FoonLudum Dare ExplorerLD59 → S.L.O.P. - Signals lost on planets

S.L.O.P. - Signals lost on planets

By xparker, Wolfhead, Rentem and pentaworks

View on ldjam.com

CategoryRankScoreCount
Overall7393.0130
Fun6153.0631
Innovation6083.0530
Theme6413.2431
Graphics7312.7830
Audio5302.7330
Humor4762.6226
Mood7772.7926

Comments

indiepanda 2026-04-21 14:36

Cool! I liked the idea.

matt2728 2026-04-21 17:33

I really like this concept. Was fun to play. The difficulty ramped up quickly. Perhaps next time can add some easier levels first for learning. I wonder also if the signals could be a bit faster, so that you can learn quicker.

Overall really cool game. One of my favorites this jam.

krakadushka 2026-04-21 20:25

Cool gravity mechanics, I really like it! I think, in my playthrought, humanity was really generous to send over 400 signal in some cases :smile_cat: Also, to be sure, this is the final level? Снимок экрана 2026-04-21 232437.png

kanity 2026-04-24 14:36

I love the setting ^^ Couldn't quite get what was written on the mug in the control room? I wish I could look closer. Clicked on it, but nope :')

The game is kinda addictive, it is slow (because you wait for your signals to travel and connect) but relaxing, though my gameplay soon became, well, mindblowingly lazy:

mindblowing.jpg

Kinda worked tho?

mindblowing2.jpg

Very nice entry, imo. I found it fun ^^

xparker 2026-04-24 21:05

@indiepanda @matt2728

Thanks a lot for playing and your feedback.

@krakadushka

In the pause menu you can switch between level, so there is no real "final" level, though a last one. It does looks like it is.

@kanity

We tried tuning up the speed. Level 3 for example is ever so slightly faster than the others. Spamming works, as the signals do not have an expiry (though we thought about it). Though it does not guarantee success.

ditam 2026-04-24 21:34

Ah, Advanced Interplanetary Signals Lost On Planets? I spent some time wondering the philosophical implications of the thought that from the perspective of a satellite trying to broadcast, planets are just junk in the way... Then I spent a longer amount of time not seeing the "back" button on the credits view (which I was tricked into clicking), as the credits rolled painfully slowly by.

Then I spent even more time sending rockets (I mean... signals?) around planets, which I was terrible at. Fun game though, with a clear and straightforward concept, well done!

xaklor 2026-04-24 21:45

as others have mentioned the game would be improved quite a lot if the probes traveled much faster, as it's kind of frustrating to watch it slowly crawl across the screen for each attempt, which then encourages spamming. however, I think another super useful feature would be a trail marker letting you know where the last one went so you can more easily adjust trajectories.

that said, very cool concept! I think there's potential here if expanded on :3

adam-gallina 2026-04-24 22:24

Really cool idea, but it would have been nice if there was more strategy involved, I didn't feel particularly punished for spamming out signals other than a number at the end going up. Overall I think the UI was easy to interact with, and the mechanics were pretty quick to learn!

kapitstick 2026-04-25 00:54

A simple but fun game! It didn't seem like the larger planets had more gravity, but it was hard to tell for sure. The difficulty ramped up quickly and then got easier at the end, but level design is always pretty time intensive. The UI could have been a bit clearer, but I figured it out. Definitely lots of potential to add other kinds of space junk :)

xparker 2026-04-25 20:03

@ditam Thanks for your feedback. Absolutely, planets are just junk :grin: that block broadcasts. We actually have code in place for signal (link; audio and visual) distortion. sadly, we couldn't finish it in time for multi-signals. The scrolling text in credits also has a variety of issues, depending on screen resolution and zoom.

@xaklor Understandable. though we have a variable for the speed(factor) at which the signals are launched, the current scaling of the playable area didn't properly support it. I tried playing with a launch-speed-factor of 5 (default is 2), and that was absolutely unusable. Scaling would have improved that (greater distances over all) but damn man.. time sucks sometimes :wink: Marking the traveled path would indeed be a very neat feature. One could even combine it with a decay to hide it again after some time. In any case, thanks for playing and you feedback.

@adam-gallina We discussed a signal cap or similar, causing a Game-over, but decided against it. there is another game mode planned that does indeed need a bit more strategy. I'll see when I can come around to implement it.

@kapitstick Correct. Planet size has no correlation to gravitational pull. In our case, the smallest one is the strongest. But that is mostly due to setting it as such during testing and never deviating from it (due to the lack of actual time playing it). Additional junk is prepared, as well as small moons for planets. but, due to being a jam, time didn't allow it.

coro-yy 2026-04-26 11:49

Nice idea and concept. Felt like it needed to be a bit too pixel perfect to finish some levels, i.e. the black holes could've been a bit bigger for my personal liking. Really liked the spaceship UI idea.

transkuja 2026-04-26 16:29

Nice concept, aiming is a bit hard and I wish there was an input to speed up the game (maybe I'm not patient enough :laughing: . Nice work!

jamesgames1000 2026-04-26 16:34

Lots of fun, some levels were quite difficult but fun at the same time good job! S.L.O.P (LDJam59) by Pentaworks - Google Chrome 2026-04-26 10_27_56 AM.png

xparker 2026-04-27 16:41

@coro-yy @transkuja @jamesgames1000 Thank you all for playing and your feedback :heart:

nidjo123 2026-04-27 21:46

Nice idea, I like those kind of games. For some reason it reminds of those sandbox games made in Flash back in the day.

fabelay 2026-04-27 22:44

Love the physics! The "space junk" is making it real hard to hit the target. I've been trying to spam the screen with signals, but it wasnt really working either, even though it was fun to be able to do that. Its a very delicate thing to do to actually hit the target.

The good: - The Physics are fun to play with - Space is great and works great in this game - It's also somewhat educational

What felt off: - I had the feeling the same looking pla... SPACE JUNK had different gravities, is that true? - The main thing to make things harder, was to hide the goal behind space junk. I wish there was more variety. - It was kinda hard to predict orbits. Maybe a short preview of the flight path could increase the fun.

A very nice game that kept me hooked longer than I thought it would.

dontgiveupboy 2026-04-28 13:20

Interestiong game! But sometimes gravitation is no mercy. How do you like this, Elon Musk? 3 or 4 space junks are interesting in play but farther is blow my mind! you must be a navigator from Dune for that.) Thank you for game! Loved.)

xparker 2026-04-28 15:45

@nidjo123 It is - due to time constraints, we have to limit scope, as did flash games.

@fabelay Yes, that is absolutely true. Though gravity is set by variable, not size. IIRC the smallest pla.. Space junk... is the one with the strongest pull. Level design limitation is due to time constraints, sadly. We are able, in theory, change color and the sprite used per layer (3 layers per space junk) along with a variaty of other parameters. Just didn't get around to make use of it.

@dontgiveupboy Thanks for your feedback <3 and dont forget: "He who controls the spice, controls the universe".

hagamosvideojuegos 2026-04-28 19:47

An interesting idea overall.

It might be worth limiting the number of missiles, since as I did (and as I’ve seen others do in screenshots) it can be easily exploited by just clicking repeatedly. On the other hand, if someone simply wants to get through the game without focusing on the challenge, that’s also a valid way to approach it.

Either way, I think the result is quite engaging. With a bit more sound design and music, it could feel even more immersive. I’d also suggest reducing the zoom slightly so players can better appreciate the artistic details of outer space and the space debris, as there’s quite a bit of unused space (no pun intended).

Putting those small details aside (which are completely understandable in a jam setting) the core concept works well, and I really liked how you made use of gravity. It was genuinely entertaining.

Well done! :rocket:

kit-gorn 2026-04-29 15:57

The mechanics are decent, but I'd buff the rocket speed and nerf the fire rate. Adding a trajectory for the last three shots would be great for precision and experimentation. Currently, it’s just rocket spam; you just spray and pray until something lands.

Overall, everything was good. I made it to the end.

andriybyelikov 2026-05-02 22:14

I was falling asleep shooting rockets until one hit the green hole and I realized there were no more levels. You should tone down the rocket explosion sound effect, it sounds too loud despite me somehow getting lulled to sleep by them.

rentem 2026-05-03 18:22

@hagamosvideojuegos @kit-gorn Thanks for playing and the feedback! The fire rate and missile amount need some tweeking.

@andriybyelikov Thanks for playing!~You should be able to control the sound levels in the options menu.

creeperxd 2026-05-07 13:35

I like the idea, but I find that the difficulty ramps up really quickly, and since the gravitation fields of space junk is not shown, I struggle to find a good angle and keep resorting to spamming signals instead.

I would suggest adding that thing in Angry Birds games that forecasts the trajectory of signals for a set amount of its future time like this, which would further incentivise players to try look for a good angle instead of spamming signals. Screenshot 2026-05-07 212153.png