Terrarium by Sabottage 2024-10-23T02:26:35Z ♥ 1
Interesting idea, I liked these types of games when I was a kid like the Creatures series. Unfortunately I don't think the game was in a playable state. All I could do was spam the search food button for one ant to SOMETIMES go out and look for food. I could also click the big tree in the middle to speed up the timer. Apart from those 2 things, there was no other way for me to interact with the game.
LD59 — Signal (18)
O Blue World by FruitSoil 2026-05-09T00:15:32Z ♥ 0
I think the cassette scanner is broken. In the beginning I sort of snuck up on a cassette near the wrecked boat. The signal was at one bar, but when I jumped around the back of the boat I saw the tape and walked right next to it before the signal jumped to full bars.
I collected the 2 tapes in the beginning and then walked and walked, but could not find anything with the scanner. Eventually I found a downed airplane next a giant shark with stomach problems and the signal scanner was at full bars, but there was no cassette tape anywhere to be found.
The ambience of the game, the graphics and sound design, were really well done which kept me going despite the futility of finding the 4 tapes. Eventually I died by trying to get around an angler fish that got stuck on a slope when I accidentally jumped towards the ocean floor and imploded.
Overall a very cool experience but I couldn't complete it due to the messed up scanner. I pressed play after getting the 2 tapes and I think I heard some Lady Gaga? Was that the long lost CD?
Signal Spark by Tsaot 2026-05-08T19:13:13Z ♥ 1
Great and very unique concept, but the implementation needs some work. I found it difficult to tell whether I was in send or select message mode, and it wasn't clear at first what you meant by 'pick up a message'. This made issuing orders feel unresponsive.
The jumping between towers thing is an awesome idea, and I really like how the limited field of view forces you to frequently jump around the map to explore. What I didn't like was how imprecise the jumping felt. Clicking on a tower worked fine, but if I clicked in empty space, it would just jump to some far off tower in the distance.
I think you should make it clear where the player is going to jump and also add some reasonable limits to the jumping distance. Maybe you can add a power level and limit jumping to towers that have electricity. Sending your pawns out to fix or connect towers to the grid would increase your jumping distance and allow you to explore the map.
Of course playtesting, fine tuning, and exploring a concept during a 3 day jam is very difficult, and you managed to create a very impressive entry in the limited time.
Gecko's Odyssey by RAFFE 2026-05-08T18:54:41Z ♥ 3
Very unique platformer with a nice artstyle. The colors and the music are great, and the gameplay was interesting enough to keep me experimenting for a while, but it got too frustrating after losing progress due to the unpredictable ufo signal. It felt like it would just disconnect randomly sometimes which made moving boxes across platforms feel very risky. Checkpoints would have really helped
Natural Luck by Alexandr Gerya 2026-05-05T18:21:20Z ♥ 1
naturalluck.png
This is as far as I got before my forest friends financially ruined me.
I love the depressing atmosphere of the game and how the animals express the emotional rollercoaster of gambling. I spared the frog from the horrors of gambling addiction and left him smiling in the corner of the screen, oblivious to what was happening to all his friends.
Aurora 4: Prelude by ghost-in-the-toast 2026-05-04T23:37:09Z ♥ 1
That was fun and very well made! I made it to the final boss (or first boss?) before I gave up. It's fun but pretty difficult. I think the ship might be slightly too big as I found it difficult to dodge bullets. I managed to get to the end when I started prefiring to kill enemies as quick as possible before they start shooting, and when I realized I didn't have to kill all the enemies.
The game as a whole feels very polished and the music is great!
Signal wave path, NEW VERSION by valb soares 2026-05-04T23:12:31Z ♥ 1
Well I played both versions and you basically fixed all the issues I had with your jam entry in the new one, although its basically an entirely different game.
The post jam version is pretty fun, but I wasn't able to beat it because I got killed by a spider. I think it's a little too difficult as the spiders can spawn quietly on the other side of the map and sneak up on you. I died at the part where you have to shoot the giant nests or whatever on the antenna. I was backing away shooting at like 6 spiders in front of me when I got attacked from behind.
I think you should make the spiders die much faster, and change their attack so they dont instantly hit you. Maybe when they get close enough they play a sound effect to indicate that they are about to blow up which gives you time to move away even if they were behind you and you never saw them.
Gasp Away! by Emsea 2026-05-04T22:43:52Z ♥ 1
That was fun! I like how the game lets you go as fast as you want and naturally punishes you for making mistakes when you get overconfident. The sound design was also very well done and I especially liked the crying at the end
SIGBLAST by marks 2026-05-04T14:06:13Z ♥ 1
That was great! Left me wanting more at the end. I liked how even though the gameplay was as simple as jumping and pressing a single interaction button, it felt like I had a lot of control over the solution. Since pressing C is just a generic interaction, you could pretty much do anything with the level design for future levels.
I also loved the art style but visibility did struggle a bit due to the tiling unlit materials. It wasn't that bad since the levels were small and you had a lot of texture variety, but some parts like the tiling rock walls made it difficult to separate the foreground from the background.
Drum`n`Ice by PepeBrante 2026-05-01T19:22:51Z ♥ 3
Awesome idea and implementation, but the gameplay could use some tweaks to make it more intuitive. I think it would be better if you let the player create their own combos instead of having to pull off specific ones to do damage. That way, the player can start off by focusing on just getting the timing right instead of trying to memorize the combos. Later on when they get comfortable, they can learn the combos to do the special attacks for more damage.
I found myself struggling to pick up the rhythm while trying to memorize the combos, which made me look back and forth between the combo board and the rhythm indicator in the middle of the screen.
The music and graphics are awesome tho and voice acting in Ludum Dare is always a plus! Great work guys!
Deep In Debt by Echo Team 2026-05-01T17:26:04Z ♥ 3
I had issues playing in the browser because of the lack of fullscreen and a glitch with firefox and browser games that lock the cursor. I had to play with the cursor unlocked which was pretty awkward but I managed. You should release a desktop build as well.
Gameplay was difficult to figure out because of the tiny instructions, but I did enjoy just exploring the ship. It was surprisingly detailed which made exploring it feel kind of exciting. The underwater shader looked good but it was too bright which broke the illusion of being underwater at times. Audio would obviously have helped too, but I get having to make compromises in time for the jam.
a Saunter by kukaracila215 2026-05-01T17:13:36Z ♥ 2
I was expecting something terrifying to happen to me or the child, but I was met with a peaceful little walk through a forest. The water shader looked nice when on the beach(not from the cliffs).
Also, I loved the car in the beginning, beautiful peace of engineering right thurr
Dracula 2: The Bloodening of Neo London by Guardaro 2026-05-01T17:01:55Z ♥ 1
Screenshot_20260501_125323.png
The graphics are very simple (except for the particle effects), but the idea that youre racing around a futuristic city tracking down a helicopter dropping ammo so that you can blast a monstrous cyber dracula in the face is incredibly epic. The music is great too with the castlevania lines and makes the whole experience even better.
Overall a short but very enjoyable compo game. Great job!
Bulletproof Broadcast by ugly_robot 2026-05-01T16:46:50Z ♥ 0
This was a very Aladeen game and I mean that in the most Aladeen way possible
I love how much you managed to get out of such a simple concept. I'm just pressing numbers and getting praised for it, but it feels wrong and it makes me want to do the oppoiste of what I'm being asked to do. The final decision was a very easy one to make and it rounded out the experience with a satisfying conclusion.
Also, the graphics look way better than you give yourself credit for. Great job making this in 2 days!
signOS by Wendel Scardua 2026-05-01T05:05:49Z ♥ 1
That was really fun and surprisingly addictive! Only thing missing was audio although considering this was made to run on an NES, I can already see how NES music might get annoying for this type of game if not done right.
I beat Leo before I stopped. Idk why but I was completely overthinking the beginning of that level and thought I had to somehow overtake the first robot and be the first through the gate. I eventually figured it out tho.
Great job making an actually fun and engaging puzzle game for LD!
THE HORSE WE MADE by cesta 2026-05-01T04:25:48Z ♥ 2
The sores don't last forever... This was an interesting experience. Definitely one of the most unique LD entries I've ever played. I played it twice but unfortunately the second time I ended up in prison. Not sure what that says about me. Maybe I shouldn't second guess myself
SILENTIUM by Shram 2026-05-01T04:13:51Z ♥ 4
Absolutely amazing jam entry! I did not expect that cinematic outro. This was an extremely impressive amount of polish and had me engaged till the end. You guys killed it
SCP-███ - Warehouse by FallenQWE 2026-05-01T03:44:04Z ♥ 4
You guys really nailed the speed of the monsters to make it feel like they're right about to catch you but still give you just enough time to escape. The stamina bar and the randomness of the alarm did a lot to add to the intensity. The monster design was also very interesting and well made.
The signal device did feel pretty weak. Since the warehouse was so big and made of mostly large long halls, I found it easier to just start running in a direction to get as much distance from the monster as possible and just keep a look out for brightly colored artifacts. I think the device should always point you towards an artifact instead of having 'no signal' readings. No signal just encouraged me to run blindly into the maze which usually led me towards an artifact.
Juno Signal by toffedev 2026-05-01T03:24:50Z ♥ 0
I like the flat 2d character with the low poly 3d backrgound. I tried shooting enemies but I couldn't tell if it did anything. There's no projectile and the enemies didn't react after the shot so I'm guessing it just didn't work? It's also kind of difficult to differentiate the individual attacks of the combo since they all have similar looking particle effects.
Overall pretty cool little demo. I think the unique atmosphere and setting could lead to a solid game if you expand on the combat and combo system.