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FM Escape
FM Escape
By woona
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 533 | 3.43 | 38 | |
| Fun | 546 | 3.20 | 38 | |
| Innovation | 264 | 3.63 | 38 | |
| Theme | 213 | 4.08 | 38 | |
| Graphics | 643 | 3.20 | 38 | |
| Audio | 449 | 3.19 | 38 | |
| Humor | 401 | 2.82 | 33 | |
| Mood | 553 | 3.41 | 37 | |
Comments
The traps were my least favorite mechanic xD Especially when they are combined with a time-based doors at level 3 :D I tried to solve them in a correct way, but even at level 1 I haven't found a better solution than moving 1 tile and going through all channels, comparing the volume of those - but this is very slow, maybe there is a better way. Also, I think it does detect the mines even through the walls? Are mine placements randomized? I noticed the codes are randomized indeed, but mines seem to be static. The game is intuitive enough I guess, but those traps are making me go urrrrhghh (although the "damage taken" grunting is funny).
woona
2026-04-21 05:58
@quasilyte Thanks for playing and completing the game! I agree that traps sounded better as an idea compared to actual implementation.
Yeah, the trap detection is only based on proximity, walls don't matter. And trap locations are randomly chosen from a pool when level loads.
The mine randomization coupled with a through-the-wall thing made me a bit confused when learning that mechanic at level 1. Because I was unsure whether I got it right or now.
I couldn't finish the game. I didn't know how to stop the traps from firing at me. I also tried like every frequency for the second 3 digit code, but couldn't hear a message. I think there was potential here though. Shuffling through radio channels quickly to affect the world around you could work well, but I just couldn't figure out the correct channels unfortunately.
draki
2026-04-21 09:43
Good ideas regarding the randomness x) it makes dying less frustrating. I really like the character's sound you quickly become attached to their pain lol. great lvl design btw
woona
2026-04-21 10:49
@verttixpertti Thanks for playing! Yeah, the game turned out to be way more cryptic than I intended. Sorry about that!
flx
2026-04-21 15:59
A bit hard for me but good concept with great ideas ! Congrats
Very cool concept but yeah, as others have already said it's a bit hard :)
loudev
2026-04-21 18:46
Clever puzzles! Struggled a bit to find the code on chapter 2 but I was just bein dumb.
COOL!
nikaz
2026-04-22 08:46
Cool game! I really like it! Good job!
2026-04-22 09:05
Great job, and thanks for the Russian language, it was interesting. But I still couldn't figure out what to do with some of the traps. 5 stars.
nullval
2026-04-22 20:20
Cool concept and a great fit for the theme, but I could not figure out when the traps would be shut. Somehow I got through level 2, but I could not figure out what I was doing wrong.
Could someone in the comments explain how the traps actually work. Because I couldn't get them to reliably be shut no matter the channel signal.
I liked the graphics and the audio was fine.
woona
2026-04-23 04:20
@nullval Thanks for playing! Sorry I did a bad job explaining how to play in-game!
It's actually impossible to completely shut down the traps, you can just detect their location using your receiver and plan your route to the exit around those traps using your knowledge about their locations. Each trap has its own channel and emits signal based on proximity to it.
Trap locations are randomized and chosen out of a pool when the level loads. Channel frequencies are randomized too.
yuriscat
2026-04-23 06:04
Ngl that trap attack was way too scary, it freaked me out so bad I was running around like crazy and then died Q.Q. Pretty unique game though, I would've really enjoyed it if it wasn't so terrifying Q.Q.......
Very nice puzzle game and great implementation of radio!
mrekzes
2026-04-23 12:03
The controls in your game work very strangely when I scroll the mouse wheel, and the Ludum page flips.
It's a cool idea, I did struggle a bit with the traps and sort of felt I stumbled through randomly at some points. The doors and identifying the code worked well though! Nice interpretation of the theme and really solid audio work!
thoth
2026-04-23 12:40
A GOOD INNOVATION WITH RADIO AND ESCAPE GAME, MAYBE THE TRAP IS A LITTLE SCARY TO SOME PUZZLE SOLVING PROCESS. BUT IT IS DEFINITELY A NICE PUZZLE GAME
Very cool! Not sure if I exactly figured it out - but I did get to the end! Very cool idea to have a radio listening for hidden traps.
Ah - I definitely did not get that the traps were random, whoops! Guess I didn't really figure it out. Still! great idea
yarcha
2026-04-24 03:44
Прикольная задумка что ты при помощи настройки радио находишь ловушки. Не знаю хватит ли этой механики на полноценную игру, но в качестве джем проекта это довольно интересно. Мне понравились ловушки и головоломки, но я словил какое-то странное ощущение от мин во второй комнате. Мы их не видим, но детектим с помощью радио, и они как-то странно взрываются :D А ещё я как-то разок замешкался и меня придавило дверью лол)
Да в любом случае игра сделано хорошо. Ты молодец, отлично постарался!)
neshtyak
2026-04-25 10:09
Nice idea for a signal theme! For me it was hard to understand whether I found the right frequency or not
Good game with a clever interpretation of the theme. The main aesthetic is good enough to be attractive and you made something really interesting using Godot Engine. I have fun playing, seeking the right frequencies in order to proceed and progress through the maze. A solid entry. Thank you for this experience. Well done ++
Я заметил, что некоторые члены написали комментарии на русском языке. Поэтому думаю, что ты русский. я поздравляю тебя за то, что ты создал. Круто. Тебе желаю всего хорошего. Пока пока дружец.
cornex
2026-04-27 15:35
Great idea! It was easy to figure out how to play, but sometimes it was difficult to simultaneously remember where all the traps were, and at the same time when to tune in to the right frequency and when not. Still, nice work!
Interesting idea, used in a very simple way but it was still alright overall
Made it through! Last chapter was a close call, it really kept me on my toes, but once I figured out the perfect 96->97->96 frequency combo to keep the turret doors closed, I could get through it before the press me button expired. What a rush! Felt great when I figured it out, using the doors to block turrets was a cool addition!
Love the design around finding the traps as well! Having them on multiple channels really created some tension moving around, especially on the second chapter, where they were in very tempting places. I also love the sound design, the beeps as you hone in on the currect channel, and the dying noises were very well done. Great take on the theme as well, using signals to navigate around hidden traps really worked well here to make a fun game out the theme. Awesome game, well done!
There’s an issue with the mouse: it leaves the game area and causes the page to scroll. A fullscreen option might fix this.
This is really good idea for some first person puzzle game. I liked how most of the mechanics works except the traps, I just haven't figured out how traps work, I only noticed that some channels just have pings but it didn't realized how they relate to traps. I think with several more puzzle concepts (and better explained and working trap mechanic) this could be a really cool puzzle game.
that door crushed me while i was messing with the radio laughed so hard had to walk away the grunting sounds are hilarious
daveco
2026-05-05 14:19
Such a unique idea, awesome!
2026-05-07 02:02
Really difficult, but so much fun! And the idea of the radio as the only trusted and versatile companion for detecting traps and interacting with the world is so clever! Awesome work especially on the gameplay experience and the audio!
f1krazy
2026-05-07 18:01
Honestly, I found this too frustrating to be enjoyable. Whenever I came to a door that required a three-digit code (including the very first door in the game), I would repeatedly scroll through the entire frequency list without being able to find the one frequency that actually told me the code. Trying to remember where the traps even are, let alone which frequencies clue you in to which traps, is hell on Earth when you have ADHD, poor spatial awareness, and every single corridor looks exactly the same. The fact that there are *so many* frequencies just makes scrolling through them all the more arduous.
There's a good idea here, and it fits the theme well, but the way they're executed just isn't enjoyable for me.