Find Divine by vicebrother 2026-05-09T00:53:31Z ♥ 0
I don't normally play horror games, but this game is really intense! The audio and visuals do a really good job of making you feel like you're in the dark, never quite sure what's ahead or behind you (or where the monster is once its music plays), and running at full speed with the monster trailing three feet behind you is terrifying. I played a few times, and got to the tower the third time, but didn't find the exit to the south. I did find one of the dragon masks at the south fence in the open field though.
LD60 — Old Tech (17)
DECLIVIS by b4ux1t3 2026-10-29T01:16:52Z ♥ 0
The SNES Civilization game mystified me as a kid. I had no idea what was going on, just that I was moving around the map with my unit, finding resources, and slowly figuring out how the game works piece by piece.
As it goes with text descriptions, sometimes the things taught in the description don't register until I've actually played the game, and can parse all those terms. But I didn't mind here. It was rewarding figuring out the game one mechanic at a time, and it gave me that old Civilization vibe.
Some random thoughts:
* Started with "easy". Tried moving the character to different tiles, and was a bit confused when the character would get stuck on the city, and even more confused when moving the mouse over the grid caused the game over screen. It would probably help here to communicate why the player lost on the game over screen. But eventually, I figured out I needed stone to build the aqueducts, and that the game over screen just appears when I run out (and my city dehydrates). * Eventually figured out the rest of the rules, like the various rules for successful aqueducts, or that aqueduct tiles can't be placed on un-gathered resources, or how to raise and lower terrain. * The game is kind of a cross between a puzzle game and a mountain climbing experience. You have to route your way around the map before you actually go anywhere, and that tends to make for a rewarding adventure. * Sometimes there would be single trees in a valley or on a hill, which usually were net zero on food, but sometimes seemed like they might be useful if you were terraforming in the area. * I've never played a Picotron game before, but it seems like a kind of awesome platform. * The difficulty in the game was mostly added by making the maps larger, but I think the larger maps might have been easier to play, since resources are more plentiful. It would be cool to see maps with a lot less stone and wood, so you have to do more planning/routing to get just the right amount for construction. * If there's one visual indicator that would be handy to see, it might be showing water in aqueducts that are successfully downstream from the lake. Otherwise, there's no feedback to know if you're placing tiles correctly until the win screen.
Overall I thought it was a pretty awesome concept, and I had fun discovering how to play and routing each of the maps. I played all three difficulties. Here's "hard" just before the last tile:
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Tiny Technician by brimstone 2026-10-28T23:28:07Z ♥ 1
Pretty cool entry! It was tricky, but made it to the end:
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Random thoughts:
* First few tries, I didn't realize "let it through" was a button I could press, and kept losing to values starting in the green range. * Last few tries I lost to the negative numbers. I never really figured out how those worked, because sometimes it seemed like they made it impossible to get the right value. At some point tried to underflow the value (to see if it would wrap around to the top), but it didn't seem to work that way. Eventually got to the end, though, through a bit of luck. * Was fun playing through the game as it got more and more hectic. Never really looked too closely at the specific numbers. Early game I was eyeballing it because usually there was enough info to rule out the surrounding numbers, and late game the timer was restrictive enough that I had to make quick guesses at the right flip. * The disabled keys I think made the game slightly easier when they showed up, since it helped rule out options to decide between. * The mood shift in the music mid-way was awesome, and that second track is a real bop. Added a lot to the feeling that things were escalating.
Bumper Cars Guy by notnasiul 2026-10-27T15:54:05Z ♥ 1
This was pretty fun! First couple tries, I didn't realize I could jump into the same cars as the kids, so I was just picking up empty cars and ramming them into the kids' cars, hoping that'd make them happy. Third try, re-read the description and realized I could drive with them, and then figured out they just wanted to go zoom and not stay still. Gets hard later in the game. Seems like jumping into the middle of a jam and driving out is usually the best strategy.
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Golfzilla by Bernhard 2026-10-27T15:14:44Z ♥ 1
The graphical style is pretty cool. Kind of like vector shapes downscaled to pixels and then each pixel getting an almost Windows-95-esque tiling pattern, with lots of funky pallet swaps. The game itself isn't too difficult once you get used to how the trajectories land, and in particular, it doesn't seem like there's any kind of difficulty ramp. Once you get good enough, you could probably keep going forever. But it was neat learning the ropes, and the occasional screen wrap jumps were pretty challenging.
Haven't tried any of your other Ludum Dare games, but also cool this is the fourth game (on the current site) in a "zilla" series.
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Use the Shovel by Ilari 2026-10-26T18:43:20Z ♥ 1
The atmosphere in this game is pretty cool! The two color scheme, and that you can only see a little ways in front of you, did a lot to make the map feel large / easy to get lost in. It was also neat finding little new mechanics for the movement as I went through the game, like stepping up one-block stairs, or being able to jump between pillars. There's an interesting block where only the top of the block displays a texture, so stepping onto it makes it feel kind of like an elevator that pops out of the ground.
I feel your pain on running out of time for grandiose plans. If it's down to the wire and there's something interactable, though, there's usually some way to turn it into a playable entry, and I think you did a good job of that here.
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The Base for Old Creations by alaah 2026-10-26T17:46:28Z ♥ 1
This was extremely cool! Like something crazy went down in 1726, and you end up in a bizarre alternate world with its own set of rules. Some random thoughts:
* First thing opening the game, gave off a kind of Myst-like atmosphere between the blocky mountains and soft, modulating hum. * I like seeing less UI in games, and the location-based interaction let that work without using crosshairs. Did confuse me at first, though, because the interaction text appears even if you're not facing the item. * The texture for the walls + furniture + sky is awesome. Especially the contrast between seeing it at a small and large scale. * Played on Linux, and my Linux username seemed to work as intented in the chat program. * Felt like my character had some control over their destiny, but between the torture device in the corner, and that I was trapped in a doorless room surrounded by a barren landscape, there was always the ominous feeling that I wasn't actually in control here. * I didn't look at anything except the Ludum Dare description before playing (only looked at the hint section after "winning" the game a couple times). I kind of love games with esoteric puzzles that never quite explain themselves, and I wish there were more games like this out there. * Not sure if it was a bug, but the screen's CRT shader only showed up for part of the first playthrough. The lightbulb also doesn't re-light if you reset the game. * The mirror's interface was a lot of fun. Janky, especially when the cursor doesn't have an obvious pointer, but it adds a lot to the atmosphere, and I'd take that over usability any day. * After the first playthrough, I tried a couple more times to see if there's some other way to end without overloading the system. Seems, though, like my fate is just to go to sleep (forever).
Definitely one of my favorites this jam, thanks for making!
Deep Dive by vidarn 2026-10-23T23:51:18Z ♥ 1
I haven't played many deck building games, but they can be time consuming once you start digging into them. So it's refreshing to see a small, bite-sized deck builder I can finish in 15-20 minutes. It was simple enough to pick up right away, but complex enough that I needed to design the deck for each mission.
The visuals are lovely as always! The UI was clear about what was going on. The only visual change I might suggest is the yellow borders when selecting cards in the library -- the yellow-on-yellow made it hard to tell at a glance which cards were selected.
My playthrough was mostly spent descending as soon as I had each descent card, so I could end the mission as early as possible (before morale or temperature were lost). By the end I was mostly ignoring upgrade cards, and just using action cards to dive and replenish temperature/morale.
Overall, pretty sweet entry! A couple miscellaneous things below.
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The game doesn't technically let you get lower than a depth of 6, but if you could, I think you'd be able to go from depth 1 to 10 on mission 4 with the following cards:
* Sink Weight | Turn 1 * Jumper | Turn 1 * Heating System | Turn 1 * Spot Regal Blue Tang | Turn 1-2 * Positivity | Turn 1-5 * Creative Wiring | Turn 1-6 * Hydrothermal Vent | Turn 4-6 * Dive Deeper | Turn 5 * Dive Deeper | Turn 6 * Dive Deeper | Turn 7
---
Only found these while bug hunting, but there are a couple ways to softlock the game:
* If you lose the game during the tutorial level, and then open your card library, there's no way to exit the card library (since you only own 8 cards at that point). * If you use both "Energy: -1" upgrades, stay at depth 1, then fill up your hand with cards that cost 2+ energy, then the game goes on forever:
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NewHouse™ by Frogravity 2026-10-23T19:21:08Z ♥ 1
Starts out as a home designer, and turns into a kind of narrative game. The way the designs (and music) decay over time is really effective, and I love how all you get from the story are little snippets from people who just want some shelter, but it feels like you're a part of some much larger story.
My headcanon:
* 2100 - The world's surface has become inhospitable to life. Massive underground networks are constructed to house the remaining humans, but much of the world's technology is left behind when the doors to the surface are closed. * 2160 - Ludum Dare is on the news, and still going after 158 years. "Elephants in the Room" has finally been picked as the theme, and suddenly elephant statues are in high demand everywhere. * 2165 - The various systems keeping humans alive underground are starting to fail. Plants are wilting, and stores of food are running low. Two factions emerge: one that wants to breach the surface and attempt to restore lost human technology, and the other, which would rather live out their remaining days in peace, away from the sins of the past. * 2170 - The above ground faction opens the door to the surface, and leaves the undeground, never to return. The few who remain do what they can to survive. The final Ludum Dare is held this year. * 2185 - Long dormant computer systems from the surface turn on, and begin to slowly purge the underground of its infrastructure, along with any humans who remain inside. * 2190 - The last humans perish.
The Red Baron takes flight again by CaptainDreamcast 2026-10-23T17:13:59Z ♥ 1
The "Theme Detecting Baron Takes Flight Again" is another banger, and I hope our old tech lasts long enough for you to keep making these.
Seems like the speedrun here is mostly about making sure as many of your ship's bullets hit the (blue (evil)) final boss as possible. Took the record from @frogravity (I dare anyone to take it back):
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Iconworld Doctor by cassowary 2026-10-23T16:27:30Z ♥ 1
The compo puzzle games you make are always pretty satisfying to solve. Was cool managing two different layers of pieces, files at the small scale and windows at the large scale. Seemed to have a kind of pathfinding system for the windows. The synthy startup sound and blurry pixelated backgrounds are also really nostalgic (have you ever checked out the [Windows Wallpaper Wiki](https://windowswallpaper.miraheze.org/wiki/Windows)?).
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Dr Break Boom Invaders by Jimbly 2026-10-23T01:46:18Z ♥ 0
I really like the DOS vibe. The walls of random characters, and the way everything loads in piece by piece when you unpause are pretty hype. Some thoughts:
* It was fun moment realizing the games could "break out" of their containers and spill into other games. There are only the couple features that do this, but they both add some interesting strategy to the game. * I used d-pad on a controller, which felt pretty good (even if it's slightly less precise than a keyboard). I'll usually take controller over keyboard when it's available. * A couple quality of life suggestions might be a way to skip the tutorial, and also a way to pause but still see the levels/hearts/etc. First playthrough, all my attention was on the gameplay, and I couldn't look down long enough to figure out how the UI worked. * Invaders is where the game's difficulty curve comes from. Since the aliens always advance, it's the main timer you have to pay attention to, and the increasingly large stacks mean you have to spend a larger percentage of your time each loop dealing with those aliens. Without Invaders, I think you could hold right and continue to gain points indefinitely.
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Final strategy:
* I held right for most of the run. It kept Dr. Mario from ever filling up, gave Kaboom a constant resupply, and kept the Kaboom bucket at that resupply location. * Holding right or left lets you keep the Breakout ball in a single column, so you can keep every game at roughly the same location without having to move far. It also means less points from Breakout, but most of my score was focused on Kaboom. * Most of the action happened between breakout ball hits. For the first half of the game, I spent that time moving left and right gaining more points/levels in Kaboom. * The second half of the game was still spent holding right, but in survival mode. Occasionally, I'd need to gain lives in Breakout, so I would clear a couple levels there, and just ignore Kaboom for that moment (since it was my main scorer, it always had plenty of lives). * Surviving Invaders was trickiest. Sometimes I'd have to drop everything else to clear out some of the aliens. But if I wasn't in a rush, I could keep the "hold right" strategy going by moving Breakout and Kaboom to the left edge, holding left for a bit longer, and then moving Breakout and Kaboom back to the right edge before the Breakout ball made its next hit. That let me slowly inch the Invaders ship towards the middle where it gets more hits. * Since Invaders is the game's main timer, the slower I can level it up, the longer I have before the game gets out of hand. Keeping my ship to the right did an alright job, since it hits a low number of aliens, and always clears one column at a time (and each column removed slows their descent). * I didn't try this, but the optimal Invaders strategy is probably to avoid clearing each level as long as possible, and then (whenever lives are availalbe) losing a life just before clearing. That keeps Invaders at the lowest level for as long as possible. * I just ignored Dr. Mario. The only times I leveled up there were when then Breakout ball entered the area and cleared the level for me.
20 Terminals by fusionnist 2026-10-21T02:52:49Z ♥ 1
Want to mention that the music for this game is stunning! That combined the terminals over the dark void just sets such a great atmosphere. The exit button wipe is one of the craziest game exits I've ever seen.
Had a lot of fun optimizing patterns to find the best combination of pieces. Got 26 on my first try, but eventually got the score up to 68. Might be the maximum score?
* All the K's, B's, and J's were used up, so no way to reach places faster. * There were still I's available, but there aren't many places that need fast upwards vertical speed, so I couldn't find anywhere else to use them. * There are some places I could add score by freeing up an X or O, but every X and O are already being used to gain score elsewhere.
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Steam Dasher by ghettobastler 2026-10-20T16:48:50Z ♥ 1
I think this game is kind of wonderful! I love maps, and trying to navigate around just based on what I see in the environment (and whatever internal sense of direction I have). I've occasionally been backpacking, and my favorite part is the sense of adventure traveling from point A to point B with a map that never quite gives you all the details.
Can't say I was great at navigating, and now I'm 100 dollars in debt. But by the end I was starting to get a more intuitive understanding of how the world was shaped, and could probably pay back the debt with a few more runs. I didn't read any of the hints, but things did make more sense once I figured out that the world loops.
Lots of great polish and effects, and the gear-shift-controls were quite smooth.
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CeeDee Survive by Nitesh 2026-10-20T16:03:55Z ♥ 0
This is a nice frogger-like game. The music speeding up as you crossed each road did a good job making things feel more frantic. And the names for the corporations running all over our physical media are pretty great.
Gets tricky at the end, but I can consistently get past the semi-trucks if I start by moving along side them and barely clipping past the edge of the vehicle.
Also, rest in peace floppy disc. o7
OadText by OadT 2026-10-20T15:46:57Z ♥ 1
This was awesome, didn't expect to be using my phone as the controller. Some random thoughts:
* The half-second delay between pressing a key on my "remote" and the result appearing in game, plus an occasional dropped press, are both kind of perfect. Does that happen because of the way you implemented the web connection? * The keyboard controls are strictly worse since they don't have the delay or unreliability. * The sounds from the remote kind of remind me of the Wii (the only console to have a speaker built into the controller). Gimicky even back in the day, but in a fun way, and I kind of miss that on modern controllers. * Love how the Tower of Hanoi is just a bunch of TV channels (that you can still flip through with P-/P+). * Has the front page of Ludum Dare and everything, this should probably be the next LD website design.
Explored everything listed on the index (but didn't check every channel, that would take forever lol). Really cool take on the theme, felt like I was a kid again with cable and a chonky CRT.
Old Wash Laundry by Rafa Fiedo 2026-10-20T03:25:02Z ♥ 1
Very adorable game, especially with the old lady sound effects whenever her mood changes. Gets tricky the way the she gets more picky the longer you stand in her presence.
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The Margin Game by henk 2026-10-20T01:50:06Z ♥ 2
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This was pretty hype to try on an old safety manual I had lying around. Started at the top with "Operation", lost once at the X'd out "battery", continued after that at "required", and finished down at "charging". Some thoughts:
* Lost the first attempt because I wasn't keeping track of which columns had a sum over four. The word "battery" shows up a lot (it's a safety manual for a battery), and a bunch of three's in a row can be deadly. * There were a couple times I accidentally cheated and crossed out a double-two (forgot I needed a 5 or greater sum, rather than 4). One thing the rules aren't quite clear about is whether a double-two counts as four in terms of the next number being "strictly less". I played as though they did though, because otherwise you would make a column unwinnable by placing a two after a crossed out number. * Once I started keeping closer track of the syllables, it was pretty straightforward to make sure I always had a column or two ready to cross out. If I play again, I might try with harder rules (like needing sums of 6 or greater to cross out). * This particular page was mostly 4 syllables or less (aside from the occasional "automatically" or "lithium-ion"). Would be interesting to see how prose with longer-on-average words plays differently.
It's pretty cool as a single player game you can play anywhere you have a pencil and paper. Feels like something I'd play if I were bored in class or at a conference or something.
Can't wait for version 2.0 with screenshake mechanics :)