Asteronaut by Leykal 2025-04-13T21:43:47Z ♥ 2
Love the art and the wacky pinball movement!
Foon → Ludum Dare Explorer → Users → Skyeward
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Radio Galaxy | jam | 356 | 3.66 | 3.36 | 3.41 | 4.41 | 4.23 | 3.68 | 3.77 | |||
| 2025 | 57 | Depths | Down | jam | 198 | 3.85 | 3.75 | 3.57 | 4.12 | 3.95 | 4.07 | 3.77 | |||
| 2024 | 56 | Tiny Creatures | Dungeon Crawlers | jam | 359 | 3.72 | 3.26 | 3.24 | 3.78 | 3.86 | 3.18 | 2.86 | 3.40 | ||
| 2024 | 55 | Summoning | Shadows Of My Foreman Self | jam | 261 | 3.86 | 3.81 | 3.94 | 3.06 | 4.08 | 3.86 | 3.29 | 3.67 | ||
| 2023 | 53 | Delivery | Unreasonably Fast Food | jam | 734 | 3.44 | 3.27 | 3.81 | 4.26 | 4.11 | 3.58 | 3.37 | 3.56 | ||
| 2022 | 51 | Every 10 seconds | Quizfire | jam | 4.00 | 4.00 | 3.00 | 4.50 | 4.00 | 4.50 | 4.00 | 4.00 | |||
| 2022 | 50 | Delay the inevitable | Strata | jam | 52 | 4.20 | 4.16 | 3.82 | 4.03 | 4.65 | 4.26 | 4.23 | |||
| 2021 | 49 | Unstable | Jingoku | jam | 8 | 4.47 | 4.41 | 4.07 | 4.12 | 4.62 | 4.29 | 3.84 | 4.27 | ||
| 2021 | 48 | Deeper and deeper | Fishy Lake | jam | 3.25 | 2.63 | 2.75 | 2.25 | 4.30 | 3.63 | 3.63 | ||||
| 2020 | 47 | Stuck in a loop | WHILE(ALIVE) | jam | 72 | 4.18 | 3.96 | 3.97 | 4.04 | 4.41 | 4.00 | 3.05 | 4.16 | ||
| 2020 | 46 | Keep it alive | WAVER | jam | 57 | 4.21 | 4.01 | 4.66 | 4.22 | 4.34 | 4.09 | 3.88 | 4.00 | ||
| 2019 | 45 | Start with nothing | Buried Things | jam | 104 | 4.00 | 3.76 | 3.59 | 3.56 | 4.11 | 3.84 | 3.83 | 3.75 |
Skyeward leaves an average of 18.9 feedback comments each event.
Love the art and the wacky pinball movement!
Love the duck character 3D model so much! Fun game and having it just restart immediately after dying is a very good tactic for this type of game, it's really easy to get stuck in a loop of 'just one more go'. The audio is great too, especially the slow down when you die. Great job!
Love the whisp animation, the fact that the character lights the environment and the idea of picking up abilities from glyphs is cool too!
I found the energy a little frustrating as I didn't know where to go next and just had to keep going back to the crystals rather than being able to explore like I wanted
Fun game! I like the art for the different parts of devlic, going to go back and try on hard mode now
Love the idea and art for this game! The scientist characters look awesome and the newspaper articles are a nice way to make a successful photo feel really good. There are really nice touches too, like the instructions mirroring the 'don't lean on the glass' note and getting to see the photos that I took.
It got pretty tough as the screen got more crowded, maybe a way to trap monsters or deal with them more permanently could be a good thing to add?
Great job! :)
Simple game, executed really well. I especially liked the player character design and the splats
Cool idea to use the idea of fractals as an environment! I liked the movement controls too, but I did find it quite difficult initially, maybe starting with some of the pieces a little further from the surface in the first few itterations and then gradually moving them closer could help tutorialise a little more so that players can get used to manouvering around? Great job!
Love the character design and the bubbles animation! The game looks great and I had fun playing. I liked the music speeding up when I was out of oxygen at the end too, very intuitive way to add some tenion. The movement does feel a little slow/unresponsive (which is accurate for being underwater, but not the most fun). Great job!
Really like the graphics and the sound design (especially the background/environment noise) for this game. It became a little hard to find my player character amongst others, so maybe a different outfit or something could help with that? Also could have been fun to have more interactions with the boat (maybe stearing/controlling speed/using a cannon or something).
Simple idea excecuted really well! The graphics look great and the progression is really well designed to allow the player to figure out the rules over time. The last puzzle took me a few attempts and felt really satisfying to solve.
More levels with more difficult set up would obviously be a good addition, as would an 'ending', but such is the way with jam games. Great job!
This is such a cool idea and a really polished game. I liked the variety of options in the upgrade system allowing me to tackle more and more difficult paths.
I hadn't initially realised that red blocks would hurt me, maybe introducing this a bit more explicitly would help? I also found the ability to pick your own path (whilst really fun in concept) meant that the challenge level was kind of up to me. Maybe keeping one of the endpoints static could help you design specific challenges that the player has to engage with?
Honestly I'm just nit-picking about how I may tackle some of the interesting game design challenges that this brings up though, the idea and the execution are both awesome! Well done!
The balancing is fun, and I liked the fact that the interactions change when you get to a new stage. Being able to share via a link is also a cool thing to include. The timer feels way too slow to me though, you have to wait a long time and you don't get a massive pay off for each stage.
Some suggestions: - Make the timers shorter (like 1 min per stage tops) - Don't show all the stages on the bar, then when you do evolve to a new stage you're getting a surprise/new art which is more of a pay off - Variable evolutions? This is a bit more complicated, but it would be cool if I could make decisions which affect what type of creature it grows into
Fun little game, I got lucky and found a 50 early on and I think that saved me :)
Really fun interpretation of the theme and I really like some of the art. Found it a little difficult to understand the comments/likes but really love the idea!
This is a really impressive jam game! I really like the character art and movement, and the world is really atmospheric. The puzzle mechanic is fun too, especially the first time you realise what's going on.
Really enjoyed the ending!
Cute little game! Would be good to see some progression like levels or random generation of the bonuses, and even adding in obstacles could be fun :)
Love the background art for the different stages and the introduction of new enemies makes the progression feel really good. Would have been nice to get a final growth and new background to celebrate the ending, and more options for fighting back or dodging (projectiles or jumping or something)
Love the art, especially the octopus! It's fairly easy to stay back on a wall and keep your mouse on the enemies, so I wonder if a shorter range would force the player to go closer to the enemies and dodge a bit more? Great job!
I really like the idea of spotting which fish are fake based on their behaviour, in reality I found it pretty difficult to tell though. Maybe starting off with some really obvious fake fish and then introducing the harder to spot ones later on would help the progression feel a bit more natural
Very nice spooky mood, the lack of vision and slow movement work really well here! I liked the design of the fish-monster who kept getting me too. It was a little difficult to work out how I was doing, so maybe showing distance from the ship would be helpful so that people could see their progress? Overall really well done!
Nice game! Love the immediate feedback, it made it very addictive as I wanted to keep going until I got all perfects. I also really liked getting to see what I had made at the end :) Like others have mentioned, the next steps would be to add some variation/levels/progression, but for a jam game this is great fun!
Nice narrative game, I liked the design of the guards/castle area. Would have been nice to be able to interact with other things like doors or items
Love the art style here so much! The environments and character art are beautiful and I just wanted to hang out in the world. Found the spacebar controls kind of difficult to get the hang of at first, but it was a fun challenge and a nice take on the theme
Really interesting puzzle game, it's easy to pick up the rules for each piece but difficult to work out how to place them. The vibe of the game is great as well, liked the mirror cut scene at the start and the chill music. Not sure how linked to the theme it feels, but a really polished jam game!
This is an awesome game, the mood is done so well with the audio being mostly just breathing and some ethereal background. I really like the murky water too, with the lights on the character lighting up the environment as you explore. It felt like it was a little grindy to make process, maybe the shop could have started cheaper or the equipment could have started a little stronger? I just wanted to explore further!
Love the voice over! It would be nice if you could continue moving whilst listening to it, but it creates a fantastic mood for the game. I also like the idea of collecting body parts that give you abilities and help you get further. As other people have said the animations can be a little jarring, but overall an awesome jam game
This is a fun game, like the music vibes and the sfx generally add a lot to it. Adding gravity into these movement mechanics is a fun twist and I liked that I could recover health and fuel by picking them up to.
Nice game, the jumping mechanics are fun to play around with. I fould restarting the whole game after death a little frustrating though, would have been nice to have progress saved at the start of the level.
Really fun game idea, the puzzle of getting the most points with the more interesting buildings is fun and I like the art too! You could maybe add in more strategy by showing the upcoming choice of piece ahead of time to allow for more planning around specific pieces. Took me a while to work out what the danger was at the start, and it feels like the difficulty could go up a bit quicker.
I like the drag and drop controls, feels like a natural way to place people around the ship and it's nice to carry that over to the decision making. The idea of going deeper to take more risk is cool, but the curve felt pretty steep, maybe would be interesting to have a wider range of levels that are survivable at so that it feels lik e the player has more option about how to play.
Had fun playing this game! The art style of enemies is cool, very slay the spire like. I really like the variety of options you have in combat to learn about enemies or take unusual actions. Like the narrative set up, it's a shame we don't get to the end goal, but that's jams for you. Well done!
As usual excellent entry Alex, simple mechanic, great framing, squeezed every ounce of puzzle out of what you made. Looked and sounded great too. Nice work!
Can't believe you made a lightgun game! Genuinely really enjoyed it even without the lightgun. They don't make em like this any more!
Absolutely fantastic entry, perfectly scoped for compo, no notes whatsoever. Graphically gorgeous, thematically on point, just enough narrative to get me invested. Perfect entry.
Soooo polished, crazy how legit it all felt. Your opening splash screen got an actual laugh out of me and the gameplay was super smooth. Great colour palette, great materials used, everything made the game feel very small.
The little guys dynamically finding their ways into buildings and the squash and stretch animation when they got hit felt super shiny. Very impressive to have pulled this off in the timeframe. Huge congrats.
Super cool, love the aspect ratio, the palette, and the simplicity of your graphical style. The moment when it clicked what I had to do was very satisfying, and the game is short and sweet. Well done!
Super cute little guys. Was very slow paced, feels like it would be a good background app - something I could use as a desktop maybe. Like a real terrarium!
Really clean looking game and I love the tune in the background with the different instruments cycling in and out! A simple idea executed really well!
Nice clean looking game! Takes a while to get the feel of the movement but it's fun to experiment with
This is a beautiful game, enjoyed the art and music a lot, especially the different creature designs - I would have expected all the fire water animals to be the same so it was cool to see a variety. Interesting to add a restricted number of 'cheats' to a RPS type game - does make for some interesting problem solving as to when is best to use them, although I would have liked a bit more strategy.
Great visuals on the elements that you could summon and I liked the mechanic of combining attacks to freeze enemies. Found it pretty hard to keep up with after the first few waves, maybe earning more points per level for the earlier levels would help? Or cheaper upgrades to start with? Fun game.
Fun game and the I liked the music - gave me updated arcade game vibes! Didn't even notice the summoning until my second go around but it's a good extra dimension to the game
Great sound and art, the jumping over rocks feels a little unforgiving to me, kept losing immediately even when using a double jump. Feels like it could start a bit easier and ramp up to this difficulty maybe
This game is so beautiful, makes it really enjoyable to play. Definitely a bit addictive too, I kept playing until I'd made all the flowers.
All the weapons feel really fun to use and look great - lots of juice!
Really nice game! Loved seeing the spaceships appear when I got a correct answer.
It was a little overwhelming to start with - might have been nice to introduce them one at a time and get rid of the aliens once they have been summoned because there was a lot going on on the screen at one time.
One of the best entries of this jam easily, absolute 10/10 soundtrack, good mood, character, aesthetic, level design. You should be really proud of this entry.
Aesthetic was really strong - surprisingly moreish game loop too!
Great work on the small details, excellent artwork in that opening cutscene, forgiving hitboxes and nice sound design with a minimal aesthetic, solid jam entry! Nice to see how something as simple as orbital motion adds a decent degree of complexity to a tiny idea.
Really very good, sound design, opening cutscenes, a puzzle mechanic that was robust and interesting, loved programming those robots. Hats off to a very solid entry. Loved the camera work and the cohesion, felt like an interesting mystery. Only criticism is the robot interface is so full screen I have to remember the tile layouts for the edges of the screen. Loved the rest of it though, the rounded tiles and the clackiness of it all. Great stuff!
Seems like you really focussed on juice with the platformer controls and the magnetism. Good job! I'd recommend a little feedback from enemy collisions and to just really focus hard on the game feel because that's where you seem to excel :)
Genuinely affecting, and well done for knocking it out in 18 hours. Games like this are carried by the little details, loved Gerald's musings, being able to gaze out of the window, and just this little look into something you don't often think about. Well done :)
One of the best so far no question, love the presentation, love the simplicity, love the geometry all over the map making the game world feel big and real. Simple mechanics excellently executed.
A great project I wanted to spend a lot of time in, really felt like a mysterious world, almost a shame it was designed for this theme as I'd have enjoyed playing at my own pace a bit more and scoping out the world without the threat of the lava. Nice work!
Took me a while to find the tutorial so had no idea what I was doing at first, managed to get my cat up onto the rock on the far left but was clueless, all clicked once I started mashing keys and spacebar worked. Fun concept, nicely executed. Very difficult though!
Some audio would have really helped tie this together - fun interpretation of the theme!
Unbelievably difficult but juicy!
Good stuff Pomo, very difficult game, very satisfying to bounce around
Fun, doodle god-y approach, good art. Well done!
Theres definitely something here! Very challenging, good fun!
I can only hope that one day, the legacy of Honk is passed down to your children like a family business that has been thriving for hundreds of years.
Tons of fun! I really liked that failing a minigame didn't lose the game directly, but that it was just a time-waster while I was spinning plates. Really enjoyed it, solid LD entry!
Enjoyable game! Liked the writing, and the sparse world gives a really intentional-feeling surreal atmosphere. Nice work!
You've done a really nice job of the shading and particle effects here. Took a second to get the hang of it but it's good fun!
Chilled out atmosphere is a nice break from the fast paced action, really like your artwork.
Not sure if the build is buggy but nothing seems to happen outside of clicking through the different rooms.
What a brilliant concept. This is fantastic, really well implemented. Without the comfort of a game window it feels almost surreal. Very well done!
Love the art style during gameplay. Lots of content for three days, well done!
The enemy art is gorgeous, big fan of that! Feel like the pacing of the enemies spawning in and gun reloading could be made a little more swift to bring this to the next level. Great work.
Love this idea, one of the concepts I pitched too! Eiffel tower is my favourite, as far as I'm concerned the dinosasur is impossible. Love this, lots of fun. Input is very very sensitive.
I love these sorts of games. The physics feel really good. Transitions between screens take a little too long and disrupt the flow of the game I think. Nailed the art style.
Like the art style in the main game, would have been nice to see this same style carry throughout the interface and different scenes. Top down shooting games are always a win in my books.
Really nice ambience and the card selection mechanic is nicely done! Some really promising concepts but the sound design is a definite highlight. Love the card monte!
Having spoken to the dev on stream, this game was made by a solo 14-year old in two days. Holy hell this is impressive. Visuals are fairly minimal but not in a bad way, they're super cohesive and polished. Audio is equally great, and the gameplay is really smooth and fun.
https://www.twitch.tv/videos/769405219?t=00h23m27s
I love the audio design in this game! So much so, we were more concerned with making great music than beating the enemies. Fortunately for us, our sick beats seemed to double as fairly effective defenses and we made it through the stages.
It's really cool that each instrument has some sort of secret ability to it, we had fun exploring and trying to work out what was going on with each of them, as well as discovering the behaviour of the different kinds of enemies.
https://www.twitch.tv/videos/769405219?t=00h08m45s
This is a satisfying game to play with some Hotline Miami juice. I also love the super minimal pixel art palette. It reminds me of Downwell a lot. In a lesser game, it might feel simplistic, but there's a lot of detail in there, and it works great with the smoothness and polish of the gameplay.
The mechanic was really cool and I love how your ghosts look. In this LD version, I feel like I didn't have to think too much about the mechanic or use it efficiently, but it's a really cool proof of concept with a lot of breadth for expansion. Thanks for the game!
https://www.twitch.tv/videos/764573572?t=02h06m49s
Proud to be the second streamer to beat Normal Mode! I wasn't fast, but... I was going for style points. Yeah, we'll go with that.
Great entry, I had a lot of fun playing it. Frustrating, but that way be design, and makes the win that much more satisfying. I like the open-ended solutions also, there are a few ways to tackle some rooms.
Unfortunately I'll have to rate 1/5 in all categories because Pomo The Dog is nowhere to be seen in the game. Better luck next time!
https://www.twitch.tv/videos/764573572?t=01h14m30s
Top marks for fun on this one! One of the most enjoyable LD47 games I've tried. A satisfying level of difficulty - tough but with attention to a rising and falling difficulty curve that allows for easier rooms to act at 'checkpoints' before a hard room or series of rooms.
Well done on getting such a lengthy campaign in with various kinds of condition to keep things interesting. Great game!
https://www.twitch.tv/videos/764573572?t=01h48m08s
One of the most polished LD47 entires I've seen, and maybe even in any LD I've seen. I think it might be impossible to find a rough edge anywhere in this game. I love the dirt trails from the chair, the changing impact sounds for the different weapons (and that tennis ball is a really satisfying noise), the jokes on the park rules, the white borders around biscuits that make them pop a little more, the various enemy sprites... This game has a ton of detail and it's great. Thanks for the game!
https://www.twitch.tv/videos/764573572?t=00h59m13s
I'm honestly kind of astounded at the mileage you managed to get from this game. I have no idea how just pressing OK or Cancel managed to be fun, but this game is legit. One of the simplest and straightforward concepts I've seen so far this LD, but it just goes to show that execution is key. Great entry!
https://www.twitch.tv/videos/764573572?t=00h46m23s
Lovely pixel art (I really like those glittery teleporters!) and a nice take on the recording mechanic. Without spoiling anything, I love the reveal at the end, it's really cool when games do that! Congrats on making a solid puzzle game for LD, I think good puzzle games are one of the hardest things to make in an LD timeframe. Thanks for the game!
https://www.twitch.tv/videos/764573572?t=00h26m30s
Nice simple game, I can really see the direction you were going in and the potential for a bigger-than-LD-scope game. Also, I love to hear a song with vocals in an LD game, I think this may be only the second time I've ever heard that. Big kudos for getting that in!
https://www.twitch.tv/videos/764573572?t=00h08m00s
I really enjoyed this game! Great art and I had a lot of fun with the mechanic. I was expecting the on-the-fly dice switching to get a little annoying and require precise UI clicking timing, so I was pleasantly surprised to see the car pause movement when interacting with the dice. This game kept me occupied longer than many LD games, I'm always impressed to see a game made in a weekend that can engage me for this long.
I'm no good at getting adopted... But this is a super cute and wholesome game! Enjoyed seeing this situation from the other side of the kennel, the writing was lovely.
Thanks for the game!
Loving all the subtle polish in this game, the cards that shine at just the right angle, the really slight 3d tilt when you move your mouse, the speed-up of the loop... This game is simple but time was invested in the right places. Very satisfying to play!
https://www.twitch.tv/videos/762553836?t=02h07m38s
Loving the Undertale vibes in this game! All the aesthetics work together well and there's a real mystery to what's going on. I feel like there's something more to what's going on with the loop than I currently understand, and I think that's a cool interpretation of the theme. Nicely done!
https://www.twitch.tv/videos/762553836?t=01h55m43s
Loving firstie's confidence!
This may genuinely be the first LD I've ever played that was a little scary and creepy. 3 days is not much time to really work in that ramping atmosphere and pacing. Fantastic pixel art and great audio too, I love the music and voices!
https://www.twitch.tv/videos/762553836?t=01h03m06s
Don't think I did all that well, I'm not much of a bullet hell player... But I really like the idea of combining these two genres! I love the idea of a rhythm game that lets you get creative and make your own music, which then actually has an effect on the gameplay too. Really neat game!
https://www.twitch.tv/videos/762553836?t=01h43m03s
This game had a great mechanic! It's something that confused me for a while but then I got a grip of and had the really satisfying experience of burning through a few difficult puzzles quickly.
I saw it mentioned above that an explanation of the mechanic is missing, but honestly I found it fun to explore and discover how the mechanic worked for myself. Thanks for the game!
https://www.twitch.tv/videos/762553836?t=01h14m40s
One day I will manage to do a loop-the-loop.
One day.
https://www.twitch.tv/videos/762553836?t=00h43m18s
Fantastic game, I always love to see a well-executed puzzle game during LD, I think it's one of the hardest genres to make in such a short time-crunch. Puzzle design and insanely limited time do not go together well. Glad to find this game early in this LD, we've started strong!
The stream VOD can be found here: https://www.twitch.tv/videos/762553836?t=00h06m00s
Super minimal, v up my street, weird how easy it is to zen out to. Would really suit a chill soundtrack!
Love your changing world, and the simplicity of the core mechanics here - great looking game too, such a huge space! Really well done
This is suuuuuper legit, love how much you got done here, mad top tier
great a e s t h e t i c s, really solidly executed!
Alex you sonovabitch you've done it again
Fun, innovative game with a lot of polish! The detailed intro cutscene and animated controls splash screen were really nice touches and add a lot of quality. The game is difficult, and it takes some trial and error to understand how things work, but it gets really fun once you get to grips with what's going on. The mechanics at play here are interesting, and not quite anything I've seen before.
Perhaps having a life system instead of instakill would be nice, so that your one and only mistake doesn't end the game. All in all, a really positive LD submission, thanks for the game!
This is one of the best LD entries I've played, excellent job!
Challenging but fun - this is a difficult game that's satifying to learn and improve at. Graphics and sound were great, it's a neat idea I haven't seen before... This is one of those rare entries that gets high marks in each and every category.
PlatformEGG is really polished, with little details like random scrolling backgrounds each time you play, secret pineapples (although I'll have to trust the devs on this since I haven't found any yet!) and several things have idling animations.
The controls are really well made, you can chain together very quick sequences of pickup/drop/jump to speed through sections.
Thanks for the game, this was awesome!
A really smooth, satisfying game to play! Content is farily limited but what's there so far is fun to play, and could make for the foundation to a great game. The art and sound were both lovely, I especially liked the glitter effects when landing on platforms. I got to around 8000 and I think my game may have been ended by an impossible jump, although I'm not 100% sure since some jumps are very precise.
I'd love to see some more mechanics or platform types in this, but what you got done in time for LD is fun and really polished. Thanks for the game!
Saw your post and thought I'd help you hit 50 ratings because that what we're going for too. It's great! It feels a lot like something I'd work on so you won me over pretty quickly. Great intro cutscene, great audio, great core premise, very silly very committed to its style - really good work!
Really nice art style, and gameplay was a lot of fun! I like the attention to detail - the different enemy types weren't as straightforward as simply having different healths or speeds, but there are different strategies to beating them also. I like that clouds have more than one use, and there's a trade-off in deciding where you want them at any given time. It's also fun to build up your own wrecking crew that don't need to be told what to do - they just fight to the bitter end!
If there was to be a post-LD version, it would be really neat if you could grow more than one kind of plant, and different plant types grew in different conditions, incentivizing map exploration. By no means is this a complaint though, the amount of content in this for an LD game is great.
Thanks for the game!
I really like the core premise of having the notes audible in the being soundtrack dependent on the player. The art style, music, fonts and dialogue all work well towards evoking the feeling of playing an RPG on an old handheld console.
At the moment, the gameplay and interactions are all fairly straightforward and the game functions almost as a walking sim. I'd love to see more of a puzzle mechanic around bringing notes to different areas of the game world.
Thanks for the game!
I love the organic feel of this game! The painted art style and the real recorded music both work wonders for a game about growing plants. This game has a really strong mood, and a lot of humour.
I'd love to see a longer version of this game, perhaps with some more plant varieties and something to spice up the gameplay. I can't get enough of the strange, scary yet cute art style. Merci pour le jeu!
Wow, one of the best LD46 games, and maybe LD games generally, I've seen! Looks gorgeous; fun, intuitive and original gameplay; really satisfying when you play well; and lots of fun little touches like being told your cause of death. This is a game with a clear vision, and everything is beautifully designed to work towards it.
There's not much I could say this needs to improve... Just make more of it! I'd love to see a full game come out of this. Thanks for the submission!
Thanks for the game! Loved the voice acting, and the graphics and fonts felt very nostalgic, took me back to old 90s PC hack'n'slash/RTS fantasy games. The mood is great, everything contributes nicely to that feel. The combat is satisfying, it feels good to hit several enemies with one projectile, and being able to fire faster and slower shots is fun.
Next I would look at adding some different enemy types, and maybe new stage graphics for each wave. Maybe get a little darker and more orchestral with the music to fit the fantasy theme too!
This is one of the best looking LD46 games I've played so far!
So many lovely touches like an animated timer, dynamic lighting with normal mapping, fantastic animations on the tree felling, and more. Beefing this core up with some more content would make for a fantastic game. Right now it's a little light on enemy types and upgrades, but what's there is all good. Great game, thanks for submitting!
Great little game with plenty of polish!
The graphics are spot on, nice color palette and lovely touches with idle animations on the ducklings in both the menu and the game. There were also some really neat touches to the gameplay, especially the physics interactions of being able to push around gnomes and ducklings. Escaping gnomes speeding up when you hit them is a great little balancing feature that a lot of people might not have considered including. I also love that my highscores appear on the menu after the game.
It would be great to see some more eveny types in the game, but hey, that's the curse of such a heavy time pressure. Thanks for the game!
Had fun with this game, got a score of 16k!
I like the mechanic of siphoning your own HP off to keeping topping up the HP of the heart you're protecting - you're constantly having to reevaluate where the health is the most valuable, and how risky it would be to lose health on your character since you can't move it back once it's placed in the heart. A nice take on the top-down-shooter formula!
Next I would look at getting some more juice into the game, perhaps camera shake when things die, and maybe change up the way things are lit. An indicator of when you or the heart are almost dead would be cool.
Thanks for the game!
Thanks for the game! I love to see audio being used as a core mechanic, it's not something you see that often. It was cool to learn what the different sounds meant as I explored the universe, being able to navigate more efficiently the further I went. It was a nice reveal to hear a unique sound and intuitively understand that I was approaching the goal planet.
It would be great if the progression of the game was a little more directed, perhaps uncovering the fog of war on a minimap as you explored, or instead have the goal be to survive for X amount of time.
Great game, thanks for submitting!
This felt like a really nice debrief from the jam, thanks for this!
Going to say this counts as a victory
Congrats on your entry!
Great entry! you definitely deserve to have more people looking at this. I wish we could have locked the mouse to the screen and had the rotation relative to the centre or something so I could maintain my position a little easier and not undock as often but I really enjoyed it, v difficult but v enjoyable, great bounce on the animations also.
As if you made a gameboy game you madlad. Shame about the lack of audio, but I loved the mood otherwise, great entry well done!
Great artwork, well done Kayla Schroter, really fun idea, loved the sound design too!
LISTING YOUR GAME AS SOURCE CODE RATHER THAN WINDOWS MIGHT BE AFFECTING YOUR RATING HERE - THAT SAID, FUN IDEA, I NEVER FOUND A HIDDEN ENDING, WOULD BE CURIOUS TO SEE A PLAYTHROUGH WHERE YOU DO, THAT SAID I PLAYED TO LIKE 150 SO WELL DONE ON YOUR SUBMISSION :)
So, that's a straight five stars on audio.
Be honest with me. Look me in my eyes. Is there even any food in this game?
Nice work! I really enjoyed the sound effects here they felt very bouncy, shame you didn't let yourself get voted on for audio
I loved this game! Aesthetic is so up my street, gameplay was satisfying, dedicated chirp button obvs brilliant.
I had a few ideas for things I think could have improved this experience, but that's not to detract from what you did as I still had a lot of fun, the only reason I thought of all these things was because I was enjoying my time so much:
Locking the cursor inside the screen, or removing mouse usage at all. You're not using it to steer so why not just stay exclusively on keyboard
Having all of the tasks available out of the gate - I think this would be a lot more freeform, and having the hatching eggs as a "main quest" while flying fast, pecking crabs, scaring crows etc
Having smoother colliders around the trees so the bird brushes off them gently and doesn't ram into them, keeping the gameplay smoother and the motion constantly fluid
More obvious flight inversion - I only found this at the end of my run when I went to quit the game and would have loved it from the get go
Al in all, excellent entry, I super enjoyed my time in your game!
Gorgeous, totally enamoured by those visuals and the cogency of your world
Congratulations! Some of these puzzles were really fun and your core mechanic is ace!
I feel like there are a few tings that could tip this game over into something excellent - an aesthetic that's clearer, and maybe a lot more minimalist (why not just some small squares that can expand into big ones when they anchor, for example?), less floaty inputs, and puzzles that you can't softlock (like I managed to in level 3 because of a lack of proper walling) would make this a stand out game.
As is, congratulations on making something that I had real fun playing and lit up the little lightbulb in my head once I realised the mechanics of passing through each other. Very satisfying!
Great entry, I thoroughly enjoyed playing this game through to completion!
You have to get digging correct for this game to be fun, it would be tedious to deal with a janky digging mechanic. You've done the right thing dedicating the time to get the digging feeling fluid and juicy. Digging diagonally and hitting multiple blocks is REALLY satisfying!
I love some of the details in this, like enemies having a little stun window to help you deal with them, being able to see their stun and dust particles in the dark, and damn, there's an ending!
I'm also glad of the nice long music loop, that was a lovely piece that never got annoying.
Constructive criticisms - Sometimes there is no visual distinction between diggable and undiggable tiles. Sometimes a second texture used which is great, and I'd love if this was carried through to all levels. I like the light shader, but sometimes the dithered pixels have a fast scrolling effect that can hard to look at. This didn't seem to happen often though, so this is a very minor point.
Thanks for submitting your game!
Very solid entry, this is the first LD46 game I've tried so far and what a lovely way to begin!
Polished and great attention to detail. I love the little choices like allowing you to hit bees with other bees, the fact that there's a trade-off between just throwing bees away and taking the time to use them as food, the panning of the bee noises (which was REALLY helpful, and often even more useful than the arrows) and the occasional requirement to break a thorn bush to change up my priorities from time to time and keep things fresh. Super well thought out. Generally also just a very nice looking and sounding game. Realising that the entire platformer was a moving object was a lovely surprise too.
Constructive criticisms - jumping while holding down currently makes the player jump, I got screwed by my platforming instincts a few times. I think jumping while holding down should drop you off a platform, more in line with other platforming control schemes. A little more of an ending would be cool, but that's a classic LD curse given the timeframe! (I can also confirm that the web version gets stuck in loading hell, but the Windows download seems totally bug free.)
Thanks for the submission, I really enjoyed this.
Super impressive for a compo entry, you got a lot done here. I really like the exploration and expanding the way you see the world.
A nice twist on the Baba Is You formula!
Big logic puzzle fan, I like picross and minesweeper, so this was a lot of fun. Nice aesthetic, great puzzle design. New mechanics were introduced and taught well through the gameplay without a text wall. I really like the series around halfway through where you have to solve the same grid a few different ways. Great job!
Gorgeous aesthetic, brilliant palette
I regret pausing! Really love the character that went into the tardigrades, game felt very loving
I liked seeing the dragon's innermost thoughts on the right there, fun!
I have no idea what that was but I fiddled for a while!
Would have loved a recipe book, wonder how far along I got?
Successfully stole a cat before they got me
Awesome game, lost twice and still stayed to play through to the end, few interesting mechanics for just a few days too! Great work.
Aesthetic and animations were great, very involving and evocative!
Awesome entry!
Absolutely stunning, best in show as far as I'm concerned, 100% should be something you expand into a retail game.
Fun idea, you turned Magic into a... first person shooter? I love how you distilled that collector's joy without leaning too hard on the complex mechanics!
Able to make some really pretty islands, enjoyed this little themed clicker a bunch :)
Nice start! Although from what I can tell it is literally always correct to steal? Could do with some more mechanical fleshing out to make the decisions more meaningful. Fun writing though!
This game is gorgeous, and super inventive, had me hooked - moving the letters around near the beginning was unexpected and got me immediately invested in the mechanics. Really cute, congratulations.
Fun idea! Would have been nice to revel in my fashion successes, or had some feedback from fashionistas about my great choices, but I liked it anyway!
really cool to see a stream integrated game come out of LD. With a curated word list, this isn't far off a totally legit full-release game. Very cool!
A lot of content here for an LD game, with great graphics and mechanics to boot. Nice job!
This is the best idea for a game I've seen this entire jam - I couldn't finish it but it's such a great concept.
Gaining controls as you go is a really cool idea. Would love to see more of this!
The writing was excellent, chuckled a couple of times :)
Nicely done, kept me engaged longer than I wanted to admit!
That game was awesome, so incredibly slick, you can tell you know what you're doing, I'll be honest I'm not sure I fully clocked the mechanics (or particularly my end goal, I presume survival?) but the game was implicit enough that I felt myself working out more as I went along. Great aesthetic too. Awesome.
@james-beninger just played this game and thought "well this is the best one yet" and then saw you were credited at the end and remembered you'd said the same about our game. No word of a lie, serendipidity. Amazing job, aesthetic, concept, enjoyment, humour, polish, absolute 10/10.
Super inventive concept, I found the controls a little tricky but I really like what you were going for, think this could be refined and expanded, which not a lot of LD games can!
I survived for 10 minutes!
Feels like a real blast of nostalgia :D
Looks like a lot of work has gone into this, from one game about digging around in a desert to another, well done!
Great aesthetic!
I was laughing before I even started playing, sent a link to a friend just to listen to your menu music, great work gang.
Amazing, genuinely, and such a brilliantly executed difficulty curve, ended just before I started to get lost in the environment I'd built up. Music was excellent too, great job seriously.
Great art style, very consistent and set a dark tone.
I was genuinely surprised and super happy to see that not only does rolling up a rock or grasshopper appear in your poop, but they're even both visible together if you roll them up simultaneously! Nive consistent art style, well done :)
LD59 — Signal (14)
Chomp Radio by alexrose 2026-04-24T15:12:19Z ♥ 1
Sometimes you find a game in Ludum Dare and immediately understand how integral the theme was to the desgin. At its heart, this is a game about destroying jamming towers to re-establish radio signals, and it's a joy to see how the game expanded out from that core idea.
The graphics are fairly simple but nicely stylized and cogent - I like the variety of designs for the enemies you come across at later levels. Great use of theme, and solid audio too. I love the radio interruptions as you progress. Great writing and performances, I'll probably be giving this game a 5 not just for Theme but also Humour.
Honestly unsure if this is a bug but enemies sometimes spawn outside of the map limits. I actually really like this, it makes the world feel like it exists outside the bounds of the playspace. Dynamism in unreachable places is often overlooked in games but it's an effect I think can be great for 'filling in the blanks' of visual interest. And of course, adding the extra dimension to the theme interpretation through the visual storytelling of enemies "Signaling" for external backup forces who are arriving at the edges of the map.
To briefly touch on the theme, there is strong ludonarrative consonance in the use of radio towers both mechanically - they are your win condition - but also narratively, allowing more NPCs to contact you as you play. It's impossible for the idea of Signal to leave your mind as you play this game (and though I call it a game for the sake of clarity in this review, philosophically I really think of this project as more of a 'gamified theme').
The difficulty could do with some tuning; I was definitely not playing well if I'm being honest, but a single healing node really carried me pretty far through the game. I neglected upgrades for a significant portion of the game as I was able to proceed with my current turrets; I think I got to around $1700 before meeting enough resistance to require some more investment. Difficulty is always one of those things that's hard to nail on a jam timeline though, and I think it's clear that the priorities lay in adherence to the theme (Signal). I would take this exquisite use of theme over a more difficult game any day.
5/5 for theme, and possibly 0/5 for everything else just to really drive home the contrast in how well I think Chomp Radio executed the theme.
Thanks for the game!
Meina's Train Cruise by Oradimi 2026-04-23T15:07:18Z ♥ 1
This is an incredibly simple, minimal game with no music, very few art assets, and incredibly straightforwards gameplay. However... It's going for a vibe and it NAILS it. It's minimal in all the ways that really work. I'm glad this game doesn't have music; the clunking of the train down the track BECOMES the soundtrack of this peaceful, serene, lonely night of travel. This game does an excellent job of recreating a feeling I've had of walking home through an empty city at 4am; or getting out of my tent in the middle of the night on a camping trip and strolling up the mountain to stargaze. This game is a vibe.
I really like the character art, the cresting hill always rolling towards us, the little refueling stations breaking up the simple gameplay. But mostly, I like the simplicity. Simplicity can be a negative, but this a situation where it really isn't.
I recommend playing this at night with your lights off. Hell, if you can take your laptop out to the countryside and play it under the stars, even better.
Thanks for the game!
Wow! The Presidential Race Of Glorbus-12B (Signal) by ChknTikka 2026-04-23T14:02:34Z ♥ 1
As I said on stream, this really feels like a game that's doing its own thing, and I was very much along for the ride. I like the character design, LOVE the voice work and the bizarre dialogue is definitely weird in an intentional way. It feels like the game is enjoying being a little inscrutable.
I'm left with a lot of questions after this game... What were my stats doing? What determined the crowd responses? How should I be choosing my responses? Do certain responses go with certain gestures? Nevertheless it was fun to dive in at the deep end and let the game take me where it wanted.
I'd love to see what the Planning adds to the game in a potential future update!
While You Were Here by jpat 2026-04-23T13:42:04Z ♥ 2
Lovely game that really feels like it's made with heart. The art is great, I love the particle effects and the shadowy branches which show up in the foreground.
I like that the game mechanic very directly ties into the emotions and storytelling, it makes for a good atmosphere.
Unless I missed something, I think it would be nice to nudge the player more towards discovering the other kind of whistle. Perhaps it could be possible to design a level which forces the discovery more. As an example, a level with no platforms and is simply a long row of spikes. The player would have little else to try except jumping on the golem and whistling, but could still discover it for themselves without actually being told.
On the other hand, the line-of-sight rule being telegraphed by particles traveling between the characters BUT being blocked by level geometry is FANTASTIC. That's one of the best elements of conveyance I've seen so far this LD, genuinely brilliant design.
Thanks for the game!
Router Wilds by Brainoid 2026-04-23T12:02:20Z ♥ 4
Fantastic entry! Lots of fun, little bits of emergent gameplay arising from the interacting mechanics, a learning curve that makes it fun to get better and faster at playing. The sound is great - I love the music changing depending on your signal strength. Fun graphics, and I love that you can see the signal interfering with itself sometimes.
Lots of innovative and unique ideas. I like being able to grad things around with the mouse while moving the character, and those objects dropping in place when line-of-sight breaks, but a ghosty version still following your ccursor is a super neat mechanic. The signal strengh idea is something I've also not seen before and adds an interesting aspect to the top-down shooter.
Thanks for the game!
MEGAHONK by kuviman 2026-04-22T14:09:28Z ♥ 2
Really pleasantly surprised by how satisfying the driving mechanics are in this. The physics are really fun. I made a comparison to SUPERHOT on stream which I want to reitrate - it's a puzzle game masquerading as an action game. You can go in all guns blazing, but slowing things down and being considered and methodical, taking your time to balance increasing your rage with not losing velocity, is secretly the best way to play. Really nice reveal.
Graphics are simple but work well, and have nice details like tire tracks and angry headlights on the road rage cars.
Great audio, the car radio is awesome.
Thanks for the game!
Flirting 101 by OadT 2026-04-22T13:59:50Z ♥ 1
This is a great puzzle game that crams several layers of discovery into a neat little package. The depth is super impressive design for a weekend project!! Some reveals genuinely gave vibes of Baba Is You and similar games, that's a big compliment.
Art is simple and minimal, but in a way that really works. Embracing a limitation and turning it to your advantage is one of those great LD skills, and you've nailed it here. The characters bobbing around, the bow chasing your cursor with bouncy overcorrection, all great details.
Cute, funny, great puzzles. Thanks for the game!
Into The Nightmare by snk 2026-04-22T13:55:54Z ♥ 1
Thanks for sharing this on stream! For a first LD entry from a new dev, there are some really nice details in this game. Directional audio is a really cool way to navigate (sorry my headphones were kinda busted for that one), and I like how enemies are hidden by shadows EXCEPT for their eyes... which blink too! Really nice details.
The random map generation is genuinely very impressive, I'm not sure how I would go about making something like this. Procedural maps are very often grid-based patterns, lots of uniformity within the randomness. This map gen is way more reminiscent of The Backrooms, with weird unexpected corridors crammed in uncanny places - it's very cool.
Rooms are empty except for the enemies, so that's a natural expansion point for potential future dev. Some different room types with different props, and possibly new enemy types too. It's cool that they already have some pathing to chase you, and there could be more with different behaviours to spice things up.
Thanks for the game!
Téloche by Magalix 2026-04-22T13:49:39Z ♥ 4
Lovely game! Really enjoyed the visuals, the character on the couch with hard shadow on the wall behind them looks great, and of course all the animations are great. Clearly a game made with love.
Gameplay was really solid, a puzzle with a genuine learning curve which is fun to solve. I really like how animations have subtle clues to help you reach the correct speeds and colour palettes. I don't know what colour this kid's cartoon should be... But I DO know what colour the globe logo in the corner should be!
Thanks for the game!
Long Distance by conduit.games 2026-04-22T13:35:57Z ♥ 1
Thanks for sharing this on our stream! I really like the idea of having to move around to keep up with the game... Mechanics that bleed out beyond the game are really interesting. Limiting how far you can plan ahead keeps the tension up, and makes for a fun loop. I did run into some bugs while playing, although at least some of them seem to be to do with the Godot Web embed, so they aren't on you.
I believe you mentioned you'd also done a game in the past about resizing the window. Time to go try that one!
The Sound Store by Jejkobb 2026-04-22T13:21:10Z ♥ 2
I think the worst thing about this game was me. I am bad at these puzzles. So biggest point of critique: get good, me.
Loved the art, physical art put into games is awesome ESPECIALLY on the timeline of a game jam. Character art is super cute. Opening narrative is fantastic and something many jam games aren't able to stretch to, and on a similar note, really solid tutorialization.
So far it's one of the games I've played that most embraces the theme - this is game that cannot work if you remove the signal idea, that's always nice to see!
Online leaderboards are a great touch and another thing it's always fun to see someone get done on the strict timeline.
Thanks for the game!
Beacon of Hope by Mascoll 2026-04-22T11:25:18Z ♥ 3
Awesome job Dubious Potions. This is one of those rare LD games which is such a smooth production that it starts to not look like a jam game any more. Sure, it's a fairly short game, but it's a seamless experience. Great art, animations, sound, puzzles, and no bugs to speak of.
I love the collage style, really reminds me of a specific genre that for which I don't really have a name, but Samorost is the main comparison that comes to mind (I wish I knew the name of an old series I played as a kid on Newgrounds that really has this kinda vibe). Super cool to see that the art was physically made and photographed for the game.
The animations are lovely, moving around and between the layers of depth is really satisfying. Interacting with everything feels smooth, and the shaking inventory items are a nice touch. The UI in the interactions also looks great, (it reminds me of Rusty Lake). The UI does feel like it comes from a different game than the main art style - it doesn't have the same scrappy collage feel, but that's a very minor nitpick.
The pigeon is a good pigeon. 10/10 for the pigeon. Let's get a pigeon category added to LD.
I'd love to get some music in here! I'll caveat that with the understanding that some games like this get away without music, but I think Samorost could pass without music becuase of it's particularly weird and abstract vibe, it's "spaceyness", and also having a more detailed soundscape. Failing music, just getting some more environmental sound would go a long way. The forest sounds great and has nice variety, I'd love to hear more of that in the other areas.
Admittedly I'm early in my LD59 exploration, but at the time of playing, this has been my favourite.
Thanks for the game!
Cheeky Cherry Choo Choo by Phlip45 2026-04-22T10:53:33Z ♥ 1
Surprisingly fun loop to queue up orders and see my trains working out the rest, and a nice quality of life option to be able to remove actions from the end of your queue. Art and sound effects are very charming (love the wobbly city!); having two-frame animations is a great bit of polish that makes everything feel a lot more lively.
The way this could be expanded is pretty straightforward - more levels, more types of materials and nodes, and another pass on UI/backgrounds, but what you got done is solid for a compo-scope prototype!
My main critique (and it's fairly minor) is that it would be great to make it clearer that the home station could be upgraded, especially given that's the most fun upgrade in the game! A little icon on anything which it available for upgrade, or a number showing the CURRENT level of a station, could help.
Thanks for the game!
RedFlag:SOS by ReiMi 2026-04-21T12:11:05Z ♥ 4
Lovely art; I'm a huge fan of the music, and the shift in both visuals and audio as you get closer to losing is great.
Some bugginess with the click-and-drag machanics for me, but that's the kind of jank that comes with the jam territory, no big deal. My main critique would really just be conveying the goal - I had to come to the comments to fully understand what I was meant to do. "Send an SOS to waiter" is mentioned and that's a good start, but I didn't grasp that I was fulfilling two conditions, both the message and the alerting of the waiter with other actions. I was a bit confused as to why my message wasn't being noticed the next time they were passing by the table. Maybe this could just do with one more meter on the side along with Patience and Suspicion, showing visible Waiter Alertness?
On the other hand, this game nails the atmosphere. It starts strong with a lot of attention paid to the main menu, that's awesome (and a great pause menu too). And then there's something about most of the window being taken up with your view of Lanita in full colour, while the person you really want to communicate with is confined to a small dark box in the corner, showing up briefly and then leaving you hanging over and over... You genuinely feel the helplessness and sense of impending doom. It seems like you hit EXACTLY what you wanted with the vibe, and that's super impressive on this timescale.
Thanks for the game!