ColorCollector by huihang 2025-10-08T16:55:30Z ♥ 0
Very cute! Loved the mechanics. Only wish the game was a little smaller, easier. I got to find 'red', but messed up my spawn location, lost red, then knew I'd have to climb back. Very fun 'discovering the world' as you went, and the color felt great. Good work!
LD59 — Signal (33)
Avalanche by JulienLussiez 2026-04-24T18:04:06Z ♥ 1
Awesome! Gorgeous game! I wish the spatial audio was a little more obvious - only found 2, as I wasn't sure what I was listening for - but I really enjoyed just exploring!
Can't believe you managed to add ambient wildlife in a compo game!
I love the controls! Jams are exactly the place you want to try tweaked little control schemes. I found it very charming!
Great work!
R.P.S.G.F. by mr.kvinter 2026-04-24T17:58:15Z ♥ 2
I loved everything about it! I'm so glad to see these kinds of 'high-info versus games with augmenting items'. The vibe is perfect, the enemy face collages is an excellent touch - I'll have to use that some day! Fully engaged throughout, magnificent job!
V.P.N. by torte478 2026-04-24T17:42:03Z ♥ 2
Fascinating! What an interesting little game. Would love to see the formula tweaked further - what if it were different color destinations, instead of set destinations? What if you could 'starve out' the hackers by getting successfully delivering signals (that way, you could 'come back' from having too many, rather than having to restart).
Everything about this was lovely - the music, the art, but most importantly of all - the idea! Great work
Screenshot 2026-04-24 134025.png
Signal King by Tetramollaxx 2026-04-24T17:26:17Z ♥ 1
Fantastic entry! Perfection - I love the way loss grants unlocks / upgrades, the way you build out your almost microbial-like defenses, and the satisfying pulse of the signal.
The art, UI, and SFX for this game are delightful - incredibly polished and completely harmonious. Awesome job!
i love you, too by tolviere 2026-04-24T17:16:01Z ♥ 1
Everything works perfectly here! Just the right amount of controls, of visual feedback, of story.
Absolutely no notes - perfect entry!
There Were Signs by commanderstitch 2026-04-24T16:41:08Z ♥ 1
Haha this was great! HE was indeed big and green. Love the erratic, frantic UI. Game reminds me of Hylics.
Awesome entry, super funny, great work!
Expanding Horizons by TermiGht 2026-04-24T16:34:34Z ♥ 1
Ah - I really loved this one! I so whish I could unlock all the planets, but the decision to lock making factories when you discover Thuetania prevented me from doing so.
My first playthough, I rushed to discover new planets as fast as possible (thinking I could use them to set up new factories) so I discovered Thuetania with only ~50 factories.
I didn't know if it was a bug, so I restarted, and this time got 600 factories before discovering Thuetania. Still, even with full tech tree, 600 is not quite enough to make the game playable. (Even afer getting food and coming back, still not enough relays to reach Xenides, etc) Screenshot 2026-04-24 122348.png
That being said - I adore this concept (the orbital mechanics is a great touch to the incremental gameplay). I'd love to see what creating probes / stellar satellites would add to this.
A super polished compo entry, the music is fantastic and fits perfectly, and I never got tied of watching the beautiful orbits and data-center signal lines. Gorgeous entry - great work!
Sound Signals by pres2300 2026-04-24T15:57:34Z ♥ 1
Super solid entry! A fun idea excecated well. The backrooms were quite spooky! Great work
RESCUE by Andrey Angaev 2026-04-23T17:07:58Z ♥ 3
Beautiful game! Loved the shaders, the stone designs, and the skybox.
Didn't get far - the game asks you for quite alot! 31 jumps, by my count, to the 1st battery, some of which are timed, and any fall resets you to the beginning.
Softlocked twice, as I dropped the battery and it went 'into' the power station model, becoming unrecoverable.
Then, after I got both batteries, I wasn't able to figure out how to use the ziplines or where to go next.
Still - fun to explore and enjoy the music and whatnot. Good stuff!
Signal-Tied by Mr. Flower 2026-04-23T16:56:26Z ♥ 1
Wow, very cool!
As a lover of OG zelda and rogelikes, this was right up my alley! The 'signal router' was a great iteration on the dungeon crawler shmup - forces you to make some tough dodges!
All the guns felt great, the sfx and art were clearly readable and fit the aesthetic well, and the game was buttery smooth.
Had a great time with it! Awesome entry
FISTAL by Splix 2026-04-23T16:49:56Z ♥ 1
Cool! Couldn't finish, as I'm on a bit of a time crunch - but it was nice to see the power/freq working, and get a little ways into the story. Bit fiddly, but that can be fun too. Thanks for sharing!
Final Caw by Allen Antoine 2026-04-23T16:42:06Z ♥ 1
Gorgeous, moody game! Took me a few tries to realize blue lights were fuel pickups (as the yellow lights are, I think, just atmosphere?) but once I did, I could finally explore! Fantastic art - greatly enjoyed seeing all your wonderful illustrations and flying about to check out the cool space backgrounds. Great stuff!
SingAll by Bassilij 2026-04-23T16:33:48Z ♥ 3
Fun!
Signal from the Center by renovatio 2026-04-23T16:29:51Z ♥ 1
Woah! What a fascinating game. Huh - almost felt like spelunking! I've never played anything like it.
At moments, you feel like Han Solo escaping the detonating death star. However, it was hard to tell 'how big I was'. Sometimes I'd squeeze through a gap, other times I'd reset without feeling like I hit a wall. Because the cubes can move, perhaps I was being hit 'from behind' as a cube rotated into me?
Very dark, though trying to discern walls from the abstract moving shapes
I feel like if this was a 3rd person game, where I could see the outside of my ship and get an idea of my collider shape - that would be cool to see.
Never got too far into the cube, maybe 1/5th was my best? Hard to say.
Nevertheless, I loved the psychadelic, hunting feeling of trying to remember my orientation and navigate to the center. You've got something really special and unique here!
Mixed Signals (using DOD) by GideonGriebenow 2026-04-23T16:19:55Z ♥ 1
Cool entry! The idea of procedurally generating meshes using curve-over-time like pottery is awesome! Fun to watch the 'ball machine do it's work'. As others have said, can be unfair that the emitters can produce impossible-to-catch patters. Nevertheless, it was fun to tinker with and satisfying to look at. Thanks for sharing!
FM Escape by woona 2026-04-23T16:11:34Z ♥ 1
Very cool! Not sure if I exactly figured it out - but I did get to the end! Very cool idea to have a radio listening for hidden traps.
Ah - I definitely did not get that the traps were random, whoops! Guess I didn't really figure it out. Still! great idea
Radio Silence by PaulMag 2026-04-23T15:56:46Z ♥ 3
Woah!! What an awesome entry! So hard to pull off puzzle difficulty in a jam - but you did it perfectly! I was enraptured the whole time. And the twist ending? Fantastic!
The game was the perfect length - and chock full of beautiful art and wonderful theming. I was delighted to see you had fantastical scifi worlds to peer at (not just different colored circles, as one might expect from a jam game). Each was a beautiful little piece of story telling - how did you make so many little gorgeous planetary vignettes??
The tactile diegetic coordination of the different machines was awesome, and really evoked a sense of 'scouring the night sky with wonder'.
Also - did I notice the CMB as part of _her_? If so - very cool touch, genius. Loved it!!
Propaganda and Rhetoric by hammeredzombie 2026-04-23T14:58:23Z ♥ 1
Very cool! Love the idea of scouring an outside resource.
Can be fun in these games to allow the player to have a partial success, to let them know they are on the right track (e.g., entering in the text one at a time. I tried entering the first clue, and got the same 'bam' as entering wrong info. "Do I have the first clue wrong, or do I just have to enter them all first? Maybe I'm on the wrong path." - that kind of thing)
Loved the site's style, and a duck-duck-goose goose-hunt spy-thriller is fantastic theming. Great job!
Alien Delivery Service by Minus 2026-04-23T14:46:39Z ♥ 1
Cool! A very ambitious entry! Loved fiddling with the signal panel. Managed to get an order to come one screen, then would try to send the order and get negative money. Eventually, something would break and I'd have no money to repair. I restarted a few times, but couldn't get farther than that.
Fun just to walk around the station and admire the art. Great stuff!
Roadkill junction by BadPiggy 2026-04-23T14:34:46Z ♥ 1
Haha this is awesome! What a fantastically executed idea. The ability to signal the cars turns this from a tastily little arcade game, to a engaging puzzle-timing game. It is perfect that, when overwhelmed, the player can fall back to 'just dodging zombies and jumping impatient cars' - but then, once they've got their bearings again, they can line up an intentional multikill. Feels awesome.
The graphics work perfectly for the feel, the sfx add to the hilarity.
Also - having the 'working tutorial' be text on the ground that disappears once the player demonstrates reading it - brilliant.
Super cute and fun! Great work
Blacksmith's Apprentice by ellaris 2026-04-21T18:00:39Z ♥ 1
Very fun! Yeah, took a bit of comment reading - but I do love this idea of 'keep holding on to the signal while other kinds of noise try to throw you off'. Very fitting! Well done
LiliesPond by wo_ri_gou_le 2026-04-21T17:52:34Z ♥ 2
Woah! What an interesting entry! Never seen anything like it. Was fun to meditate with, and didn't over-stay it's welcome. I love jungle/dnb, so it was nice to have a rhythm game that uses it - that alone is unique.
Yeah - much greater than the sum of it's parts. This is why I love game jams! A beautiful and brilliantly unique thing.
Noise Shelter by fusionnist 2026-04-21T17:46:35Z ♥ 1
Woah! What an entry! The whole time I felt like I was on the RAZORS edge of softlocking, hah! Which was quite cool - I think this game must've felt like a nightmare to balance, making sure the player could make one, maybe two mistakes - but otherwise had to be pretty perfect in their managing of when-to-level-up vs when-to-drink-vial.
Also - you have tremendous skills as an artist an musician. It is so easy to have a jam game song drone on, but I enjoyed that tune throughout, and miss it now that its gone! A haunting, sonorous, almost dark lullaby.
The background was jaw-droppingly gorgeous. The bold purple mists reminded me of 'Off' - one of my favorite visually stylistic games. The bold, almost typographical elements were especially fitting of the alien-but-tactile style (the icons for the different signal colors, the sigils for the checkpoints, etc). It made it feel intriguing and diegetic, the way that like the Voynich Manuscripts have an innate allure.
All of the enemy designs were quirky, strange, and felt right out of that classic era of early japanese nes games where their abstract quality enhances their spooky and enemgatic feel. Reminded me of Hylics in that way.
Also - you made a whole friggen 2nd set of tiles, characters, and items for the virtual-world! Crazy!! _How_ did you do this much art and code in 48hrs??
Super impressive entry - fantastic work!
Fresneltic by Shoalmuse 2026-04-21T16:43:38Z ♥ 2
Ah I loved this one so much! I played a ton of it - I really could see this being a full game. Some things I adored: * The difference between nudging slow moving ship to help them, verses the full maneuverable and nimble craft at full-steam. I was always surprised how, once I got comfortable, I was able to maneuverer a ship to chase down and tackle a red. * "Learning" the morse here was so cool. I've played plenty of games that used it in some way, but never really lifted my eyes away from the guide in those games. This is the first game where I truly 'spoke in the signal' (of course, in this much limited command set). But it was so satisfying to just 'know' what commands to give. * The sweeping vs focused beam is a such a cool little piece of diegetic UI, I love it.
I wish the ship spawns were a little more controlled in some way, perhaps a wave of friendly ships, then a few enemy ships - giving you time to play as 'benevolent traffic control' and then swap to 'okay, who is closest that I can sacrifice'? When I happened to get spawns that lined up that way - that is when the game truly shined.
If you decide to take this further, I'd love to see some more complexity added as the game goes on: * What if certain ships want to dock? What if two ship want to 'pair up and trade' in the water, and you have to guide them over? * What if you have to 'defocus' the beam to detect hiding enemy submarines? * What if 'radar' ship pass through, and you can park them in strategic locations to uncover subs? Or mine-laying ships? Or battleships that can act as stationary artilelry? * What if there is some kind of risk/reward trade-off for "certain ships are higher priority, and I want to help them pass through quickly unabated. Other ships are more disposable, and I can have them wait around until I need them to kamakazi. Other ships might be willing to wait around a while - then get angry and try to leave?
Sorry - I'm rambling, not sure if any of that is helpful - mostly I just want you to know what a though provoking piece of game design this is!
Yeah - I hold this entry in such high regard - a perfect 'signal' entry - fantastic work!
Green Screen by beareye 2026-04-20T18:46:53Z ♥ 2
Haha I'm surprised you didn't allow humor rating, the I found the game quite funny! Making the player click to type and look around a screen to look around a screen had a sort of rare metahumor.
I only got 1 node, but it was fun trying to figure out what the game wanted, and how to go about it best. I thin you could've had a 3x3 grid and the game would've been much better suited to the amount of time you have before restarts, etc.
Good stuff!
Shooting Stars in a Blocky Cosmose! by AweSkyBear 2026-04-20T18:38:15Z ♥ 1
Super fun and cute! Such an interesting mechanic - zooming out and in to scan the skyline. Oddly - it was somehow both arcade-y and meditative, which I don't think I've ever felt before.
A lovely entry! Ended up with negative score - but enjoyed it the whole time! Really pretty to, in a way that is hard to describe.
Hey! I recognize that melody! Makes me want to point out constellations with celeste and blathers!
Saving Planet by Bambutcher 2026-04-20T18:30:14Z ♥ 1
Woah! This was awesome! And jaw-droppingly gorgeous: * I can't gush enough about the parallax starry background!! The subtle rainbow of colors, the pulsating glint - oh my god, soo pretty * The planet was so cute! Loved to watch it spin up there * The gun and binary bullets looked sick, so satisfying watching them belch out and bounce around * The little antennae icon remind me of the [deep space network](https://eyes.nasa.gov/apps/dsn-now/dsn.html) icons - which is, of course, a perfcetly on-theme! * The black hole? Oh my god, I want a poster of that visual!
Reeeeally tough before I figured out how antannae worked, haha, but after I read you message, it was a blast (good note @bigfatgua!)
And so fun! Matching the 'bullet length vs speed' and the 'has to match the binary' mechanic is perfect for the theme, but also totally novel! Very interesting dynamic.
Great entry! Loved it - thank you for creating it!
Sieze the Means of Production by amirrajan 2026-04-20T18:02:20Z ♥ 0
Wow! What a fun entry - managing getting close enough for artillery, but not too close to sacrifice miners was a fun edging problem. I love how you handled scouting - hilarious, and actually really fun - and the landmines gave you a strong reason to use lots of the. Having the prices reset when you lost drones was a fantastic way to prevent softlock - can't believe I've never seen that before.
Git to 60% signal before running out of resources. Guess I'll forever be a stranger to love - you know the rules, and so do I.
Great work!
Lonely Crossway by polyvishap 2026-04-20T17:20:21Z ♥ 1
Very cool! Couldn't get past 18. Great atmosphere - I like that the roads are completely empty (until, of course, the worst possible moment) - gives it this darkly omniscient vibe. Cool stuff!
n 0 m i n a l by 0x0961h 2026-04-20T17:09:23Z ♥ 1
Oh my god, I loved this one! I don't know how I've never seen this puzzle before - it feels timeless like sliding squares or jigsaws. In fact, in some ways, it even surpasses those. Perhaps it is a known thing, and I've just missed it so far - but it was a joy to master.
Fantastic writing (which can be quite rare under a time pressure). And the theming was delectable - I'm a sucker for this cassette-future low-tech-sci-fi, and this game nailed it perfectly. The 'paint' comment is chilling... The vermis-style dark dithered title screen is wonderful.
If I could, I would put a box-set of this game's floppies on my bookshelf!
Anyways, I'm sure it's just 'Mr. Beans'. Glory to progress! Fantastic work.
Sacrificium by Smerdyaisaurus 2026-04-20T16:44:47Z ♥ 3
Very nice! So much to like about this entry - the title screen is absolutely gorgeous. I love the styling of the 'puppeteering' during travel. All the Undertale style fights were fun - and the fight music is absolutely banging! Great work all!
Remote Tactical Wars by CrociDB 2026-04-20T15:54:05Z ♥ 2
Woah! Super cool - games like this make me love the theme selection. Never seen anything like it. An absolute joy to figure out - and some truly fantastic sfx and visuals. The wave propagation was soo satisfying. The way the 'corridor of death' puzzle teaches you about signal strength limits? How 'Too Many Signals' just barley works? You are a master of puzzle design.
Exactly the right difficulty and length. Adored this entry.
The fact that the mode-switch sfx tells you what mode you are in - great touch. Great work!
LOUD TOWN by qwesasuke 2026-04-20T15:34:10Z ♥ 1
Woah! This is a compo game?? How did you get the owl sounds, and the air raid siren? So much programming and art as well. Some moments I loved from playing: * The static effect is awesome * Love the scarecrow design and mechnics - super cool! * Was able to escape an enemy by running out into the woods outside the map!
Great work!