DEBT? DECLINED. COLLECTORS? DEFLECTED. MY BALCONY? A BASTION. by BigTasty 2025-10-20T09:04:05Z ♥ 0
This is actually really well put together and I do love it taking on the theme sideways. And somehow, the track slaps.
Foon → Ludum Dare Explorer → Users → ruruie
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Raid Simulator: A Raid Reborn | jam | 831 | 2.52 | 2.43 | 3.71 | 2.88 | 2.57 | 3.07 | 2.68 | ||
| 2025 | 58 | Collector | 👥 | Witch Solar | jam | 652 | 3.11 | 2.89 | 3.63 | 3.07 | 3.02 | 3.00 | 2.59 | 3.21 | |
| 2025 | 57 | Depths | 👥 | Lunglight | jam | 209 | 3.84 | 3.38 | 3.95 | 4.43 | 3.88 | 3.23 | 3.17 | 4.15 | |
| 2024 | 56 | Tiny Creatures | 👥 | Magical Girl Danmaku Dandelina | jam | 372 | 3.71 | 3.46 | 2.71 | 3.52 | 3.65 | 3.69 | 2.40 | 3.42 | |
| 2024 | 55 | Summoning | 👥 | Witch Courtier | jam | 440 | 3.70 | 3.35 | 3.80 | 3.98 | 4.05 | 3.87 | 3.15 | 3.89 | |
| 2023 | 54 | Limited Space | 👥 | Witch Contractor 2 | jam | 1030 | 2.96 | 2.85 | 3.02 | 3.61 | 3.15 | 2.60 | 3.05 | ||
| 2023 | 53 | Delivery | 👥 | WitchDelivr | jam | 422 | 3.72 | 3.57 | 3.24 | 4.25 | 4.02 | 3.67 | 3.45 | 3.81 | |
| 2022 | 51 | Every 10 seconds | 👥 | Witch Contractor | jam | 356 | 3.72 | 3.70 | 3.17 | 3.77 | 3.42 | 3.46 | 2.85 | 3.64 | |
| 2022 | 50 | Delay the inevitable | 👥 | =< 1001 Nights | jam | 452 | 3.71 | 3.53 | 4.25 | 4.07 | 3.22 | 3.49 | 3.44 | 3.61 | |
| 2021 | 49 | Unstable | 👥 | Witch Reactor | jam | 1289 | 3.06 | 2.75 | 3.65 | 3.59 | 3.33 | 3.35 | 2.70 | 3.47 | |
| 2021 | 48 | Deeper and deeper | 👥 | Raid' Simulator | jam | 1899 | 2.36 | 2.41 | 3.02 | 1.52 | 2.39 | 2.19 | 2.55 | 2.32 | |
| 2020 | 47 | Stuck in a loop | 👥 | Express Without Remorse | jam | 1506 | 2.86 | 2.80 | 2.62 | 2.68 | 2.95 | 3.08 | 2.51 | 3.05 |
ruruie leaves an average of 28.9 feedback comments each event.
This is actually really well put together and I do love it taking on the theme sideways. And somehow, the track slaps.
Beautiful and too real!
I am extremely bad at this game and still found it fun, which I think says a lot. The time limit countdown with the brisk old timey music really did it. I think the game might be improved with a mode where you can at least see the shape of your case or go with a rectangular case though; the tiles were pretty wild.
Nice simple clicker!
Obstacles are pretty brutal and I kept thinking I'd missed things. Definitely one of those that could've benefited from even a single sound on collection.
It's super charming for all its minimalism! Perfect example of a game that could be more and simultaneously doesn't need to be anything but exactly what it is.
Incredibly fun. It got a bit laggy at times due to the pathfinding and I'd have liked a quick reset button as well but overall terrific. I do think some of the buildings kind of played themselves though, the restaurant being a notable source of free kills it seemed.
I uh... can't say I'm certain what is going on. Are the sheep attacking me? XD
I actually loved this. The most go brr of this jam. I spent longer than I want to admit That said I wasn't able to full screen it and it was really really small on my monitor. The bats were really oppressive to the extent I added nothing but turrets and the drilling started lagging really badly after a bit.
Love the pixels and remarkably fun! I also got caught up with the mouse aim but once it was clear, it was very smooth.
Cute!
Weirdly charming but I guess the high scores don't work because nobody else was on there? Definitely would love an endless mode.
The looks and presentation is fantastic! But definitely the UI and gameplay confused me a couple rounds.
This is a terrific little game and probably is nerfed because it's a jam and not many folks will spend an hour playing it. Reminds me of Unpacking. Worthy of development. Only criticism I had was I really had trouble understanding the rules of the damage inducing tools and being stuck. Oftentimes I was trying to trowel around the edges and get damage where I thought I was good.
A crisply presented fever dream where I kept rolling gacha and more and more money kept spewing out instead!
I'll have you know I'm a responsible postal worker and would never stoop so low as to read the private correspondence of fellow community members and was well on my way to completing my collection when I guess the cultists caught onto me and trapped me in a void whilst I was detouring through Sasageyo!
There was definitely that moment when I realized I could collect the other ships but then I ran off the screen and got stuck somehow >_<
Neat!
This was unique and I've been known to occasionally do a write so I gave it a go. I think the immediate tension I ran into was that Curiosity wasn't one of the emotions so I was constantly kind of struggling against that.
But then again maybe this is just how journaling works as I haven't done it before.
Cool game! I did find it was very easy to accidentally click immediately through upgrades because I'm typically shooting constantly. That and a few little things, like the madness icons having a hitbox (blocking fireballs).
Nice and looks good. It felt weird having loads of food/water and not getting drink/eat cards and just being unable to sort things out. Bike went to 0% and didn't seem to do anything?
As someone terrible at platformers, I appreciate a truly non-frustrating platformer(?). Don't know if you guys think of it as that, but I did, or it's a jumping puzzler anyway. It was fun, polished and to the point. The only minor glitch I ran into was right input getting stuck after hitting restart.
There's a kernel of something terrific here. It's a game I wish I could grab onto for a month and just work on myself. Without graphics or sound wasn't the worst thing in the world as it activated my imagination and there was a definite tension in that I really wanted to get more wonders but a palpable relief when I found a flat area with a single bar left. I wasn't sure what would happen if I dropped to 0 and didn't want to find out.
I think my main criticism that should have been within the budget was to improve the presentation of information, explanation of some key mechanics (more slope = more drain), etc, considering there was already a giant wall of text anyway (itself a crit). Button feedbacks at least would've been great. Literally any sound would have done.
Cool concept and the single control went incredibly far.
He _says_ we're never going back but I can't help but notice he gave me another half kilometer of rope...
When I saw "SHIFT wasn't working" I immediately thought "Oh, they're using Godot like we are." Know you are in good(?) company on that one.
I can appreciate the good design without being able to play it. The close restart points were good (I've complained about far respawns a couple times this LD.)
I cannot figure out how to make it past the DASH part of the tutorial though.
It's atmospheric and good looking but had some graphical flickers. Might be a lighting thing because it happened while I was swinging my light around like a maniac. Definitely enjoyed the variety of creatures.
Also running up against the mechanics. Oxygen worked well enough but eventually my inventory filled up with a REPAIR item and one other thing I couldn't identify. After a while, a repeating warning noise started playing and I wasn't sure what it meant - it played for a while before killing me though. Eventually my screen went red and I died but I still had oxygen and wasn't sure what killed me.
I am bad at it, but it's really fun.
This has got to be the Innovation hit for me this LD. Did not bank on this sort of thing. Super creative and also very well executed.
The one thing I'd quite like is to be able to hit a button instead to give my poor mouse finger a rest.
This is really good. Definitely going to sit down with it at some point for a longer go. Very different from the usual LD fare. I might propose to have sat down and looked around for a free font to go with it.
Nice puzzle game. I do feel like it could have used checkpoints, persistent collects, or smaller puzzles. I would've liked to continually retry puzzles except that oftentimes there's a lot of already solved busywork to deal with earlier in the level before getting back to where I'd failed.
We shall run in the Cloud forever, poofy and clean.
My main crit I think is that either picking up the boxes stops the player or else make it possible to select the roguelike traits without using the mouse. The number one way I was taking damage was from clicking something and then darting my hands back to the keyboard.
Definitely agree the others that bfxr minimal sounds and basic up/down controls would've added a great deal. That said, the left/right up/down dynamic of the sword and shields have a lot of potential I feel, and the omission of contact damage with enemies was a definite plus in this case.
The visuals are fantastic and the metal music underground was a great touch the first time I arrived. I would have liked to have been able to respawn closer to where I die though (at the very least already underground).
Crisp and to the point.
Neat! The multi layer management was definitely fascinating. It seemed like getting off to a good start is really the trick.
I do think that the linearity of the resources and the fact 99% corruption seems to be just as good as 0% was problematic. The objectively correct way to play was simply to place every possible sawmill followed by every possible farm and then enough drills to get to the next area.
The aesthetics and audio are bang on.
I am absolutely in love. Watching the other contestents, the spectators jumping in excitement, the two judges sat at the table, absolutely made it. This is sports battery at its finest and it's good to know it's both safe and legal.
Surprisingly fun!
You seem to be able to clip items into the wall via the side of the doorway.
I think my biggest crit here is the bobbing of the books and the wand was really distracting. That said, it wasn't bad for a couple runs!
Nice! You do eventually get to a breakpoint where you oneshot a regular skelly which drops the expected damage per tile from 30-40 precipitously to 0, but it was fun!
This is a submarine game for sure! A couple of things. First, I felt I'd have been much more comfortable with LMB thrust and Space shoot instead of the reverse but no biggie. I was a bit sad deeper was just more sharks, which weirdly made some of the mid depths feel more dangerous because there were more mines. I very nearly reached 10k on the first run. After that, I noticed the ending screen never updated so it still showed 9362m or whatever even when I'm pretty sure I subsequently hit 10k. I think being able to just collect the health from the gasbags also made things a bit too trivial.
The fact the sharks hesitate a bit before biting proved crucial as you can hypnotize them easily by brushing them on the nose as they approach. You can also capture a few so the journey to 10k is less lonely.
This is fun and innovative. I love how just like the flimsiest bounce will torpedo a doggo. XD
Congrats on the first entry. We've been there! This is the first step!
I'm not entirely sure what's going on but can confirm we are definitely online at the same time and that is most certainly a thing. Buff air plz!
Cute! 72 cutes!
I'm not saying that I necessarily condone drug use. What I am saying is that it seems to be a winning strategy in the context of throwing small critters, another act that I also do not condone!
There is a bug and that's the music stays on the boss theme after restarting, which I suppose is a good bug to have anyone notice!
The splat is pretty spot on!
Not sure if something bugged but does anything happen after all the bubbles are gone??
Really cute. Graphics are simple but right where they need to be. Slow burn but fun.
This was terrific one-mechanic game that really knocks it out with that one thing. Poignant as well.
Addictive smooth slasher! I can't tell if the health potions hurting is intended or not but it seems to make bat form overpowered (whereas I personally would prefer to chop off heads with my perfectly practical melee weapons at all times).
It is a darn shame this wasn't finished. I can see how this one would've been!
This is actually an amazing jam game. Slick as anything. I think the upgrades needed a safety or some checking. Sometimes they seemed to take and sometimes not. Might be because they need to be taken in order?
Ducks.PNG While I feel this physics model has some shortcomings in explaining quantum tunneling, I do think it merits further study.
Also a pause button would absolutely rock. You know, so we can study physics more closely. XD
This is really cute!
It wasn't immediately clear to me how the reclassing mechanic worked. Originally I thought it was tending to the flower with a pitchwork. XD
This thing would actually be really compelling if completed; the pixels look really good. I think it falls victim to the brutality of true randomness. Both my runs turned into hovering my mouse over the antibiotics but I would only use it protect my one green because I never drew it again.
This looks really good!
Cute idea. I wasn't sure what was going on though with the different unit types.
Neat!
The lag for the next dice showing up was really palpable but the mechanic's neat.
Cute and weirdly fun! Some of the drops seem pretty rare. Never did manage to get an apple.
For years I have been a big fan of the subgenre of LD Jam Games Regarding the Legal System and I heartily approve of this entry.
The mouse sense!
I feel like your king and our king should hang out.
This is fantastic looking and I have no idea how 4 colours carry so hard.
It felt like the only real threat was the minotaur.
This is a lot of fun once you get in the rhythm of the controls.
Can confirm this is how IT works irl.
Neat little puzzle platform.
I will never turn down an opportunity to contribute to the great traditions of LDJam Legal System games and this one does not disappoint.
The investigations are demanding but perhaps the outcomes are better than simply throwing anyone who frowns on death row.
This one's begging for a high scoreboard. Simple but lotta fun. The audio really carries.
I do enjoy how the zombies have very little aggro range as you'd expect.
Fun tower defence. good work!
Not the career I'd envisioned with this skillset but I suppose it pays the bills!
blrblrblrblrblrblrblr-AUGH AUGH
This was really fun somehow. Great roguelike.
Beautiful game. I couldn't figure out how to summon the goat in the right direction though. :(
Good music. There were definitely missions I felt weren't possible though, Like asks for three white poppies and I couldn't find a single one and so on.
Nice and competent. Cute. The only major issue I ran into was the jerky way the frames progressed across the screen. I could see the tombstones moving in steps across.
Neat no frills trail game. I think some simple things that could've improved it would be a simple music (just a few beats on beepbox would do), flavour text for the random events, and fixing the outline on the yak sprite.
Fun and simple and doesn't look half bad in this style. My main complaints I think firstly the dependency on a mouse I felt didn't go well with the numpad option and also the physics at times got in the way with a letter 'stuck' on the cursor without me being able to negotiate it back onto the work surface without dropping it. Otherwise it's cool. Really something you can zen out on.
That moment of clarity when you realise the dog and the cop have the same AI. Much harder than it looked on stream!
I am a doctor. A surgeon of souls. Let me hit you with this bucket of charisma dice and eventually it's gonna be okay! <3
Can I just say how desperately motivated I was to shoot out all the right words. Hard for a game to do that.
Definitely had a tough time with it as a non platform player. The spikes always seem to hit earlier than expected and I wasn't sure what to make of the wall jump requirements as the back and forth seemed very inconsistent in how far up or across it would take me because of the air control. There were multiple areas that were asking for jumps very close to where the camera would cut back and forth and the walls felt very sticky. This could all be because I don't have a controller lying around to use.
Music slapped though.
Web build loaded very slowly for me but it was worth the wait. Fantastic concept and the controls are rock solid. I have broken many necks.
Well done, tons of fun!
Really nice sprite work. It was definitely quite tough though and I think it could use a tutorial, hints from the barks, or have the soldiers act out what exactly the counterplay is for snipers or mines.
This is ambitious. I loved dimly seeing the woods move in the distance. Real spoop factor and a really intense sense of setting. Unfortunately, I seem to be clipping out of the world quite a bit, I suspect when the wood does a spin with me near the edges of cells.
For me, the mouse sense was very low so a slider for that would be helpful.
This is actually really solidly built. The mouse controls work fantastically well - much better than wasd would have. I'm curious whether the hotels are procedurally generated or if there's a pool the game selects from.
Fascinating game. The control scheme is very unique, though at times it felt floaty with the kinda non-Newtonian grapple momentum. It's a very tight package though. Simple and speed runnable.
Great art and I appreciated the variety of the writing as well as the sounds for every card.
Lovely writing. Top mood. Congrats on a first entry!
Obviously, more choices and more writing would be great but for a first game-y type functionality to add, maybe look into a simple checkpoint - when reaching a bad end, restart from the first choice rather than at the absolute beginning.
Really cute. The old timey aesthetic both visual and audio are spot on!
Reminds me of Jump King. I think the difficulty may be a little tough for a gamejam as most testers won't have more than a few minutes for it could be suitable for players who stick with it and practice. The jumping mechanic actually I think is very interesting.
The aesthetic of this game is amazing and how everything is communicated with cubes and trails. It's maybe a bit punishing to be oneshot by anything especially with the controls. I kept crashing into the lakebed.
This game definitely chugs after a handful of minutes and I almost got stuck in a death loop of things spawning too fast and I kept having to respawn and shoot a few at a time.
That said, it looks and feels fantastic. Stunning jam entry.
The penguins going into the drink is absolutely the top part of this game. I was getting some input bugs that killed me a couple times though - direction keys getting stuck and so forth.
This is great. The sounds!
Remarkably engaging for what it is.
I served this town as well as I could!
This game is aesthetically fantastic. I especially loved the shoutout of starting the game on one of the highest rooftops looking down over the town. It's tons of fun too with remarkably satisfying shooting and maneuovering for a jam game. Great stuff!
I do think of all the options, the improved throwing was almost a debuff. I also managed to trigger I guess a quite rare bug where I picked up and delivered a package simultaneously because of a bad throw. Loved Roof Granny!
Solid and slick. Some audio feedback would've been great.
I had to walk so far. :|
Simple and lots of fun. Love the physics!
While this game would be pretty easy with the trajectory indicator, I do think it'd be more fun having it around the whole way through.
This is such an unreasonable amount of fun. I had no idea what was going on, only that I was hitting things and breaking windows and it was all super satisfying. Great work!!
[a.JPG](///raw/ac8/53/z/5ae90.jpg)
Look, I've saved the day or something. Some kind of day was saved, somewhere.
Not sure what's going on. Played on Firefox with extensions off and I _think_ it may not be working properly. Mainly the boat would slow down with the engine cutting out seemingly at random, especially around people but often without visible people nearby possibly because they weren't rendering. That said, I _do_ actually think the giant people standing in the water as your boats buzz around is a really nice surreal aesthetic. I wasn't able to find any missions either.
Fascinating and moody. I do think the sewer minigame needs a bit more game in it, but on the other hand, maybe it's not the sort of thing that needs game at all. I think it's really well done for what it is actually.
Great looks and feeling and nice gentle music choice. Game could've used some simple mechanical sounds and it seemed pretty opaque on what to do next. I got some compost but couldn't figure out how to use it, a mill without being able to plant anything that might produce flour and no way to load wood into a furnace.
It was really fun to just fly around once I got the hang of the landings and rotating into them. Fantastic work!
I will agree that this probably has the best tutorial I've seen in a jam game and does the best job at easing people into it. It's also cute and fun.
Really cute, fun and aesthetically minimalist.
Well this one has a Premise, to be sure! XD
Great challenging puzzle game. Looks and feels great, especially the transitions.
I think the control scheme made things very difficult on any of the levels where you have to immediately stop the ball from entering a failure state.
Fun chill idle game!
I think my one criticism is that the truck seems to bottleneck very fast, even with a single row of crops and a few guys.
The ramp up with the music is great.
Oddly compelling.
The temple turned into a robot or something. :C
Overall lots of fun. Very satisfying shooting though it'd have been nice to have drop indicators on the reticle to help make use of it at distance.
Cute! As a fellow witch enjoyer, I approve. The momentum from the item drops is a great touch.
I really love how the obstacles are just doggo things and you're rewarded for hitting them to do your doggo things.
Lots of fun once I figured out the throwing mechanic. And cute too!
Cute! Happy that the black cat hole won't eat my ship. Would like to be able to skip the tutorial.
The cats are in their boxes. All's right with the world. The threatening unsheathing of the tape measure is top.
Very spoopy! I'm not sure what happened but after triggering the broken mirror, I wandered around a bit looking for the 'KEY', including in the attic (found nothing). The next time I was back at the mirror, it had repaired itself. After that, I think I was on the way back to the attic again when I got a black screen lock with music still in the background. Not sure what happened.
Actually tons of fun. Can confirm the General is a bit nuts but it doesn't matter when you're Logistics and you hold all the keys.
Definitely rock hard. I found it very easy to be forced into rounding a corner to make progress and instantly see red. The tension is well delivered though.
This was fun! It would've been nice to unlock infinite with options from the start as I absolutely cannot clear level 3.
Oh and a bigger vehicle would've been great. The absolute top experience is just absolutely bombarding the dark houses.
I walked around for a while but only managed to find the source of bullets (once) and then couldn't locate anywhere to pick anything up again. The movement overall seems a bit slow compared with the sense of urgency (and the slapping track!)
Very chill! Looks great. Slick camera! I guess chill as it was I was looking to see if there was any strategy to it but it seems the paths are pretty much set? After a few minutes I started getting some quite bad audio stuttering. :x
The graphics and sounds were great. The screech from the sharp turns! However I couldn't work out how to actually deliver anything. :|
There is definitely something very satisfying about this. The correction and packing was great.
I love it. It didn't need to be anything more than this.
I am the Mail Eater, a true action hero who does not need to reload the bladder.
Great looking and sounding. I think my only real complaint is that the up arrow and space seem to interfere with each other sometimes and I sometimes can't jump when I want to.
The audio slaps and it was a lot of fun once I figured out what the keys were. I think I shot gift boxes at the first enemy I saw without realising.
The flashing UI and the trouble clicking boxes were definitely issues but other than that it's quite well put together.
Really slick package. There's fascinating emergent gameplay because of the delay before you can shoot as well as the time it sometimes takes for the drones to figure out pillar.
Absolutely feel you on the retrospective on the theme. You did great with it what you could.
It feels like the movement AI is perfectly legit but the shooting AI can't hit the broad side of a barn.
I'm not saying that Death for the crime of frowning is necessarily a *just* law. All I'm saying is that the enforcement mechanisms are simple and the overall burden to our legal system is low.
This music is intense.
Really attractive and well put together action game. Approve of the in game tutorial. I did get a little confused at the skull mechanic. It seemed like sometimes I had a lot on hand and then lost them all suddenly. Oftentimes I was interrupted by the mechanic going off and after that it seemed skulls were no longer on the ground? Odd.
Lots of fun. Simple but slick and the death noises are fantastic.
Cute though I kept dying. Having only either stones or water (usually not enough time to get both) seemed limiting.
Very cute. I hope the buns find it in themselves to break free from the tyranny of false deities soon.
Really compelling. The friendlies walking past the hard earned barricades was a bit of a problem but the game sounded great and the sprites were really well done.
I'mve very unclear on the math behind the power. It seemed like I kept building more and more power stations and nothing improved. Looks and sounds good however.
Nice concept but I think the issue here is that the timer and controls make the puzzles an exercise in frustration and execution rather than actually brain puzzles.
More fun than a lot of jams actually! The loop plays alright.
This game really wants button feedback and highlights as well as tooltips (they weren't triggering very consistently, I was on Chrome). Otherwise, an absolute blast to play.
I'm bad at it but it's fun! Great job with the spawns keeping things interesting.
I love this game. Give it some sounds and a bit more automation (got tired clicking pretty fast) and it'll be fantastic.
Great start to a game. The enemy AI is better than ours lol. I do think this is another case this LD of the theme detracting from a game though. The ten second seizures basically just paused the game.
Absolutely phenomenal graphics, audio and presentation. Right out of the park. However, I couldn't figure out how to go forward after the first 10 second transition. It looks like I can't jump that high?
Good ole Lemmings indeed!
A very simple idea and crisp execution. Unfortunately I couldn't do a single pattern and I don't think I'm alone here. It really needed some click controls.
Cute puzzle game. I too agree it'd be nicer if the game moved faster in terms of inputs and the snail. How a snail reaches such speeds would be best left to the imagination.
This was an ambitious game for a jam. Congratulations getting it his complete. The movement was a bit disorienting at first but I was able to get used to it.
Hello, I was just minding my own business when a distraught fello came barreling towards me. Seemed like they needed assistance so naturally I ran straight towards him and then he disappeared and then, quite an awkward pause later, he was behind me! Not sure what's going on, but had a blast!
This was actually hilarious!
This was a fun game that could definitely get somewhere with more development. I think unfortunately the theme kind of detracts from this one like it does so many others this jam. I can't read that quickly so there was almost no point in getting more than a couple chests. I was reflexively downgrading myself quite a lot.
I couldn't beat the boss! This was a really slick little game though. Simple and to the point. Completely glitch free, on compo as well, and the rewind vision could show me where I could go next in situations I wouldn't have otherwise. The only oddity that got to me really was pressing enter instead of space/z/x for the dialogue boxes but that was it. Fun!
Couldn't clear many levels but was fun! My main issue was that frequently I would spawn and the flag wouldn't be visible at all and I couldn't do much intelligent besides hold W and hope for the best. The controls were actually kind of nice and quick and I can't help but wonder if maybe Counterstrike players can do weird things with it as well as the recoil but I kept sliding off the edges constantly.
Definitely had trouble with the combat and hitboxes. Lots of getting cheesed immediately out of a door. But the game sounds and controls remarkably wel.
Nice little, well presented game. Love it.
Crisp, well presented, innovative. I love it, especially when instead of crashing into my past, I accidentally use it to speedboost.
I will say the music slider doesn't work...
Fantastic concept that's made frustrating by the timer. I can't watch the hijinx while also trying to build a thing out of random parts. :(
Looks fantastic. Definitely confusing controls. Even with the tutorial it took a bit to understand what the game was asking me to do.
Amazingly beautiful for a jam. The hitboxes got a little weird around the edges of the platforms though. Also sad I can't jump from robots' heads :(
Reminds me of Dwarf Fortress somehow.
Love the atmosphere and style. Simple but crisp.
The visuals have a neat style but I found the bullets really hard to see.
I agree that the transitions between rooms was definitely jarring. I also was never able to figure out what the intercom was.
This is a nice twist to the usual tower defence. It would be nice to have a chance to set up at the start of rounds though.
Innovative and crisp presentation.
I confess I already couldn't figure out how to progress from the orb dash but thumbs up for the particles and the keyboard steps.
This is a fascinating concept. I can see this being difficult for a lot of people though, myself included.
This is awesome for the legit NES rom. I could see the sprites struggling with one another and everything.
Fascinating concept for sure. I think it needs a tutorial of some kind as I'm not sure what to expect or whether something should be working or not.
Loved it. Simple and slick shooter.
Had a good laugh. That sad game over jingle!
This is really clever and the platforming is slick too. Fantastic entry, especially for this theme.
Nice! Really slick and intuitive.
Nice simple game. Clean. Great first entry. We've all been there!
Looks and sounds fantastic but I have to admit I have no idea what is going on.
Cute sounds. :3
This is fun but I'm getting confused whether I'm doubling back on myself or if there's some particular direction I should be progressing.
Simple unique and fun.
This is fantastic. I can't get over how sad the violin is when I'm sent to bed.
I would've liked the sound bars to not be getting in the way. Also not very clear on how if any carbon was being generated by my machines. It felt like I was going as fast as I could and the carbon was still dropping. Definitely a really interesting take on the theme though.
Absolutely beautiful. Also I've never seen anything like this. Top.
I have no idea what is going on but this is definitely something!
This is one of the cutest things. I wish the little jingle at the start were a full theme.
Quick and engaging. I loved it. 5078.
Looks fantastic, this game. The stand-to-fire and the fact that bullets can't go through windows or tree stumps kinda made the combat outstay its welcome a bit but the spells were satisfying.
The controls felt a bit rough for sure. I often wasn't sure where exactly I need to be to X something and the hitboxes got weird sometimes. I think the capital offender though, is definitely that 1/2 door. This game is absolutely carried by the art style though. There were a few animation frames with stray pixels but it was stunning work in that regard.
This is really well presented and just stunning art style, especially the Martian surface and the tracks. Controls were unique but intuitive within seconds. Great stuff.
Those birb noises!!
This is a great concept but I just couldn't seem to get the controls. Now and again they'd form a line but often they'd stand in place or just move into another square.
I tried to use restart to skip the cutscene the second time I started but it turns out that skips you to the ending. XD
Top mood
I have to assume to sink plumbing U sections are timed for people who actually can into platformers :(
Consider your concept proven. This is a great take on TD. There seems to be a glitch with regards to enemy detection after consecutive spins. Enemy Alive will read 0 and towers won't fire even when in range.
This is a very complete game for a jam. I do feel the main loop of gathering stuff on the map maybe outstays its welcome because it takes a while but it seems like it wants you to do it a lot and the mobs aren't really a threat (actually they can be used to glitch into the walls for 1hp).
Remarkably engaging. I think it could definitely use more options for tiles that have certain directions closed like the slime bridge for variety. I also really appreciated the well paced easing in of mechanics.
I _cannot_ get over bottling the water cat!
The process of targeting a cat and having to close in on it before activating the ability is a bit awkward overall but it's so cute!
You did it!
The aiming had a very unintuitive display but it was a great mechanic.
I love this! I am not a qualified train engineer! I love this!
This game looked and sounded great but the first time I spawned I couldn't find the alien plants anywhere. I encountered some pretty sticky controls like I was never certain where the rightclick aim cursor would appear when I press rightclick and the aim cursor would get trapped maybe off the edge of the screen or underground after collapses, I'm not sure. I'd be stuck walking after escaping the darkness, I'd be stuck running from the start and so on.
This was great. I feel it could really use a rightclick to interact though if I'm going to be left clicking to throw rocks.
It never became clear to me while playing it whether or not my bureaucratic malfeasance was ever going to have consequences. That and I really found myself entirely glued to my desk never even looking at anybody. Engaging nonetheless!
Simple but engaging somehow. Really left me wishing for more levels.
I feel like the jumping didn't feel great but the game looks and sounds great.
Gosh, if all those people would actually help out, we might all have been okay!
Very clean and well put together. It's very crisp from the art to the card movements and sound. Has a lot of potential to expand as a larger game.
This is a nice little puzzle game. Could've done with sounds - any sounds at all and I think a single unified interact button would've been enough for removing any object. I actually got stuck not far in!
Nice and simple. Impressed with the pathfinding and if nothing else you have respect for putting your voice on the line for this.
Not sure what's going on but no mobs spawning when I click Start Wave :|
This is new. I could really have used tooltips or something on what the wolf symbols meant though.
This is a hidden gem and I am getting you over the 20 mark.
This is an absolutely beautiful game which you should keep making. 1) The graphics have a lot of seams or glitches around the edges (eg. top of the player character) that could be fixed 2) The block mechanic isn't very clear, mainly because of its animation. It's slow and makes me want to think there's a windup but I'm not sure when it captures the Block value. Overall it seems better just to flit around and spam attack when the bar is high as the enemy attacks aren't very threatening. 3) The sort of sine wave RNG doesn't fit well with the jumps and moving platforms since you can't control either except stand around and wait.
I'm not sure if I was glitched or what but I couldn't aim the cannon anywhere. It was more or less stuck to the topright of the screen and I wasn't able to move it so the enemy ship was even visible before I was sunk.
(EDIT: May not be compatible with 144hz displays.)
I think the jump mechanics were a bit too intractible for those of us not into hardcore platformers but the music and mood were great.
Adorable cute, great sounds. I think reversing the controls (dragging towards the direction of launch) would be better though. I had a lot of instances where I had to come out of full screen to shoot properly because I was spawned too close to the edge of the screen. There might also be something to be said postLD about tuning the physics. Often I'm waiting for what feels like a while for the pill to finish inching downslope to an inevitable doom. Overall I loved it.
Great art. My main complaint was I had a lot of trouble finely controlling her left/right motion. I may, however, just be bad at games!
I loved it. Could definitely have used sounds - any sounds at all. I had a bit of trouble interacting with a couple things like the bed but overall I loved it. On point for the times.
I also got the twatch.tv bug but it settled down after a while, thankfully. The jump mechanics themselves weren't bad after that.
There's a bit of a jumping glitch, at least on the web version, where the player bunnyhops constantly without any key press. Other than that, I feel like maybe the game wants to be turn based rather than real-time during the build phase. I felt like I wanted to skip to night more often than not.
Not sure about duration of press being the primary jump control (but then again I'm not a platformer). Congrats on the first jam! We were there!
This is a nice little physics game though there are some bugs, such as with the sounds and also you can keep pressing Score to multiply your score. I myself wasn't able to figure out many ways to optimize besides knocking out blocks higher up though as the pieces seem very fragile.
I think my only real crit is the music was maybe a bit offmood but it's quite clever as a puzzle game.
This is actually superb. Fantastic graphics for a jam and the sound was bang on.
As a non platform player, I couldn't really get how to trigger the dynamite jump effectively and that was clearly a key mechanic. Other than that though, it was really funny and slick!
This was fun but could really have used a key to cancel out of placing a room.
Saw this on stream. This _is_ indeed a smart puzzle game.
This is actually amazing. Happy to see someone else do a reactor game. We also did a reactor game with maybe a lot less success!
The controls got wonky because my instinct was always to press space to jump. Music absolutely slaps though.
What a tale of sacrifice!
I destroyed everything. I DO feel better! I think maybe what this might need is slightly easier grabbing of powerups. I was spinning around missing them a lot.
This is really really good. The sound design is completely bang on.
Simple and to the point. This theme is really bringing my personal incompetence to the fore. :|
Have nothing but contempt for that shark.
Solid aesthetic. I actually almost thought the game had no ending and the lumber business seemed to escalate quickly enough that I never bothered with berries or mushrooms until the end when I had plenty.
I uh... couldn't make it out of the tutorial area due to my incompetence at catching. There were definitely some issues where I could catch the flask near stair and it would be in her hands and she'd then effectively smash it into the terrain or moments where I thought I could catch but wouldn't and one instance where I threw and Juilet's controls disabled. However, it looks and sounds cute!
There's definitely something here. It took me a bit to realize I could tick the score by fully deleting a block. Physically it was very floaty though and it wasn't always easy to tell where the block was.
Another really great take on the Tetris angle. The sounds design is fantastic and it looks really cute too and the physics are slick. Really came together.
This is fantastic and unbelievably good. At one point, the whole pile yeeted upwards and the level became end on. Haven't laughed this hard in a while.
Herding the cats is somewhat difficult. XD
I can't seem to get the game to work. Lotta null pointers but even when I put two grapes through the countertop burner, put them both in the cauldron, nothing seems to come out before the timer runs out and taking a flask to the cauldron doesn't seem to do anything either...
Somehow I won without doing anything except shoot a few aliens and I'm not sure how. :|
Level 2 has some issues. There's two E buttons on the old man, he doesn't give me papers and I run out of time almost immediately and then it freezes. :(
That was great. My only >_< on it is that was really difficult to attach parts even when completely still and it wasn't clear what might or might not be a valid attachment point.
One of my two top games this LD. Incredible what's been done with so little.
I can feel the spectre of Admiral Jacky Fisher looming over my shoulder as I play.
This is extraordinarily slick in terms of how it feels and controls.
Ten lines of under. TIME WELL SPENT, you monster.
Simple but 190% relatable.
Compact and amusing.
The dwarves are a bit too vertically challenged, I couldn't get back to the king because it's so hard to precisely hit tiles to stairway up.
EDIT: Okay, the superhighway to the grandma's house appears complete but I can't seem to go into it.
I someone managed to bug it out and the guy didn't respawn but this has a fun presentation.
The game becomes uncontrollable on the Nightmare stage.
The second level of sleep seems to be harder than all subsequent tiers because the enemies don't seem to have tells or windups. This is pretty sweet overall.
HONK! Super crisp.
I experienced some bugs. Bullet count vanishing and reload issues (not sure what key reloads). The dash also kept going in one direction regardless of facing or wasd movement.
Other than that, fuppin' fantastic!
I'm one of the few participants here who has 0 knowledge of coding and maybe that's why it isn't causing the SAN damage that my coder is apparently suffering at this very moment.
I immediately had to ask them what || even meant. Niche but funny.
The gameplay itself didn't click. I just had fun throwing people off and also driving backwards, which is a feature I appreciate.
I loved the music, the mood and the crisp jump and air control which are obviously the key mechanics to have be crisp here. Perfect in-theme light platformer.
I like how sticking to the side to see what's coming from the bottom is legitimately. I think the only frustrating (in a bad way) is the jump performance at the corners between the square shapes and the pipes. I'm not sure what's going on but the jump key doesn't register even with nothing else pressed.
The concept's really cool. The only thing really taking me out of it is I immediately organizing all the usable tiles aside in an inventory area and went down to one moving tile to concentrate on. Not sure if that's intended player activity or what.
My runs don't last long but this game is fantastic and crisply presented.
I actually love this. It's simple and crisp and well presented and the music fits the tone which is that ACTUALLY this isn't about any individual damsel-train incident. It's just a constant endurance test of spotting where she is and beelining.
This is very crisp and well presented by I wound up being super confused by the puzzle as well. Also would've been nice to have more control or play with the rocket launcher as I'm not sure what causes it to trigger. It sometimes blows up slimes and always when hitting terrain but I couldn't find a mechanic to aim it down?
It's definitely cute.
This is actually fantastic, I love it. Please make this a full game.
I loved this. The best puzzle game I've seen thus far in the cohort. I do agree that the platforming was finicky, especially the air control. I think I was stuck quite a while just trying to climb the platform-up rooms lol.
I think I understand what I'm supposed to do but this was really hard! Nice beats though.
I confess I could not figure out what was going on. I just kept dragging things on and hitting compile but I was never clear on what actually dealt damage. I think I understand what's being sought after though.
This game has caused me to question the core of my moral foundations. Am I truly the hero here??
I think my favourite part of the game is that you the player are such a cinnamon roll you're worth a full candybar and spawn a bunch of items.
I did a full loop before I realized I could X the jawa or the pyramid. XD
I also liked being able to affect past loops but it took me a bit to realize I only had very limited number of robots or that the vertical axis behaved differently (you can jump on and that's not a collision like a side-side collision). It's slick though.
All I can imagine is this as an Among Us minigame. The only thing this needs is the button randomly being called when you're nine deep into the sequence.
This is an incredible achievement in three days even with a big team. I liked the touch of reloading dropping my flashlight. The issues I ran into most were the cursor getting caught at the edge of the screen and a slight lag in responsiveness to jumping.
My left hand wanted to skate. My right hand also wanted to skate. I did a lot of falling. ;_;
While I do not support for profit healthcare, it does seem you have struck upon a real public health crisis in society today. 5/5
This is, in fact, really good.
This is huge for three days but broke for me. The train didn't loop and I fell out of the world. Mouse sense was insane even at the lowest setting. :(
LD59 — Signal (10)
Manual Launch Control by jka 2026-04-28T20:07:16Z ♥ 2
The orbits of the outer planets were unnaturally fast, which threw off my 600 hours of KSP but the comms requirement was bang on.
There seemed to be an unnatural burst of delta-v which really threw me off when trying to leave orbits (but not from the inertialess start position). I'm not sure if that's intended.
DROWNED OUTPOST by SHU WEN 2026-04-28T19:35:46Z ♥ 0
It's very atmospheric but I also got very confused. I couldn't figure out how to access the book after starting (or even get out from the radar screen) and was getting dinged for shooting ships where the wave didn't seem to match no matter how much I scrolled.
MEGAHONK by kuviman 2026-04-28T19:25:48Z ♥ 1
I clicked here expecting a goose game. Really loved the balance between stoking my own rage vs. actually making progress!
Ignorance is profitable by Zirrrus 2026-04-28T19:13:58Z ♥ 1
This is great given the circumstances! I did run into a bug where when the research menu popped up while moused down, my cursor continued dragging a satellite around after coming out of menu.
Shame about the post-scarcity utopia!
Signals of God by Geeni 2026-04-27T18:06:54Z ♥ 1
Terrific surreal experience!
Switchboard by James_7777 2026-04-27T17:48:23Z ♥ 1
I agree with the others that the readability was a thing. Retrying the game with the controls not working during the tutorial was also an issue. In general I seemed to have some trouble handling the plugs. On the other hand the audio and mood were right on.
RESPECT by LoHii 2026-04-27T16:03:36Z ♥ 1
I'm very bad at jumping is an issue but other t han that this really did come in a neat compact package. F!
Also the speedrun aspect of it is all very clean even though I'm bad at it.
DIG_POD by a333 2026-04-27T07:52:40Z ♥ 1
I think the early part the chip damage from collision was a bit too much. By comparison later on you got a lot of health and everything got much easier.
Propaganda and Rhetoric by hammeredzombie 2026-04-27T07:14:59Z ♥ 1
This is unique for sure!
Signal of the Dark Forest by Tygrak 2026-04-27T06:57:36Z ♥ 1
This was really nice. Really enjoyed the assets and audio.