lanatra 2026-04-20 06:57
PSA: toggling fullscreen moves the buildings around relative to the zones, so decide how you want to play at the beginning :)
Also, is there a language toggle?
Foon → Ludum Dare Explorer → LD59 → RADIO CORE Last Signal
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 768 | 2.93 | 25 | |
| Fun | 624 | 3.04 | 24 | |
| Innovation | 605 | 3.06 | 24 | |
| Theme | 655 | 3.20 | 24 | |
| Graphics | 706 | 2.95 | 23 | |
| Audio | 478 | 3.07 | 22 | |
| Humor | 461 | 2.65 | 21 | |
| Mood | 732 | 2.97 | 23 |
PSA: toggling fullscreen moves the buildings around relative to the zones, so decide how you want to play at the beginning :)
Also, is there a language toggle?
It looks good but without english language i can't even see what should I do. :(
its just a prototype, now i'm working hard on unity version! [Untitled.png](///raw/7b6/34/z/70c65.png)
Untitled.png
It is unclear how to play this game
I believe I am supposed to place buildings. Unfortunately I can't read any of it and randomly pressing buttons didn't get me very far xD.
Solid prototype. Has potential. Cool idea with the signal zone.
Interesting take on the tower defence genre! I was able to get to wave 6, but never further; I did not receive any upgrades (is this bug or not implemented yet?)
I considered the best apporach is to have 3-turrets in a corner since they have no range issues, to maximise DPS, and use other corner to maximise energy with the very limited hover-zone.
Increasing juice is a must have for such a game, and I really think the mouse-over is a great way to make TD-games more active! Well done!
@zamizmi Thanks for the detailed feedback! Upgrades are on [U] key, but they're a bit buggy right now. Haven't had time to update the game yet - planning to dig into it on Monday and fix the bugs. Really appreciate you playing! I refactored the code and broke the upgrades. Forgot to patch them up!
Sure thing, release related mishaps are tricky! Happy to play again if you get fixes alive, so let me know if update!
@zamizmi Deal! I'll write.
@zamizmi Big update pushed!
- **Upgrades** - fixed and working (press U). Balance still needs tweaking, but technically everything works - **Time control** - use 1-4 keys for speed (x1/x2/x4/x8), 0 for slow motion - **Debug panel** - press T (if you want to test things) - **Signal radius** - now expands properly with upgrades - **Build perimeter** - you can now expand your building area - **End game stats** - now shows waves completed, enemies killed, and survival time on game over screen
Thanks for the motivation - couldn't wait until Monday! Ended up coding through the whole night - couldn't stop once I started.
Let me know how it plays now :video_game:
Здорово, очень оригинально. Механика простая и понятная))).
@garyglhf спасибо бро) я очень переживал что нет туториала, если людям зайдёт такой концепт - я сделаю))
Seems like the one in itch.io is the post-jam version, where's the jam version?
@majomirez Yeah, the itch.io version is a cleaned-up post-jam build.
I removed systems like Factory, Robots, Amplification, and some RTS mechanics (they were in from day one) because they were too buggy.
I didn’t want people to play a broken version, so I kept only the core mechanics and made it more stable.
Very nice idea u got there, but it needs tones of polishing. There several issues in generla, like when you max the signal upgrade, the overall gameplay becomes a stalemate. And even as you grow the zone where you can build, it gets to just move your mouse a little to counter the incoming enemies. I would suggest you check out the game called Creeper world, i tnking you will find incpiration there. Also second game i would recomend to check is The King is Watching. But overall, vey nice job and i hope you will make the game you wanted.
Wow, great game. Look like as old-school
@venomousmouse Thanks for the detailed feedback, really appreciate it - glad you liked the idea!
I’ve heard about The King is Watching, but haven’t played it yet - I’ll definitely check it out, I think there’s a lot I could learn from it.
I feel like the core gameplay has potential. If there was a proper save system and things like signal amplifiers that automatically activate nearby buildings, that would be a real game changer.
I also think the wave system needs more work - adding bosses, tanks, drones, etc. could make it more interesting.
For now I’m just waiting for the rating period to end and collecting ideas. I actually like the project myself, so I might keep developing it for a while - maybe even turn it into a proper game someday 🙂
I was at wave 6, but my turrets stopped shooting. When I was able to build new turrets, they were able to fire, but it was too late. So the turret mechanic seems buggy.
Apart from that I really like the idea of an expanding building grid. The upgrade menue is a nice addition. Having a button at the bottom to open it would be even better, so you can just play the game by using the mouse.
The song is fitting and is a good background track. The overall UI is neatly arranged. :)
@lllarso Thanks for the feedback!
The idea of playing with just the mouse (and having a button for the upgrade menu) is already on my to-do list :)
> yeah, adding full mouse-only control will also let you eat pizza or chips with your left hand while building your base with the right 😄
About wave 6 — maybe you ran out of energy? I’ll need to check that, could be a bug.
I’m planning to rework the wave system and enemy progression in the future.
Also, the music is original - made by my friend ;D
@attentionadmin played the game again after your upgrades and these are great improvements!
I unlocked basically all the upgrades, but still didnt manage to find a way use robots. Not sure if those are even needed as I unlocked everything and the towers destroy everything with no issues.
If this is to be developed into more felshed out game I'd consider these - Balancing the game to more predefined levels, and keep the existing "endless mode". Make endless mode considerably more difficult - Music gets really repetitive, the high pitch violins especially. Also the loop is not perfect. - Game Juice is really needed; particles to be added when collisions happen - killed enemies can drop resources => adds layer to game: "do I want to collect it and risk inactive towers?" - Enemy variance: some more bullet-spongy, some more faster.
I really think the active-inactive towers activated by the player signal is surprisingly good! It works as a really good balance mechanism of resources with the energy.
Well done!
Screenshot 2026-05-03 at 8.04.05.png
@zamizmi, Hi! I was actually waiting for your feedback - really glad you came back and played again!
> but still didnt manage to find a way use robots.
Yeah, I disabled robots before the end of the jam because they were too buggy. I’m currently working on a big update (planning for June) where they’ll be reworked.
> killed enemies can drop resources
That’s a really interesting idea - I was thinking about something like short-lived drops or even a “magnet” mechanic to pull resources to the base.
This is my first time seriously balancing a game, and yeah… it’s way harder than I expected 😅 Adding new enemies and structures means a lot of balancing work.
Right now I’m working on a scenario system (configs for waves/difficulty, shareable via JSON) + save system. I’ve already moved the wave manager into it.
I also added a simple tutorial scenario - I noticed some players don’t fully get the mechanics at first.
I feel like with proper balancing and scenarios, this could grow from a short 10–20 min experience into something much bigger.
The next version might be PC-only due to browser limitations - this one will stay as a demo.
Thanks again for the detailed feedback and motivation — really appreciate it! If this ever makes it to Steam, I’ll send you a key 😉
Good game! I survived for 50 waves and decided to stop there. 🙂 I like the idea of moving your cursor to enable buildings but with enough upgrades you can enable almost everything anyway and there isn't enough building variety for it to be meaningful.
One thing that I didn't like is how projectiles disappear when the target enemy dies and lack of animations in general.
Still, the game is easy to learn and very enjoyable to play!
At first, the game felt a bit confusing to me, but once I understood how everything worked, I ended up enjoying it quite a lot. I think this could honestly be a really solid first step toward a much bigger and more polished game.
I liked the tower defense style a lot, and it actually reminded me of another jam game I played before that started with a very similar idea and eventually became a commercial game (The king is Watching). I could see the same potential here.
There’s nothing I can really complain about considering this was made for a game jam, I’m only talking from the perspective of maybe turning it into a full commercial project someday. With more time to polish things and especially with stronger art and visuals, I think this could become something really interesting.
Good work, and keep going! :tokyo_tower:
@woona @hagamosvideojuegos Thank you very much! I’ll do my best to make it something more than just a game. Feedback like this really motivates me to keep making games!