zwi-zausch 2026-04-21 13:08
Amazing minimalist artstyle for the short time! Love the sounds :> Unusual choice of engine too! well done!
Foon → Ludum Dare Explorer → LD59 → Last One Alive Leave The Light On
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 761 | 2.95 | 35 | |
| Fun | 783 | 2.59 | 35 | |
| Innovation | 630 | 3.01 | 35 | |
| Theme | 571 | 3.42 | 35 | |
| Audio | 493 | 2.96 | 34 | |
| Mood | 645 | 3.23 | 34 |
Amazing minimalist artstyle for the short time! Love the sounds :> Unusual choice of engine too! well done!
To be honest, I would keep the graphics category, because graphics is not only textures, it's also how you compose them together. Like, music is just seven notes, a lot of people use samples, but it doesn't mean that they did not make the music. So, if I were you, I would bring graphics back.
Other than that, it's a very great done game, and I really like the visuals. :)
Well, I tried playing, but ran into a few issues. My mouse sensitivity was extremely high, and the field of view was veeeery limited. I tried to solve the puzzles, but couldn’t figure out how they worked. I did like the visual style, but unfortunately the game didn’t run well
nice try, like a pallete, but have some issues while played the game
Visual is amazing here, fantastic job
i like the graphics, done very good job.
The visual consistency here is top-notch.
An interesting logical idea. I spent about 15 minutes fiddling with the game. The gaming experience was slightly marred by the mouse sensitivity and the very narrow field of view; everything felt somehow... wide.
But overall, I liked the game, you guys are awesome!
Love the ambiance, the visuals and sounds immediately put me in the setting of this kind of eerie isolated radio observation station. I unfortunately could not make sense of how to play. I watched the youtube video after the fact and it still wasnt super clear. Maybe I am supposed to search every square of the grid, but in my game i had an 8x8 square and I think there are 20ish channels, so am I supposed to just check ~1200 things (grid x channels)? Some more clues about how to play would have been great. Cool vibes and nice work!
@acartlidge I'm really sorry you got such a complicated run. I've added some tips to the description just now, but there is the ability to scan through quickly until you start hearing something other than static. The signals will pick up either in the square it originates from, or in an adjacent square (lateral only)
e.g. If the signal is in C3, then B3, D3, C2 and C4 will all pick up the signal as well. You would then mark C3 on the map
Thank you for playing!
@zwi-zausch @0x0961h @ulziton @cicya-later-8p @jiamu-zhao @someday-not-today Thank you for your kind comments. Appreciate your time :)
@miclefirst Hey there - thanks for playing! I've just added some tips on how to solve, but unfortunately haven't addressed the mouse sensitive or FOV as yet. I tried something a little different to what I usually do, which maybe wasn't the best idea, but gotta try sometimes! Appreciate the comments :)
@yarcha Thanks for playing! Definitely plan to address the controls and camera in the future, but appreciate you playing :)
Very good bro! I like it! Top!
Nice puzzle. In general, good game. Great job!
Your game's got a killer vibe - straight up reminded me of VOTV!
Yep a tutorial for the signal detection thing would be nice. Right now it's kinda impossible to figure out how to mess with the devices without any hints.
Gotta be honest - when I saw letters and numbers (like A1, B2, etc.), I didn't think of map coordinates like Battleship. I was thinking musical notes and octaves. Like, you'd hear a signal and have to match the pitches by ear or something.
Also, it'd probably be nicer if the devices were a bit closer together, but it's probably just the FOV being way too tight. People already mentioned FOV and mouse sensitivity. Another thing I'd suggest - throw a tiny crosshair in the middle of the screen (even just a little dot would work). It'd make aiming at the buttons so much easier.
Low-poly models, downgraded graphics, and color palette - all solid choices cause the PSX style adds to the creepiness. Nice work!
@lesdremlet Thanks for playing and for your comment - really appreciated! I have gone through and made some of the changes, but in the interest of the sanctity of the jam, those are only on the itch version that I've just updated. Just small touches/quality of life stuff, but enough to make it not too painful :)
Cool first person puzzler, was really fun to play. The audio was a nice fit for the game too, good work!
Visual part of the game is top level, great job!
well, the visuals are good, generally good, but mouse sensitivity too high yet FOV limited, not bad, just super weird. Speak of the puzzles, I literally can not understand how it works, come back read the tips yet still, that alien sound in radio raises despite blocks selected or not, I guess some sort of trade off for making such good graphic ( did I mention sound? Also good)
@wo-ri-gou-le Thanks for playing and appreciate the feedback - I have updated the version that's on itch to explain things better, adjust the FOV and mouse sensitivity, but as they're significant changes on top of the jam version, they are separate.
@entink Thank you so much!
@soul-grinder Thank you for playing! Glad that you enjoyed it, and that the audio suited for you
I kind of like the graphic style, and it’s good that you included a YouTube video that explains some aspects of the gameplay
Very interesting concept! I really like the art style and the sound.
One thing that could be cool: letting the player tune the radio with the mouse wheel, like searching for the right frequency on a real radio. That idea just came to me while playing.
Congrats on the great project!
Really like the visual style and the game concept. I had some problems with the crosshair sensitivity and seems like the FOV could be bigger to improve the gameplay.
@anszwa Thanks for playing and leaving a comment! That was one of the early ideas I had, but had to drop just in the interest of getting the game running end to end. Cheers!
@rvenson Thanks for your feedback. Appreciate you taking the time to play. I have made some changes to the FOV and sensitivity on the version that's on itch (in the link), but have kept the jam version here in the interest of keeping to the rules - it's at least a taste of what could have been. All the best!
This is a really neat concept for a game! I ended up with a 5x5 grid, which I managed to solve mostly through process of elimination (if no signals are heard from a cell, it and its neighbors are out of the running). In the end, I wound up with three cells where the signals could be - though, because multiple signals could be in the same cell, there were several possible solutions that I had no way of disambiguating between. I guessed that all three cells each had one signal, and happened to be right, since the door opened. I would say that's a design flaw, but it's kind of endemic to these types of Minesweeper-like games, and I can't think of a way to fix it off the top of my head.
On the presentation: really, I thought it was quite nice! The graphics were simple, but gave the game a foreboding atmosphere that fit well. The audio was similarly atmospheric, though the frequent ambient noises confused me at first, as I mistook them for signals coming from the radio. Perhaps they shouldn't both be high-pitched tones.
I'm not sure what sound I'm supposed to be listening for. I'm not even entirely sure if what I'm doing is correct. If I'm right, the monitor which shows a coordinate indicates which space I am listening to, while selecting squares on the grid decides which spaces I'm launching at. If true, I would put the coordinate screen closer to the radio screen and put the grid closer to the launch button so the correlation is more clear.