam, because I didn't really otherwise find delivery very inspiring.

ps: I didn't do a good job to visualise that in the game, but you actually need to pick up packets to have a target location :)

Unicast Network Simulator by Richard Baltrusch 2023-05-04T21:09:50Z

@benskca Thanks for the kind comment! I agree that the inputs make this game more special than it otherwise would it - it kinda got me hooked on developing the concept :)

Unicast Network Simulator by Richard Baltrusch 2023-05-06T21:43:06Z

@cinterre thanks for trying it out :) My main keyboard does not have a numpad, I just assumed that would work out of the box, but apparently not, thanks for the suggestion!

LD59 — Signal

Trainline by someone 2026-05-04T08:43:12Z

Impressive tech demo and still kinda fun to run around in even without any gameplay. The train cam is a nice addition!

And I totally get following the tracks must have been difficult. For my game I simply used a tile-based approach so my trains could use A*-star pathfinding - bit wonky but it worked until I needed to implement reverse signals (I finished the first day in a foul mood after my reversing trains decided to go off-track and disappear into the bushes). How did you implement your path following logic?

CODE RGB by cogcomp 2026-05-02T09:13:11Z

God bless that 3.6 MB download size :sunglasses:

Nice game! The music gives the game an energetic drive from the get-go and sets the tone well. Interesting colour mechanic - and I respect even fitting in some lore to explain it :)

If I'd have one small gripe, it's that on keyboard the left and right hand controls are a little close, maybe using something like I/O/P for the right hand could work better.

Nicely done!

💥Boom Rail🚂 by Dingbat 2026-05-04T13:06:50Z

I also missed the map completely so felt like towns were rarely/never coming up :) So I might have missed half the game mechanics, not sure.

Both the graphics and the combat are great and juicy - and make this an impressive compo entry. Well done!

Switch Happens by Zettelkasten 2026-05-04T09:01:45Z

Very well done game! Nice tutorial, graphics are serviceable and the gameplay has increasing depth. I wish the performance would have been better, but I guess it's hard to have everything in a game jam game :) I hard-locked my game after I routed a train (that looked like it more than brushed another train's side) into the wrong station, after which no more trains spawned in:

Screenshot 2026-05-04 105947.png

Maybe a compounding problem was that the game thought the top-left and bottom-right stations were still new.

I found it a bit hard to work with more than two-way intersections, but I suppose that's bad practice anyway in train management? There are ways to work around it :)

Enjoyed it a lot, well done!

Signals Intelligence by blubberquark 2026-05-04T12:40:04Z

I played the signals_intelligence_bugfix3_win64.zip version off itch.io - was that directly from the COMPO? If so, it has an impressive scope and includes lots of stuff already. Of course a turned-based strategy game like that can't realistically be built in two days, but it's impressive nonetheless how much you got done!

PS: wish the game would have had a multi-unit move or something, it took quite some time to move my troops around. I'm not sure if moving was bugged or if it was just a bit unclear to me how far units can go (but going farther on the road is a nice touch of game design).

Well done!

The Descent Of Johnny Baseball by Jajo 2026-05-04T12:52:21Z

The graphics in this are great - and the concept is interesting, but I am not sure I understood very much of the gameplay, so some tutorial for people like me would have helped :-) I am also not sure if this is just me misunderstanding the game, but the theme feels a bit shoe-horned in - not a big problem though.

Bitcatcher by freamdev 2026-05-04T09:22:42Z

Very interesting game concept!

I also had some difficulty playing, but did ok-ish (~400 points). I usually focused on one or two words max, so maybe starting with only one short word and progressively spawning in more and longer options while slowly increasing the game speed could help the player onboard better?

I almost never tried to go for the red squares. I understand their intent, but I feel like they should not be as abundant as they are, as the player wants to *build* words, not *remove*, right? So it felt a bit like something one must avoid to hit 90% of the time.

The visuals and the music hit exactly the right tone and are very enjoyable (though the music imo would need a tad more variety in a larger release).

Well done!

Fillmore's Island by Jeremy Ryan 2026-04-22T21:31:27Z

I'm always kinda proud of my game jam entries upon completion - then I check games like yours and think "how can anybody compete with this?!" Crazy work, as always - well done! (bonus points for pygame <3)

Signal Operator by TasakaSama 2026-05-02T08:46:07Z

@lcstark I used the same bodyblocking train approach :) Savage, but we're only transporting some materials, so it's ok :D

Signal Operator by TasakaSama 2026-05-02T08:50:19Z

Nice game! Seems like you got quite a lot done for a compo game. It got pretty frantic but luckily allowed for the bodyblocking strategy :D Funny how we both promote our player to Senior Rail Engineer - it's either the low hanging joke fruit or we just vibe on a personal level :')

I too found the hitboxes could probably be a bit more lenient and signals should be a bit more granular to allow one train to pass but the next to stop. Not a big problem for a compo game though and it was possible to navigate around that anyway.

Would have liked some more juice in the audio - the current soundscape sounds a bit sterile to me (which is fine for puzzle games, but unusual for train games).

Check out Train Valley 2 if you have the time - it's a polished and released version of your game idea. It's pretty neat too.

Well done!

CONNECTION by P1x3lc0w 2026-05-04T10:09:12Z

I think this might be my favourite game in the jam? The gameplay is great and really fleshed out - all the buildings serve a useful purpose. It's easy to forget that this was made in two days! The general vibe reminds me of mine-and-build games like Dome Keeper :)

Since I spent a good chunk of time playing and enjoying this, I have some constructive feedback: - I would like the player attack to be chunkier. At the moment it feels a bit clunky because unless you get the attack cooldown exactly right your attack may not come out (so either holding the button down should work or input buffering or something is required). - I loved the player attack serving a dual purpose of attacking and mining. It would be great if we can upgrade either of these aspects, particularly the mining speed (if you wanna go really granular maybe even upgrade-per-resource-type). - It felt a bit grindy near the end to collect all that shiny metal, because resources outside of spawn were fairly sparse, and the antenna signal boost was a bit low. Kept me on my toes, but took a long time :) Maybe some form of automatic resource gathering could be added: a resource spawner, a banked-resource generator, or an automated collector that ventures off. On that note, I understand the game design of turrets costing shiny metal, but maybe this is a bit too punishing, so maybe bump up its cost, remove the shiny metal cost and increase available of the two basic resources? - The two existing enemy types worked well and complemented each other too. In a more fleshed out version, it would be nice to have more enemy variety, even just larger versions ("mini-bosses") that do more damage or something :) - The graphics are nice, but after a while scrolling over the same background (especially after harvesting all nearby res) made me feel a bit nauseous (maybe that's just me) - some background variety would go a long way :)

Try to get this to 20 ratings so it gets a final ranking - it would be a shame if it didn't!

PS: loved the sparse music, really sets the vibe well :)

Valiant Stars by LCStark 2026-05-02T11:02:17Z

Very satisfying snowball game :)

The trick, like in RTS games and something simpler like age of war, is recognising a number's advantage - setting your gather point close to home automatically to group automatically means that the defender has an inherent advantage, as the enemy forces trickle in while you have a group going to decimate them.

Enjoyed playing - nicely done!

Pulse by caeonosphere 2026-04-20T19:18:44Z

Fun game - I think a neutral dash (without directional input) or some kind of input buffering would be nice because as it is I often lost HP to me not pressing the buttons together (I know I know :)

Is the right joystick supposed to work? On my PS4 dualshock (didn't try with ds4 windows) it didn't work, so I was playing on hard mode with the bullets coming out at like -45 degrees throughout haha

Polished looking graphics! I like it :)

Monolith by William Corrin 2026-05-04T14:03:30Z

So this is how entries made by industry veterans look like - incredibly impressive! Super well done, and very enjoyable. I loved the in-game spike tutorialisation with a heart right next to it - always shows to me that those respectful game designers care about the player being able to quickly and painlessly learn the mechanics of their game. Would have liked to learn like that if fall damage is a thing in this game (as a space ship wreckage might imply).

When I needed a manual reload, I found it where you'd expect it. When I needed a sprint to search for the last crystal (had failed to pick one up on the way), I found it instantly. Nice!

Very juicy graphics, sound and gameplay - thank you for sharing!

Hidden Signals by soundgnome 2026-05-02T10:43:57Z

Really cool game idea - haven't seen anything like it before and fits very well with the theme.

While the white noise visuals are obviously a part of it, I found it difficult to stare at it trying to see if anything happens, so, like others have pointed out, some better auditory or visual feedback would be nice to locate your shape better, for example being able to send a circular radar-type signal around that slowly fades out, or a pulsating spatial sound sourced from the shape.

I enjoyed it, great entry!

Jammed! by bereg 2026-05-02T09:37:34Z

So my first reaction to the extremely bumpy camera controls was like "wow, I wonder why other games don't do this more often, really feels gritty and offroad", until nausea hit me around 3 seconds later :) So consider turning it down, or at least provide a setting :)

Cool game though, great graphics and sounds. Is that procedural terrain generation? I found the bullets a bit hard to hit, nothing a hitbox increase wouldn't fix. I would also have loved to simply hold down the shoot button like shmups often do it.

Well done, cool entry!

Rail Director by PerfectSquare 2026-05-02T08:33:09Z

Hello fellow train game maker :) Loved the execution in this - it's smooth, it's satisfying, and the puzzles are well designed.

Last year I played a game called Train Valley 2 that was going for a similar routing idea, but the signalling was in real-time, not in advance. I would argue your approach places it firmly in puzzle game territory, while the other is a bit more chaotic (might be fun to check out anyways for some inspiration).

Well done!

Sleep ArthonBru, Sleep! by hotaloca 2026-05-04T12:01:10Z

Really enjoyed this - very creative! I too found myself mostly messing around to make cool music (and that was satisfying enough), the scoring system was a bit difficult to understand and it was not clear to me why certain notes would switch from good to bad, that felt a bit random and thus difficult to control / understand.

A really polished and enjoyable entry!

Junction Keeper by Richard Baltrusch 2026-04-20T16:55:55Z

@lanatra Thank you for the kind words :) I had planned to make the level maps different (should not have taken long), but ran out of time at the end! The time control was initially a debug mode - but players usually love those so I just left it in :)

Junction Keeper by Richard Baltrusch 2026-04-21T12:50:17Z

@tasakasama And here I thought I was being very original :D I did mean to make a train game for a while - it seems like there are a couple train entries this LD :) Will check yours tonight!

Junction Keeper by Richard Baltrusch 2026-04-21T12:53:31Z

@lexu Thank you for playing and the feedback! You are right, the speed meter actually controls the train max speed and acceleration, not the simulation speed, so what you described can happen (though I didn't think about it at all tbh). Honestly I kinda like it as emergent difficulty - though it would likely pair well with a "lower your speed" type of placeable track signal :thumbsup:

Junction Keeper by Richard Baltrusch 2026-04-22T21:52:39Z

@purpledartfrog you know, you're on to something - I was crunching so hard to release something reasonable that it didn't even cross my mind to add a little tutorial text mentioning these signals :laughing:

I'll call it "emergent difficulty" :D

Junction Keeper by Richard Baltrusch 2026-04-24T08:02:16Z

@moyuowo Thank you for checking it out and glad you like it :) I had been meaning to make a train game recently, and the theme seemed to fit well. Thank you for the suggestion - I agree in the final level there's a difficulty jump sometimes depending on how unlucky you get with new train spawning and chosen routes (something I partially coded in to avoid but there seems to be a problem). Maybe a slowdown signal or signal to recalculate route upon blockage could help here if I were to expand the game further :) The destination hover I thought about revealing always but I think the game then loses a certain frantic gameplay element - maybe a fade out would help so it stays on screen a bit longer.

Junction Keeper by Richard Baltrusch 2026-04-24T08:03:22Z

@floonace Thanks for the feedback! I don't usually make mouse controlled games, so your tip about a bigger hover hitbox is very useful :)

Junction Keeper by Richard Baltrusch 2026-05-03T19:57:42Z

@zettelkasten Imagine being promoted to Senior Rail Signalling Engineer without ever having set a signal in your life before :D Recipe for disaster. The train spawning logic (which is not completely random) has some leniency built-in, part of which seems to not work - I agree it could definitely be a bit more consistent in difficulty and needs some work. Likely this could also be tuned better simply by increasing/decreasing the map complexity.

Thank you for playing!

Junction Keeper by Richard Baltrusch 2026-05-03T20:04:22Z

@someone I had originally envisioned this game without reverse signals (real trains can usually actually reverse by the way), until I realised that sometimes trains went too far and could not be kept from crashing anymore when facing head-on on the same section. Fixing that problem was a gameplay necessity in my opinion, and you likely could fix it either with a siding rail to get out of the way (which I felt a bit complex to implement at the time), or a reverse signal. I ended up having difficulty implementing the reverse signal too, so I likely could actually have done something different. After the jam I was thinking maybe a "recalculate-path-to-destination" signal (taking into account any set path blockages) could have been an alternative. Alas, reverse is in now and mostly does the job~

I agree I could have been clearer when reversing what the actual train's destination was :)

Thank you for playing!

Junction Keeper by Richard Baltrusch 2026-05-03T20:06:36Z

@auxiliarymoose I myself may be a bit too silly but hearing the trains crashing made me giggle uncontrollably :laughing: At higher speeds, multiple consecutive block signals are required to stop a speeding train, which I agree is not very intuitive :) Found it a bit hard to tune the balance of it, will work on it!

Junction Keeper by Richard Baltrusch 2026-05-03T20:10:04Z

@lcstark Thank you for the feedback!

You're not the only one finding the difficulty not consistent through runs - I realised after the jam that level 3 does feel a little grindy with the imposed hard cut-off of no collisions (was running out of time by the time I was implementing level differences :'). The train spawn logic and target station picking logic could definitely use some work to become more lenient, I agree!

Glad you liked the music, this was me sitting down and jamming literally for a minute at the keyboard :D

Junction Keeper by Richard Baltrusch 2026-05-04T13:58:10Z

@blubberquark Probably because we don't wanna make headlines in your local newspaper having caused the latest disastrous train wreckage :-)

Junction Keeper by Richard Baltrusch 2026-05-06T13:27:42Z

@freamdev Thank you for playing! Will try to make the train spawning and routing more consistent :)

Junction Keeper by Richard Baltrusch 2026-05-06T13:29:09Z

@poshdan The music and harmonica sound effects were subjected to a pretty heavy reverb effect like you're in some kind of huge watery cave, so that's probably part of the effect you're describing :-)

Junction Keeper by Richard Baltrusch 2026-05-07T18:24:36Z

@creeperxd Thank you for the kind feedback! I wish I would have had time to add map variation :-)

I don't like pause as a game exploration feature - but I think some more lenient train spawning logic and potentially some downtime for a newly spawned train would potentially alleviate your very valid concern.

Farwatch by Liquid 2026-05-02T10:08:55Z

Incredibly impressive work for a compo game! How do you get this much work done solo over a weekend? Is it all hand-coded or using a generous helping of AI?

The graphics are very very cosy - so much so that even with a lack of sound and music the game feels really good to play. There are some pathfinding and resource hogging / vil bumping issues, but nothing a seasoned age of empires player would be unfamiliar with - and it increases the skill ceiling too :)

Got surprised that the buildings even had gather points implemented (though they didn't seem to start resource gathering for villagers right away).

Really well done!

Crossing by whateverdat 2026-05-02T10:52:04Z

Solid entry - I liked the simple graphics, the audio is a little subdued but complements the gameplay well, and the gameplay works very well, matching the theme particularly well. I made a somewhat similar game but signalling trains instead :)

It's satisfying seeing cars weave in and out seamlessly when things go well, and I've definitely had close calls slamming on the brakes in the middle of the intersection :D I would have enjoyed a 3-lives system so we can keep playing a bit after messing up, but this is a minor nitpick.

Well done!

Cardboard Delivery Service by skale 2026-05-04T13:29:16Z

I'm a cardboard man, in a cardboard world, it's fantastic~

Really well done and funny entry! EVERYTHING is made up of cardboard.

The car movement is satisfyingly chonky and reactive, like a real delivery driver. Only needs some good tire squeaking :D

Ping by Fatality67 2026-05-04T13:41:26Z

Surprisingly stylish game for such a simple art style. Game had me spamming my spacebar like a maniac - which had the side effect that by the time I did die I skipped any end-screen and went directly back to the main menu.

Interesting idea to fit the theme!

Can you share the source code?

Sierra 1-1 by zevwax 2026-05-02T11:11:28Z

I'm not completely sure what to do (not sure this confusion is intended, but might as well be) - but a very artistic game. It has a nice coherent vibe and the graphics, while fairly minimalistic, are satisfying. I reached the bad ending, but that's probably because I didn't understand what to do. Nice touch with the OS reboot in the middle (and loved the corrupted signal effect before it). Well done!

Signal Loop by SMOLBIGBY 2026-04-22T21:27:41Z

Nice graphics :) I wish this game had a speed-up button! Without a fast preview and no real way of knowing ahead of time how the enemies will exactly path made the game feel a bit grindy. The audio design is nice (fits the puzzle genre well) - multiple sound effects for the same action would go a long way here. Well done!

Signals Under Siege by Gmax Games 2026-04-20T20:10:59Z

Hello fellow train game maker :) Impressive rail network - it seems that we are much on the same wavelength in our theme read! I also unfortunately couldn't figure out how to route trains, I was fiddling around with the morse code to try and submit say A2 to activate route 2 starting from node A, or AC2, but I didn't get anything working.

Nice game though, I wish I could actively play it :)

Distant Driving by GrayMansion 2026-05-04T11:48:34Z

So the graphics are great and it's clear to me where your focus was for this game. Driving itself feels nice - wish it had some nice audio to go along with it, it's not an electric car :-) I also found gameplay otherwise severely lacking - this is essentially a walking simulator but you're a car and not much else happens, so that would definitely need to be expanded to keep it interesting. Sorry if this sounds a bit harsh - the visuals are top-notch so the game for sure has that going for it!

Green & Yellow & Red by w2k 2026-04-20T20:12:30Z

Same here!

SIGNAL: Abyss by fourApril 2026-05-02T08:14:58Z

I love the sound design that you got going in this - the radar search sound combined with the ambient noise background makes for a very Pink Floydy Echoes sound :D I agree the difficulty is maybe a bit lenient with maybe too generous lighting outside of the radal signal, but in game jams it's maybe best to err on the easier side :) Art reminding me somewhat of Binding of Isaac. Well done!

Consensus by moyuowo 2026-04-22T21:49:32Z

It's honestly a very cool game - the UI is actually reasonable for a game jam, the graphics are good (I wish there was some audio).

I found it a shame that the player's "program" is lost upon level failure - which is unfortunate because given the statistical nature of packet loss you're not always sure if your solution will work (or works in theory, for that matter). I found the difficulty jump between levels 2 and 3 very hard, and even more so because of this lack of program saving making it difficult to try out things easily to learn the mechanics better.

A great take on the theme - and a really nice entry for the compo :)

Signal Strength by NikiProT 2026-05-02T08:56:04Z

I also unfortunately could not manage to make sense of the controls, maybe because locking mouse didn't work (German keyboard)? Game looked cosy and good on you for making all the sound effects (but the random whistles in the background - is that a walk sound - are quite annoying).

Input: SIGNAL by Molgan 2026-05-04T13:16:17Z

Chill game. The relaxing gameplay is helped along greatly with the peaceful soundtrack. The game is short, but the puzzles are satisfying to solve, work well with the mechanics given and overall it fits the theme quite well. Sometimes I would have liked some foreshadowing of dead ends, but I am usually a bit impatient and this did not substantially distract from the puzzle solutions. Well done!

Signal surfer by poddub 2026-04-20T17:09:39Z

It's a neat idea and looking great (feeling a bit like riding a wave inside an oscilloscope). Maybe I am not playing as intended, but I wish the aerial movement was a bit more controllable - 90% of the time a dive seems to slam dunk me back down to 0 speed. I loved the polish in this though - the juice was really well done and made it very satisfying to play :)

Mixed Signals (using DOD) by GideonGriebenow 2026-05-04T12:18:10Z

It's a neat idea, and pretty fun. As others have mentioned, not every signal can be received (unless maybe the slow button is used, which I ignored completely). Multiple receivers are interesting, but it quickly gets very confusing - but that may be part of the exercise :-)

Sunny Goes Home by MissPauline 2026-04-22T21:11:05Z

The graphics are great! Cute game - well done :)