Manhole Mailman by Robonaut121 2023-05-18T22:31:16Z ♥ 1
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!
LD59 — Signal (33)
Monolith by William Corrin 2026-05-04T14:03:30Z ♥ 1
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!
Ping by Fatality67 2026-05-04T13:41:26Z ♥ 1
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?
Cardboard Delivery Service by skale 2026-05-04T13:29:16Z ♥ 1
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
Input: SIGNAL by Molgan 2026-05-04T13:16:17Z ♥ 1
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!
π₯Boom Railπ by Dingbat 2026-05-04T13:06:50Z ♥ 0
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!
The Descent Of Johnny Baseball by Jajo 2026-05-04T12:52:21Z ♥ 0
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.
Signals Intelligence by blubberquark 2026-05-04T12:40:04Z ♥ 0
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!
Mixed Signals (using DOD) by GideonGriebenow 2026-05-04T12:18:10Z ♥ 1
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 :-)
Sleep ArthonBru, Sleep! by hotaloca 2026-05-04T12:01:10Z ♥ 0
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!
Distant Driving by GrayMansion 2026-05-04T11:48:34Z ♥ 1
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!
CONNECTION by P1x3lc0w 2026-05-04T10:09:12Z ♥ 1
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 :)
Bitcatcher by freamdev 2026-05-04T09:22:42Z ♥ 1
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!
Switch Happens by Zettelkasten 2026-05-04T09:01:45Z ♥ 2
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!
Trainline by someone 2026-05-04T08:43:12Z ♥ 0
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?
Sierra 1-1 by zevwax 2026-05-02T11:11:28Z ♥ 1
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!
Valiant Stars by LCStark 2026-05-02T11:02:17Z ♥ 1
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!
Crossing by whateverdat 2026-05-02T10:52:04Z ♥ 1
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!
Hidden Signals by soundgnome 2026-05-02T10:43:57Z ♥ 1
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!
Farwatch by Liquid 2026-05-02T10:08:55Z ♥ 1
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!
Jammed! by bereg 2026-05-02T09:37:34Z ♥ 0
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!
CODE RGB by cogcomp 2026-05-02T09:13:11Z ♥ 1
God bless that 3.6 MB download size π
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!
Signal Strength by NikiProT 2026-05-02T08:56:04Z ♥ 0
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).
Signal Operator by TasakaSama 2026-05-02T08:46:07Z ♥ 1
@lcstark I used the same bodyblocking train approach :) Savage, but we're only transporting some materials, so it's ok :D
Rail Director by PerfectSquare 2026-05-02T08:33:09Z ♥ 1
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!
SIGNAL: Abyss by fourApril 2026-05-02T08:14:58Z ♥ 1
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 ♥ 1
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 :)
Fillmore's Island by Jeremy Ryan 2026-04-22T21:31:27Z ♥ 1
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 Loop by SMOLBIGBY 2026-04-22T21:27:41Z ♥ 1
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!
Sunny Goes Home by MissPauline 2026-04-22T21:11:05Z ♥ 1
The graphics are great! Cute game - well done :)
Green & Yellow & Red by w2k 2026-04-20T20:12:30Z ♥ 0
Same here!
Signals Under Siege by Gmax Games 2026-04-20T20:10:59Z ♥ 1
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 :)
Pulse by caeonosphere 2026-04-20T19:18:44Z ♥ 1
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 :)
Signal surfer by poddub 2026-04-20T17:09:39Z ♥ 1
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 :)