barnabewild 2026-04-20 02:20
Fun game! The signal gameplay was interesting with the risk/reward of using it.
Foon → Ludum Dare Explorer → LD59 → Pulse
By quietchili
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 134 | 3.52 | 23 | |
| Fun | 137 | 3.35 | 23 | |
| Innovation | 160 | 3.33 | 23 | |
| Theme | 102 | 3.95 | 22 | |
| Graphics | 223 | 3.07 | 22 | |
| Audio | 148 | 3.26 | 21 | |
| Humor | 188 | 2.05 | 19 | |
| Mood | 93 | 3.67 | 22 |
Fun game! The signal gameplay was interesting with the risk/reward of using it.
Fun game indeed! I felt mildly nauseous whenever the signal fades and its all black again. Weird, I think I never felt that with a 2D game :laughing: I still pulled through and won!
Really cool concept! Simple and clean, uses the signal concept pretty literally, in a good manner. Reminded me of Deltarune Chapter 4. Hard mode was indeed hard
I would have liked to have more levels, shorter. The level visuals not updating as you move when you are not sending out a signal was confusing at first, but I guess it makes sense for the game.
Very cool use of a sonar mechanic. It took until my second hard attempt to realize the cool mechanic that the enemies moved faster when I sent out a ping, once I caught on and started navigating more by memory I was able to beat it. awesome concept, well executed.
That's a neat mechanic I did not realize with the easy level. Having to limit the use of the signal and remember some of the layout is a nice addition. I don't know how many more levels I would clear (if there were more) but I enjoyed what was there. Also good idea to having a trail behind your character while moving, it really helps navigating in the dark.
Nice game, it is indeed similar to mine ! ^^ The hard mode felt really hard but i like the fact that we can see the eyes of the enemies even in the dark, plus the little trail when we're actually moving.
Fun game! An explanation that the enemies move quick when you use your signal, but stay slow otherwise would be helpful. I spent a couple runs thinking hard mode was impossible before realizing it, but once I did I had a lot of fun trying to beat it.
Really good idea. I'm always thinking about how to connect signal with light and you make it.Great job.I didn't notice that enemies move faster when you are sending signals until I play in hard mode.So you really did a good job of difficulty grading. The only problem is levels are too few and they are too short... I want more!
Cool concept of signal propagation to obtain route information, it's cool that the opponents change their behavior depending on what we do
Such a fun and exciting concept 😄 Really glad I played this. Beating the hardcore mode felt super satisfying.
I especially liked the irony of the opponents slowing down while inside the darkness. Small detail, but it made the mechanics feel more cohesive and memorable.
Feels like the game could support a lot more levels and mechanics too. I played another jam game recently that generated levels procedurally around sonar/navigation mechanics, and something along those lines could fit really well here too. Though admittedly… I never managed to finish that one 😄
quietchili.github.io_signal_.png
Hard mode was surprisingly tense. I played easy mode with spamming the signal, but having to be a bit more strategic with it in hard mode felt really good. The display of the enemies' eyes and the character trail went a long way in making this feel engaging. Nice work!
I did both easy and hard. Though I'm not sure if hard isn't too hard? I'm writing that because this game is really about the signal but in hard mode it's actually a hindrance, I don't think I signaled even once without getting hit. But maybe that's just me
pulse_win.png