FoonLudum Dare ExplorerLD59 → On My Signal!

On My Signal!

By brolga

View on ldjam.com

CategoryRankScoreCount
Overall2253.1521
Fun2043.0721
Innovation1693.2720
Theme2772.3320
Graphics2572.7821
Humor1622.2821
Mood2552.7121

Comments

mdotedot 2026-04-20 05:16

Nice simple entry. At first I thought it was a tower defense - overhead - game, you twisted my mind and I was surprised in a good way! Well done.

nathmate 2026-04-20 06:55

The arrows being so slow is a bit frustrating, though it is amusing when you hit your own units by mistake.

silentwander 2026-04-20 07:32

During the positioning phase, if you press Space too quickly, the placement box will persist for the rest of that round. The combination of upgradable block collisions with the Archer is interesting, but the Archer turns too slowly and can't adjust its aim after locking on. Plus, the fact that you lose as soon as your units are gone puts the Archer in a somewhat embarrassing spot. It leaves the Archer feeling a bit out of place. Overall, well done! I can feel it's a game with enormous potential.

mountaingoose 2026-04-21 06:03

Fun, pretty entertaining watching the blocks fight it out! Solid design, I definitely struggled with the cannon but my troops mostly survived :D

mossgames 2026-04-21 11:48

Enjoyed this game, very cool! Different mechanics are introduced progressively a tutorial in game would have helped but an interest concept regardless!

foxecho 2026-04-21 15:05

A very unique design. The combat with colliding geometric shapes is interesting.

Right now, the pace of each level feels a bit slow to me, and the cannon is quite hard to control. Still, the game feels like it has a lot of potential. I think it could be even more fun with a higher level of polish.(I know compo only has 2 days)

mcramon 2026-04-21 20:10

Unusual idea, and decent implementation, not sure how its related to the theme though and felt a bit too difficult for my taste

jhax 2026-04-22 11:16

Very different from anything I've played before, think it works really well! Feels good to sort of start to get the hang of it and there's a nice sense of building momentum too!

2026-04-23 05:51

There is something so interesting about this game, I would like to see what the game will look like if it is further developed.

pkenney 2026-05-03 03:43

Wow this game is such a cool core idea! The mostly-autobattler with the addition of the archer is a nice design space to explore, and the classic "one of three" end-of-round roguelite thing is a great choice, too. Leaves me some room to explore army builds but constrained to make do with the cards I see so that I would get to see a variety of runs if I played over and over.

But I think it needed bit more iteration and some polish to really capture the potential of the design. The systems are all here and the game is fun, but the lack of audio was particularly noticeable when it's an auto-battler that leaves me mostly just watching -- some sounds would really liven it up and give me a chance to better understand the action by conveying information. But I think the #1 thing is that, for my personal taste, every single element of the game needs to be sped up by about 10x. Everything from the round length to the archer reload-and-fire speeds, to the time-to-kill on units, to the animation revealing the three choices and the time to cycle through phases. Each element of the game is slow enough that eventually my desire to further explore the interesting strategic space was worn down by all the waiting.

That said, I think there's something really cool here. Intriguing entry!

gecko64 2026-05-04 11:46

I really enjoyed this one, i got quite far a couple of times (Bomb units were 100% the best). A very solid compo with quite a lot of depth for 2 days. A couple things I'd add but I do get you only have 48 hours, I would definitely find a way to speed up the movement of the cubes and gameplay in the earlier and later levels. Good job!

PS. I did find a bug were you could pick up the cube and start and ram the cube and drag wherever you'd want it.

dk5000p 2026-05-04 11:46

I initially thought this was tower defense also, but then noticed I did not have a tower with health. Having to time the archer shots at the right time was a nice twist.

galareteg 2026-05-04 14:43

Interesting idea, but I think it needs some work. Solid entry for a compo though. Aiming the archer was painfully hard, I think it would be nice if the shots were a bit faster to make it easier. I also think the game is quite RNG heavy, the planning doesn't matter that much since after a few bounces it all devolves into chaos. I can definitively see it being fun with some additions, but it's a really cool start for a 48h game.

sudocoffee 2026-05-04 17:41

Tried a few playthroughs, and it's a cool concept! It also has a pretty steep difficulty curve. I never got past the third round, but it did seem like the arrow was best to save until an enemy was pretty close to the archer (otherwise it tended to hit my own units as often as the enemy). And I'm not sure how much the positioning seemed to matter that early in the game, but it at least seemed to help to place the healer in the back.

chuchugeralt 2026-05-04 18:17

Loved the idea, I'm a big fan of tower defense games! Hated the archers, tho (lol). The game felt balanced overall, but at some point I stopped using the archers because it felt like they were doing more friendly fire than anything else! Fun entry.

[dsafsdfsdfsdfgg.png](///raw/a15/01/z/73175.png)