FoonLudum Dare ExplorerUsers → zidan-banan

zidan-banan

Category Medals

YearLDThemeGameDivisionCategoryScore
🥉 2025 58 Collector Please don't touch my collection compo Theme 4.48

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659SignalObserverjam964.043.433.874.154.504.53
202558CollectorPlease don't touch my collectioncompo134.063.724.014.484.403.693.333.99

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by zidan-banan

LD58 — Collector

I Want Your Teeth by OddballDave 2025-10-07T15:48:54Z

The concept and art are great! But as everyone says, it's incredibly difficult.

I barely got to the third image on the 50th try.

I think I can get used to it, but it's too expensive. Especially getting it in my mouth on time.

I didn't even have time to understand the rules. I think at least adding a pause when switching to the next picture would be nice.

Unwordy by Omiya Games 2025-10-12T18:32:06Z

An interesting idea that encourages social interaction and competition!

I found it challenging because I don't speak English very well, but overall I enjoyed it.

Perhaps more customization options would allow for more interesting interactions. For example, instead of a name (why only three letters?), you could add a link to the user's LD page.

Paper Fishing by iovorobiev 2025-10-10T14:14:49Z

A fun little game!

I enjoyed matching fish chains.To get rarer ones.

It would be great if the book showed which fish bite which bait. Like a branching tree. That way, I could set goals and work toward them more consciously.

Add a link to the Itch page that leads to the LD page. I first found Itch, and then I had to search manually on LD.

upd: Oh, I saw you have a fish catching diagram. I think adding that to the game would be great. You can even skip the outline so it's hard to tell which fish are which, but the player would still be able to see the entire chain to track the progression.

Nightfall by Rongo Matane 2025-10-12T21:06:11Z

An amazing game in every aspect!

Even after seeing it played on stream, I wanted to do it myself.

It's beautiful, sounds nice, and plays very tactilely and responsively.

I have nothing to add. Perhaps I was amused by the final character who seemed hesitant until the very end.

The Crossing by IndigoWolf 2025-10-07T12:06:16Z

The gameplay is simple, but very addictive! The difficulty balance is good. The fact that you have to manage three boats that test your micromanagement skills is super! Thank you for making the character collider smaller, so you can sometimes slip through shadows.

There's a slightly missing goal. For example, accumulating a certain amount. Or completing it within the allotted time.

You could also punish the player a little for losing a soul, since it's currently not a threat.

Thanks for playing, I've accumulated a hundred. 2025-10-07_14-55-35.png

Memory Duel by exigo 2025-10-07T13:57:51Z

I beat the game! It's harder to remember the colors, of course, but considering the enemy isn't very smart, it was easy.

The cards flip too quickly. I think if you slow down the cards and make the enemy a little stronger, it'll be fine.

What's Left to Keep? by Foursay 2025-10-07T13:29:32Z

I really liked the fake text input feature. I didn't quite understand the meaning (due to my poor understanding of English), but I think it's a bit of a critique of consumer society. It could have used a bit more gameplay, but overall I liked it.

Ashveil by FunBanan 2025-10-06T18:19:01Z

Кайф! Исследовать карту с механикой сапера было интересно. Все играется и ощущется приятно.

Немного неудобно тыкать постоянно в инвентарь, может вибирать действие мышью рядом с ячейкой было бы удобней. И выстрел последним оружием на ЛКМ тоже упростил бы задачу. Шаг тоже можно чуть быстрей, чтобы из одного конца крты в другой быстро преремещаться.

Сокобана тут особо не заметил) кстати, может какой-то куб фонарь перемещать, который подсвечивает пару-тройку клеток.

В целом задумка огонь, мне очень понравилось!

2025-10-06_20-56-54.png

#1 Card Collector by Jvdwijk 2025-10-12T12:44:12Z

Funny! Reminds me of Stanley Parable and that's cool!

Out of Chalk by JustCore 2025-10-24T22:04:25Z

The atmosphere is awesome! I also liked the story and ending! It feels great to play.

The gameplay was a bit lacking. The puzzles are simple. The Sokoban field is scorched by Steven's sausage, Patrick's paradox, and so on. We're waiting for more Sokoban from Jonathan Blow. Therefore, the requirements for Sokoban are very high, although interesting ideas are still emerging. The creator of Baba from You had a series of short Sokoban games - https://itch.io/c/4014684/tiny-block-pushers

I love puzzles in general, and I'm happy with any puzzle game, so thank you. There are very few puzzles out there, especially good ones. Here's a good article on how to make puzzles with interactive examples based on Sokoban - https://auroriax.com/puzzle-explorable/

Glow below by robin_schmitz 2025-10-12T19:18:32Z

This looks really nice!

The controls are weird, but fun, and I think that's on purpose.

I found the gameplay a bit boring. I never figured out whether the items affected any stats. Perhaps the effect could have been more noticeable.

The sound and art are great! And thanks for the beautiful devlog (I came to play it because I saw it in my LD feed).

2025-10-12_22-12-30.png

Stamp Divers by harujam 2025-10-12T18:55:44Z

A very enjoyable little game!

The mechanics feel fresh and fun.

The game itself is simple, but the level objectives are a bit confusing (the same icons and colors were hard for me to read), so I had to collect all the envelopes in the level.

Overall, it's a lot of fun to navigate blindly!

2025-10-12_21-44-44.png

Cats King by av_shustov 2025-10-10T13:23:53Z

A fun idle. The chain mechanics feel fresh!

The progression needed to be not just a little faster, but exponential, like in other incremental games.

The game is a bit lacking in responsiveness. For example, highlighting the cursor when hovering and making interactive areas more clear are ideal. It's also a bit odd that you can build through walls.

2025-10-10_16-14-39.png

Great Tearer by Remote_ms 2025-10-12T19:49:47Z

It's funny, but there needs to be some kind of gameplay goal. It's good that there are black obelisks, but they're not enough, and as far as I understand, they appear randomly.

Perhaps it would be a good idea to reward the player for building closed areas (instead of long lines like mine).

I discovered an undocumented zoom feature.

2025-10-12_22-45-12.png

Tarnos Quest by SHAKIROVICH 2025-10-07T17:14:33Z

It looks very stylish!

In my opinion, the game really lacks responsiveness. The fact that we don't know the enemy's health is fine; I understand that was the idea, for the strategy element. But adding indicators to indicate where the enemy is hitting would be much clearer.

And of course, I'd like to see which limbs have fallen off the enemy visually.

And we've already talked about the difficulty. I wouldn't even make a tutorial here; I'd add more opportunities for exploring this world through trial and error, for example, more health and mobility. I love it when nothing in a game is clear and learning happens through gameplay.

It would also be great if damage to body parts affected abilities. For example, damage to the eye would impair vision, damage to the ear would impair hearing, etc.

Overall, the concept is interesting, and if we added more gameplay feedback and tactile feedback, it would be great.

By the way, there was an interesting game at the Siberian Game Jam with a similar idea - https://tululeo.itch.io/monstro

The Candelabra by kalasherr 2025-10-08T16:52:11Z

I did it! 2025-10-08_19-28-38.png

It wasn't that easy. It's not entirely clear what's going on; there are too many possible combinations. Perhaps some kind of log would help me monitor the process and make decisions more predictably and strategically.

The mechanics are interesting; I liked it.

Rogue Scribe by Enryu Mirik 2025-10-09T00:41:34Z

This is a very good game! Even though it's rough around the edges, there's a clear attempt to make something interesting. I think that's exactly what you should do at jams—experiment with mechanics.

The level design encourages exploration. I especially liked the room under the ceiling and the dungeon with the gravity skill.

I understand time is limited (dude, it's also a compo!), but I think it would be better to ditch some mechanics to polish the existing ones. You probably already know this. Of the 9 existing mechanics (if I counted correctly), I'd keep 3-4 and focus on polishing them. I'd also add at least some sounds and maybe some simple graphics, since all game elements are important.

The goal could also be more clearly defined. For example, highlight the place you need to reach or, through a simple narrative, hint at the need to collect all the spells.

Another minor detail: I missed a gravity effect timer and a hook target indicator (at least a simple icon change). And why didn't you use left and right mouse buttons? It would have been much more convenient.

I'm not sure it's possible to develop this game into a full-fledged, large-scale game within a reasonable timeframe and resources as an indie project. Perhaps if you focus on one killer feature, you could make a cool small indie project. But it's still a ton of work.

I'm not very knowledgeable about action games (maybe you were thinking of something like Ghostrunner), but to my taste (because I love puzzles and exploration), this game would make a great puzzle platformer or Metroidbrainia. I recently discovered a great game in this genre with a relatively small scope – [Chroma Zero](https://store.steampowered.com/app/3121470/Chroma_Zero/).

[In my last jam](https://maximkolesnikov.itch.io/sizematters), I also experimented with some spatial mechanics.

Overall, I really liked it! Special like for the dash effect withh FOV.

EBLU by n1evsky 2025-10-08T22:41:19Z

I did all 3!

The idea is funny! It's somewhat reminiscent of Stanley Parable.

I noticed the game speeds up over time. They could have added an ending where you do nothing, accelerate to cosmic speeds, and get an achievement or a trolling comment from the author.

I also liked the transition to the red screen.

And I'd like more gameplay.

GunShift by ShadyShade 2025-10-06T18:42:29Z

По началу фризы были, но потом они вылечились и играть стало приятно)

Тема не то чтобы сильно раскрыта.

Понравились улучшения и их комбинации. То что игроки не стреляют в тебя из-за экрана замечательно, но немного рушит баланс и позволяет почти в всех случаях безопасно всех поубивать, в т. ч. босса. Хотя если такая задумка то ок, особенно с рикошетом удобно это делать. 2025-10-06_21-34-17.png

W.A.L.K.E.R by Suslik 2025-10-07T13:37:13Z

Жаль, кажется я где-то видел залипательную гифку с этой игрой

The Witch Chef by dumchevdev 2025-10-20T23:56:07Z

The game feels amazing, everything is juicy — the animations, the effects, the tactile feel, the sounds!

2025-10-21_02-49-29.png

A special like for the bone appetit (and I think there were some other puns, too).

Sword collector by OttoBroccoli 2025-10-11T20:42:05Z

Cool! I like the visuals (the environments and UI), the gameplay, and the sound design. The concept is also good.

There was a bit of a lack of feedback from enemy attacks. It's also cool how when you deal damage, part of the enemy's health bar glows white and only then disappears. Little details like these significantly enhance the tactile experience.

I liked that the game isn't difficult, but maybe other players would like more of a challenge.

It would be fun if the eye followed the cursor.

That's a good result for three days!

FluxBeam by ImmortalFox 2025-10-07T14:53:19Z

I did it! 2025-10-07_17-40-42.png

Great atmosphere!

I felt the gameplay was a bit lacking. Perhaps it would be nice to add navigation elements so you could build a map in your head. These could be simple, memorable objects, like a strangely shaped rock or a slightly different color palette in an area. This would encourage the player to move more consciously and have more control.

More hints could also be added, like at the end, to make it more of an exploration puzzle.

The A?! game by mr_mesmer 2025-10-08T22:13:16Z

2025-10-09_01-12-58.png

Steal the Panties by Indiealesha 2025-10-09T23:05:28Z

Безумец! Когда ты написал, что будешь делать и про трусы и про рыбалку, я сначала не поверил, но теперь это на моем экране)) я кстати требую процент за идею совместить рыблку и трусы. замена балкона на крышу не считается))

Маска топ, именно в виде трусов)

2025-10-10_01-54-35.png

Claw & Collect by d-demetori 2025-10-06T16:31:37Z

Nice graphics, tactile, and addictive!

I liked the music. It's like a kalimba.

It would be great to add more challenge or additional goals. Maybe add permanent AI assistants and turn it into an idle game with geometric progression.

Sometimes I got confused between my hook and the AI's. You could separate them by color. Also, it's a bit confusing that the hook returns to the center. It's better to return it to the same position. Even better is if the player throws the balls themselves, so as not to wait and the game is more active.

KeyboardCollector by NoodleStorm 2025-10-07T15:23:50Z

A great exploration game!

I couldn't finish it. But the concept and mechanics are interesting.

Perhaps a moving camera would have made it easier to navigate (or at least that was the idea). It was a bit jarring to fall when I stepped toward a new screen.

I was hoping the I and P buttons would do something. I circled around a few times and thought I'd gotten around everything, but I still couldn't figure out how to get to the letters on the left and right (I think they were O and T).

Please don't touch my collection by zidan-banan 2025-10-05T23:09:05Z

Hello everyone! I made a game about my friend's bottle opener collection. He's been collecting them for years! 2025-10-06_01-57-34.png

The game is a short puzzle quest. There are several points where you'll have to challenge your brain. 2025-10-06_01-44-18.png

You don't have to collect anything in this game. The collection is already complete. Can you de-collect it? 2025-10-06_01-42-44.png 2025-10-06_01-48-28.png

Please don't touch my collection by zidan-banan 2025-10-08T17:47:48Z

@solidhinken Thank you very much, but I'll still double check

Please don't touch my collection by zidan-banan 2025-10-08T17:51:15Z

@khamekaze DID YOU TOUCH MY COLLECTION?!?!

Please don't touch my collection by zidan-banan 2025-10-08T17:52:58Z

@naru Don't delay)

Please don't touch my collection by zidan-banan 2025-10-08T18:20:24Z

@catusfelony Very nice, thank you! I was trying to evoke exactly that feeling.

Please don't touch my collection by zidan-banan 2025-10-08T18:54:36Z

@timelost Thanks! I was a little worried about the sounds, since this was my first time recording them. But I haven't learned how to make music yet.

I decided to keep the magnifying glass and the swaying objects thing; it seemed a bit more fun that way.

Please don't touch my collection by zidan-banan 2025-10-08T19:04:46Z

@apdt Thank you! I'll definitely tell him)

Please don't touch my collection by zidan-banan 2025-10-09T04:10:33Z

@lereveur Thank you! As far as I know, there are no softlocks or deadlocks in the game that force a restart. The game can be completed from any situation. Or are you encountering some kind of bug?

Please don't touch my collection by zidan-banan 2025-10-09T12:43:55Z

@lereveur Thanks for the feedback. This is a bit of an oversight in the game design. There should have been some hint that the item drop issue is fine.

Please don't touch my collection by zidan-banan 2025-10-09T13:46:45Z

@juanrod707 @soleil Thank you very much! I hope I'll be able to continue working on the game and add more puzzles. And for the jam, I think the most important thing is to make a small but polished game.

Please don't touch my collection by zidan-banan 2025-10-09T14:26:24Z

@oddballdave Thank you! I appreciate such feedback. I'm a little sorry that the puzzles might have left you feeling a little unanswered or that you guessed something by accident. Ideally, I'd like the puzzle to evoke an unconditional feeling of correctness. I'll work on this aspect in the future.

Please don't touch my collection by zidan-banan 2025-10-09T22:37:17Z

@mr-mesmer Спасибо! Предметы падают только после того как они уже не нужны. То есть софтолоков не должно быть с этим моментом и можно проходить дальше. Возможно тут как-то геймдизайн надо было переиграть, чтобы у игрока не возникало "ощущение софтлока"

Please don't touch my collection by zidan-banan 2025-10-10T11:54:50Z

@fupi Thanks a lot!

Please don't touch my collection by zidan-banan 2025-10-12T17:07:50Z

@omiya-games Thank you so much for such detailed feedback! I appreciate it and it's very helpful for future development.

I agree about the unclear hints. Perhaps they should have been displayed more linearly. But in a sense, I wanted to create a situation where the player needs to compare different pieces of information and figure out exactly what to apply them to. Alternatively, I could have used different symbols and associations to avoid mixing up the same numbers or cells in different puzzles.

I personally like how in other point-and-click adventures or metroidbrainias (like Outer Wilds), information is presented nonlinearly in the open world, and some hints can't be applied right away.

Great idea with the randomized sounds!

Please don't touch my collection by zidan-banan 2025-10-12T17:18:15Z

@leparlon @wouter52 @kayrum @jvdwijk Thank you so much for the feedback!

Please don't touch my collection by zidan-banan 2025-10-16T21:37:38Z

@hexstart @510 @wdebowicz @strega Thank you so much for the kind words! They inspire me to continue working on the game! I definitely want to add more puzzles.

Please don't touch my collection by zidan-banan 2025-10-19T12:52:04Z

@grid96 Thank you! The goal in the game isn't clear enough right now, and the bottle openers lying at the bottom are a bit confusing. I'm thinking about this issue. I'm thinking about making them inactive.

@nilan Thank you! I love this moment with "&")))

Please don't touch my collection by zidan-banan 2025-10-19T23:37:32Z

@aleksey-salion Thank you so much! Yes, many people are confused by bottle openers lying on the floor. I'm working on it. I haven't come up with an elegant solution yet, but I'll definitely fix it.

soulp by Yorze 2025-10-07T12:29:41Z

I came here because of the cover. The art is very atmospheric!

The gameplay is a bit simple. Perhaps they could have added more challenge. For example, making the character and enemies faster would have created more action. The character could have slowed down over time, in addition to changing size. Or limiting the field of view, something like that.

The detailed cursor is a bit confusing; it takes some getting used to.

I also remembered an example of a wonderful game with similar gameplay and a certain twist (which I think inspired the developers of Super Hot). https://www.newgrounds.com/portal/view/477324

LD59 — Signal

Ziggy Zapper and the Robot Factory by rogual 2026-05-11T10:21:47Z

What an amazing game! The puzzles, level design, and mechanics are all fantastic

I even started to doubt that you managed to make this during the jam) since I make puzzles myself, I can imagine how difficult and time-consuming it is to come up with them

The only minor issue—some puzzles aren’t quite clean in my opinion. Some levels can be solved in multiple ways, which I feel makes some puzzles lose their elegance. But that’s just me nitpicking as a Steam game. For a jam, everything is great

A wonderful game with excellent potential. I rarely think this, but in this case, out of most of the top entries in this LD, your game scales well into a solid Steam title. The mechanics and level design really encourage exploration, much like Fez or Taiji

2026-05-11_00-48-56.png

Battle Signals: Echoes of the Very Big Horn by evgenii-petrov 2026-04-23T13:30:36Z

I've played through it a few times, but I don't really understand how to do it, to be honest.

At first, they just kept piling on me while I was watching. Then I started defending (I didn't notice much of a difference between defending and countering), and much later, I noticed you can attack. But it's not entirely clear when it's best to do that. Is there a timer specifically?

So, I somehow came to the conclusion that you just need to spam like crazy, and you can do it either through attack or defense, the main thing is to be quick. And you can basically use the starting guys + a knight.

Also, sometimes the click doesn't seem to go across the board, or it just seems that way. I think the drag drop would be more visual here.

Overall, the game has a fun vibe and nice graphics with funny characters.

R.P.S.G.F. by mr.kvinter 2026-04-23T00:37:09Z

The atmosphere is incredible

The gameplay was engaging, the randomness was controlled enough to avoid complaining

The difficulty is generally okay, but it could be a bit more challenging. I managed to complete it without losing, but I only enjoyed it. Fans of the genre might want a bigger challenge

The items have interesting effects, and there's plenty of room for tactical exploration

There were some cool, tense sounds at the end. I didn't understand what event they were related to, but it was tense

The dudes are stylish, and overall, it looks and plays like the next game from Critical Reflex

Signal Repair Team by filgreen3 2026-04-23T13:36:43Z

It wasn't for nothing that I spent years learning to navigate windows; it came in handy somewhere, though it's a shame the game isn't dual-monitor.

Gameplay-wise, everything is great, the clicker is absolutely fantastic. Visually, everything is nice, though I turned off the effects halfway through the game.

It felt a bit lacking in finality.. I think the goal is to last a week, but as an honest player, I skimmed almost all the text (and my English is lousy) and somehow didn't feel like I was making any progress. My point is, if UI had n/7 somewhere, it might have been more visual.

I liked the gradual introduction and the normal onboarding; judging by the screenshots, I was afraid it would be stuffy, but it turned out to be fine.

The unit window and training seemed like they could have been combined.

The unit bars are quite tall, which made it difficult to keep track of who you had and what they were doing when there were a lot of them. It would be cool to see them all with infographics.

And it's hard to hit the crosses.

I tried to farm some money, then I went down to zero. I didn't immediately understand how the economy works; it seems like it all went to taxes.

Then I realized I shouldn't hire thoughtlessly, and things started to improve.

Where can I cash out?

2026-04-23_16-23-52.png

Taos Research Project by YogurtTheHorse 2026-04-23T20:32:32Z

1_.png 2_.png 3.png 4_add.png

Holy Light by Tvorojok 2026-04-23T21:36:57Z

ABSOLUTE CINEMA

The gameplay was a bit unclear In the first battle, they only mentioned the LMB, but only after reading the comments did I understand about the shield And at first, it wasn't clear at all that we were playing as one unit, or where to click; there was some confusion

Otherwise, everything was great The landscapes are incredible And the ending, the ending, well, you know

Signal Garden by KenForest 2026-05-03T18:24:53Z

photo_2026-04-24_17-00-03.jpg

Beacon of Hope by Mascoll 2026-04-26T20:44:01Z

Incredible graphics and stylization! Thank you for making Point & Click, I love them (and I also develop them)

It wasn't without the rough edges typical of Point & Click. In my opinion, the use of objects should be more obvious. For example, the placement of the ladder seems impossible to guess without pixel hunting. The hint about assembling the ladder itself is great, but where to place it? Of course, I immediately tried where the hint was. But if the location is different, it needs to be marked somehow visually or with additional identifiers, symbols, etc. Connecting the paper and the matchstick is also unintuitive; I had to look up the hint. In this case, I don't regret looking up the hint, because it was impossible to guess that the main character wanted to write SOS on the paper.

These are classic association problems in Point & Click, which lead to pixel hunting (sometimes called moon logic). I've analyzed many such games and noticed that, for example, in Rusty Lake, no matter how absurd the game is, the use of objects is always obvious, and the results can be insane.

I want to emphasize what I mean again: - key - lock (obvious association) - gear - mechanism (obvious association) - stairs - random wall (non-obvious association) - symbol code - symbols in a fire (direct, symbolic, obvious association) - burnt match - paper (non-obvious association)

By the way, associations made with the most basic things—symbols, shape, color—seem the purest to me, while the functional purpose of an object can be interpreted in different ways.

Please don't take this as criticism, but rather as food for thought. Excellent quest, I'd like to play the extended version. The puzzle with the fire and symbols is good and clear. And once again, I want to note the very cool visual design.

Dot Dash Mash by chybby 2026-05-03T18:05:05Z

A very good puzzle and a great combination of mechanics I know how difficult puzzles are, as I focus exclusively on puzzles

Excellent interpretation of nonograms. The variable dash length adds a touch of flavor, although I'm not sure it keeps the puzzle clean. Apparently, there may be multiple solutions, and not all moves can be reached by following clear logic and process of elimination

The reverse mechanic is also interesting. At first, I tried entering the string in the opposite direction, and then I tried changing the short signals to long ones. There was a bit of frustration, and only then did I understand how it should be done.

In any case, this is a great puzzle, which I completed with great pleasure. I was even curious about how much you enjoy puzzles, where you get your inspiration, and whether you've developed other puzzles. I didn't find many puzzles on your itch

2026-05-03_20-30-24.png 2026-05-03_20-35-01.png

Nest, this is Pilgrim by Nozomu57 2026-04-24T12:18:03Z

The gameplay is great, you can get the hang of it in a second; everything is immediately clear, including the goal, progression, and so on. The difficulty is close to ideal for a Florence-like game.

The 3D figures on the oscilloscope are funny; I even wanted to know how they were written in formulas.

The star movement patterns weren't particularly hard to follow. There was almost always the option to jump to another star, and you were more likely to choose which one to jump to at a certain point and where to start. On the star that moved in steps, I slightly wanted to repeat myself, but the radius allowed for fairly uniform movement.

The polishing is amazing, of course, beautiful and tactilely rich. I'm once again convinced that details and their polish make all the difference. New objects appear all around in a cool, unobtrusive way.

The narrative, the music, the art, everything is awesome.

And the very addictive effect at the end; it took me longer to get back and forth than the last two levels.

POKER FACE by T4RAN 2026-04-26T19:37:16Z

Stylish graphics, simple, intuitive gameplay But I personally missed a reminder of poker combinations Cool characters with emotions. An interesting interpretation of the theme Nice ending

MISSION 404 by KALABHERS 2026-05-03T21:00:24Z

Great game. The goal and gameplay are immediately clear. Everything is responsive and tactile, good polishing

Even though I hate the rhythm of the game, I really liked this one. Cool mechanics with different combinations

It was a bit distracting that the rhythm stops when the action happens. I would have liked more continuous gameplay once I got the flow

Very stylish art And I really liked the ending 2026-05-03_23-36-38.png

Tune by DeathandRepublic 2026-04-21T05:02:05Z

What an interesting mechanic! I barely figured it out, even with the instructions, but it was difficult to play.

The jump could have been a little longer; climbing ledges is not very convenient. Plus, I kept getting stuck in colliders. The jump sometimes works more than 5 times.

As far as I understand, the yellow ones repel enemies, but I don't understand what the green pillars do. I think they heal?

Overall, good work and unusual mechanics. And wow, what a huge map.

I only finished half of it.

2026-04-21_07-58-39.png

Observer by zidan-banan 2026-04-21T18:38:53Z

@toshiy @magus77 @evgenii-petrov Thanks a lot!

Observer by zidan-banan 2026-04-21T18:41:03Z

@kremlebot Правда прям тильт?) Комбинации повторять нужно за сигналом) ну и на всякий случай на итче есть ссылка на прохождение

Observer by zidan-banan 2026-04-23T15:29:20Z

@kanity Thank you for the detailed review!

Please clarify if there were any errors when loading the game. Did you see the Unity icon or just a black screen? Perhaps it's a browser issue; I only tested it in Chrome.

Also, please hide some spoilers in your message by using "!>" at the beginning of the line. It will look like this: !>The text below the spoiler is to avoid spoiling the suspense.

Observer by zidan-banan 2026-04-23T16:01:12Z

@kanity Thanks for the details!

!>If you don't mind, could you also put the 2D and 3D section under a spoiler?

Honestly, I don't know how to solve this problem, but maybe one of these will help:

- Hard refresh - Ctrl+Shift+R (clears the page cache) - Try incognito mode - disable extensions - Try a different browser - preferably the latest version of Chrome or Firefox - Disable your antivirus/VPN for the duration of the test - Try on a different network (mobile data instead of your work Wi-Fi)

Observer by zidan-banan 2026-04-27T19:02:10Z

@garyglhf Спасибо большое за поддержку! Я местами уже начал сомневаться что что-то нормальное сделал) С балансом пазлов всегда есть нюансы, хотел в этот раз попроще сделать на самом деле) Но тут скорей не в сложности/простоте дело, а в небольшой путанице с сигналами, некоторые двусмысленности присутствуют. Сейчас вижу уже, что можно было чуть переиначить, чтобы задумка чуть более ясно считывалась. Но в любом случае, я не планировал объяснять в лоб, чтобы было пространство для экспериментов и исследования

Observer by zidan-banan 2026-05-01T06:47:52Z

@cataclysmicknight @ranarh Thanks a lot!

Keep a stable connection by Pentagrammal 2026-04-22T21:46:10Z

A clear goal is the challenge! These are basic things that not everyone can accomplish. It's a bit lacking in responsiveness and perhaps some effects to make it more vibrant! Good project!