FoonLudum Dare ExplorerLD59 → Xsignals

Xsignals

By zakchaos

View on ldjam.com

CategoryRankScoreCount
Overall2742.7528
Fun2832.3428
Innovation2332.9230
Theme2123.1829
Graphics2791.9228
Audio2312.2128
Mood2762.2628

Comments

manabreak 2026-04-20 05:48

This one has a fun vibe to it! Had a chance of playing with the creator for a bit. Perhaps there's not that much "game" there yet, but there's potential here!

fullmetal-automaton 2026-04-20 05:52

Got lucky getting in while there were other people playing. That was a pretty cool experience.

aou 2026-04-20 05:53

this game is good conceptually, but the gameplay needs to be expanded upon. it feels very stiff to move around and the goal is very simple. the fact that it can even function as a chatroom though, is very impressive to do for a game jam.

mossgames 2026-04-21 11:39

Very brave to attempt to build a multiplayer game for a game jam. The movement could have been smoother but otherwise I think the idea has legs, defo an reminds me of those .io games!

2026-04-21 14:10

Kinda cool but from what I could see there are no mechanics besides moving in front of others. Would have been cool if there was some type of async multiplayer!

purpledartfrog 2026-04-22 08:51

Holy hell... ambitious going for anything MP :thumbsup_tone1: Cool little concept... would have loved to join when others were online :thumbsup_tone1: Hope you'll swing by with a vote :fingers_crossed:

ukulelefury 2026-04-22 14:54

Ahh, I was very confused about what I was supposed to do before I read the comments here and understood that it's multiplayer! :) That's very cool for a game jam! Not as much fun solo though :/. Also, I started up off-screen, and didn't see anything happen for a while when I was trying to move around, so that was also confusing. I like the background music.

pkenney 2026-04-23 12:38

Wow, multiplayer! That's a cool technical accomplishment but I tried logging in last night and then again this morning to see if I caught anybody, but found myself alone. I wonder how that could be solved, where you could have multiplayer yet allow solo experience, I guess bots is the simplest idea? Or some kind of durable state that players can come in and manipulate so that you don't have to cross-over in time with another player? I've done a ton of LDs and only seen multiplayer a couple of times, so definitely an under-explored space. Glad to see you poking at it, and sorry I didn't get to really check how the game works when there are players crossing over.

Interesting.... the player seems to be on a discrete chunky grid when I tap-move or go around corners, but then it appears smooth when I hold the key down. Are you on a discrete grid but with interpolation smoothing it? The projectiles seem to go in a smooth straight line and not be locked to a grid in the same way.

Would have been curious to see this in real action, but even though I didn't really get to dig in here I'm glad somebody is experimenting in this space.

bushfire 2026-04-23 18:10

I got some friends join me to check out the multiplayer. Unfortunately one of the other players had their goal spawn next to mine, so he could camp on top of the goal, and both our signals scored him points. There was no counterplay.

bumble 2026-04-24 20:42

Very ambitious to create a multiplayer game! Sadly it is difficult to find a match with others...

I looked at the other comments and I think I got an idea of what the game is about. Interesting concept and kind of like those .io games?

hammeredzombie 2026-04-25 00:30

sadly i got in when no one was playing so not much of a game to be played

wouter52 2026-04-25 16:39

Oof this is high risk, high reward! I think it's impressive that you created a multiplayer game for LudumDare. But... You need a constant stream of players who log in regularly, which is a damn impossible task here. Most people will stick around for 10 or 20 minutes and move on. In this game your game relies on other people to be fun. When nobody is there, then people will log out pretty fast. Which in turn will sustain the lack of players.

I don't really know what to advise in this case. I have some ideas though: - Create a system where "[fake multiplayer](https://www.reddit.com/r/gamedev/comments/12xmcjr/have_you_ever_seen_a_fake_multiplayer/)" is an option - Create some kind of notification system to let people know if there is anyone to play with. Make players subscribe to such system - Create timeslots where rounds are played (maybe thrice a day) and let people know when to log in

sphone-official 2026-04-26 14:59

Got to try this with a friend and it's cool that it works but with the lack of depth and mechanics there is no counterplay at hand, i had no way of stopping my friend's signal since he had priority, i guess if i played with more than just 2 players it'd be different but if there was more to this it could've still been fine

2026-05-06 18:46

I love the idea of a Multi-Player modus! great job! Take this cute duck for I really love your game: 🦆