At first, it felt pretty strange. I didnât really get itâI even wanted to complain. It seemed like a weird connection to the theme (though I should note, the visuals are amazing).
Then the next phase kicked inâI realized itâs actually a fun, addictive incremental game.
After that, I tried to break the game and ended up looping the bonus plants. I noticed that this case is actually handledâthereâs a cap of 64 signals (which is great) for basic plants. Though I didnât fully understand how it works, since with other chains it can go up to 512.
For a long time, I didnât notice the numbers above the door acting as a global goal. Honestly, replacing plants/creatures is very ноŃдОйнО. You have to check first, then delete, then go pick a new one. It would be much more convenient to:
pick what you want go to the desired spot replace it This whole âyou canât pick it up because there are no free slotsâ thing feels unnecessary.
Continuing that point: to reach a million, you basically have to remove everything and rebuild properly from scratch. You canât reposition already placed, purchased objects. Sure, you can rotate them, but major mistakes with expensive plants can happen right at the start. For me, even 100k wouldâve been more than enough as a target.
I also felt there was a lack of tools or objects for intercepting signals outside of plants. Yes, you can run around the room catching them with the phoneâbut that becomes tedious in the later stages.
Overall though, itâs really enjoyable. And the fact you made this in three days is genuinely impressive. Iâm just sharing my experienceâthanks for it.
Oh, and one more thing. I left the game running in the background to farm signals. When I came back a couple of hours later, I had reached over a million. I opened the door and⌠nothing. I was about to get annoyed, but it turned out the game had just frozen.
The catharsis hit when I took the elevator down and saw THAT. And honestly, in that complex farm setup, I wouldâve liked to interact with it a bit more. I get that itâs more of a jokeâand a way to show how far the game could theoretically expandâwhich is great. So yeah, you definitely achieved the intended effect.
Overall, the game really hit those nostalgic notes of the early SimCity titles.
But I still donât understand why the towers have to be placed so close to each other. In that sense, upgrades seem to matter only for throughput, not for increasing the radius.
Also, something feels off with the task spawning. It gets overwhelming to the point where it quickly stops being enjoyable.
But a big thumbs-up for the visuals and emotions you give me
At first I thought about dropping the game, but then I got into it. Still, over time the monotony became tiring, and when reaching the ending got pushed back by another five minutes of the same actions, I ended up closing the game.
I mightâve encountered a bugâor maybe itâs just not well communicatedâbut I couldnât distinguish the failsafe missiles. It ended up feeling like a sneaky kind of randomness, where even after doing everything in time, the missile just wouldnât work. If thatâs intentional, it would help to mark broken missiles with a different colorâlike blanks or duds.
And the repetitiveness⌠why stretch it out for so long when thereâs no new gameplay being introduced? It feels like artificial padding. There was no real sense of catharsis, which was disappointing⌠though visually and audibly, itâs very impressive.
Itâs too easy to miss enemies, they shoot at you too quickly, and you have too little health. Sometimes you can even get hit from off-screen. Enemies move quite chaotically, and situations can arise where you canât escape them, while your objective is still right there in sight.
I also didnât understand why the enemies look the same as the player⌠You couldâve at least recolored the asset.
I never managed to find the 13th duck⌠đ đ đ Overall, from the very first frame I understood what the story was about. And regarding the themeâitâs interesting, thank you. It doesnât even feel right to ârateâ something like this; clinical death is a heavy subject.
On the downside, objects are placed quite close to each other, which leads to overlapping or interrupted lines from the protagonist. You either needed to shorten the texts or increase the distance between objects. As it stands, the player can accidentally limit their own access to the content.
Mixed feelings about the game. It looks cool, but the gameplay is extremely unintuitive. It feels like thereâs some kind of optimal strategy, but I donât really feel like searching for it, since all meaningful actions only happen during placementâand then you just find out later whether it worked or not.
If you could rearrange, add, or sell signals while theyâre being sent, that would add the sense of dynamics the game is currently lacking.
But honestly, I probably just didnât fully understand the game.
Alright⌠this game really impressed me. Even though it definitely has its flaws. Iâll just write this as a stream of thoughts.
First of all, I really like how the jam theme is tied into the core gameplay. Itâs great that every signal comes with its own story, commentary, and image.
The âwowâ moment for me was the player. I took a closer look at the interface and realized you could apparently switch audio tracks. At the end of another in-game workday, I gave it a tryâand sure enough, you actually can. And the soundtrack is absolutely fantastic.
However, the long-term goal of the game isnât very clear. For a long time, I didnât understand what I was actually supposed to do to reach the ending (aside from just maxing out upgrades). Correction: later I noticed in the menu that weâre supposed to buy a ticket⌠but it probably shouldâve been highlighted with a separate button or color, because at first it reads like just another top-tier upgrade.
The color indicators of the signals also donât really communicate their value or variety. Maybe there is a system behind it, but thereâs just not enough time to figure it out⌠although I doubt it, since the scanning speed and rewardsâfor example, for two red signalsâare different.
And that brings me to time. Unfortunately, all the jokes, Easter eggs, and interesting content are hidden in text blocks and imagesâwhich you donât really have time to look at, because you need to rush through as many signals as possible in a short time. Yes, you can upgrade the workday duration, but the core loop doesnât changeâyouâre still pushed toward quickly processing as many signals as possible. And the description texts also appear too slowlyâŚ
I really missed some kind of system to track which signals youâve already explored. When youâre trying to move as fast as possible, at some point you just lose track of which sectors youâve already checked and which you havenât. Hovering over everything with the mouse just to check âmaybe I missed this oneâ isnât very fun. (And no, the slow blinking of the scanner doesnât helpâit actually confuses things, because for a split second it feels like a new scan is starting.)
Lots of praise for the âWowâ signal, and for the Dune reference. I didnât see a reference tied to the â42â answer at first and was about to be disappointedâbut then, thankfully, I found it :)
But it was really disappointing that the signals start repeating over and over again. I put in the effort to finally slow down and read themâand then realized theyâre the same ones⌠At that point, the game turns into a grindy routine, because Iâve essentially already seen all the content, yet I still need to grind those 100k.
Since you were targeting an international audience, it wouldâve made sense to have English set as the default language.
The error-switching buttons are very smallâthey couldâve been bigger (I was playing in windowed mode). The art looks like it might be AI-generated. I donât have anything against AI, but stylistically it feels a bit undercooked.
Because the defusal instructions are quite complex and take time to memorize, I couldnât manage it. Itâs a pity the game doesnât automatically pause when you open the instructions. I didnât attempt another run.
That said, itâs a really enjoyable game. Itâs great to see the theme explored from different angles through gameplayâthat definitely deserves a high score.
I tried to destroy the satellite boss, but it just wouldnât go down, even with the help of the asteroids. Other than that, itâs a fun game. The theme feels only loosely connected through the narrative, so it gets a small point for that.
Since the planet is called Wasabi, I immediately pictured the pilot looking like Jean Reno.
From the art and previews (Iâve actually been following your game since the very first post), it reminded me of Noita and Barotrauma (my misconception about the sonar, which I mention below), and I was curious to see how much youâd end up implementing.
I was surprised that the arc shown in the screenshots turned out to be a suction toolâI thought it was sonar, which wouldâve fit perfectly with the signal theme. Like, you scan, explore, search for something in the soil, and fend off enemies.
I didnât like that any hit, even a minor one, takes away health. On the other hand, crashing into a wall at high speed results in the same punishment⌠I guess that can be attributed to the short development time.
I only really understood the game on my second attempt. Itâs not obvious at all that the monstersâ blood, which gets turned into gold by that thermo-gun, can then be collected by shooting the gold (really not intuitive). Itâs also unclear why you even need to collect goldâwhatâs the point of the total cargo mass increasing (and why is it shown in blue, like itâs water)? I also lacked an immediate understanding of whether I could upgrade my digging arc. As soon as you reach stone (which happens almost right away), the digging speed drops, and you instantly want to improve it. Unfortunately, that didnât seem possible.
= = = = = But my complaints about the inconveniences became irrelevant once I progressed further and finally looked at the screen properly, noticing the key for upgrade configuration đ Same with collecting gold using the gun (still, it probably wouldâve been better to have auto-pickup for it, or at least allow easy collection even with a weak tool).
= = = = = The game is great. So far, itâs the best thing Iâve played from Ludum. Atmospheric, sounds great, and feels good to play. The map generation really encourages you to replay and start over again and again. Itâs very cool that there are new systems you encounter during the run. At the same time, itâs a bit disappointing that armor upgrades are only visible in the menu, not during gameplay.
About the sudden explosion and the need to run⌠that was a nasty trick. I had to replay just to see the ending⌠but didnât manage it. After collecting 600 gold on the level, I tried to grab all four golden bubbles from the boss, and the explosion caught me off guard again. It really needs some kind of visual and audio indicator to show how much time is left, so you can properly assess the risk⌠I didnât go for a third attempt.
Itâs a bit disappointing that the jam theme is only implemented as intermediate goals (I just canât consider a distance-to-finish bar a gameplay mechanicâitâs just an indicator). If there had been sonar like I originally imagined⌠but thatâs not really importantâthe game is great, and the work is excellent. Thanks for the experience.
During gameplay, I also ran into a situationâIâm not sure if itâs a bug or a featureâwhere I went back to collect previously left golden blood, and suddenly a pack of four-headed monsters dropped down on me from above. That turned into quite an unexpected challenge.
Playful, engaging, and atmospheric. Short and snappy. The clicker segment felt a bit awkwardâhaving to mash E repeatedly isnât the most pleasant experience; holding the key, like with the screws, wouldâve been better. The screw puzzle itself, though, made me smile.
The theme feels more loosely attached, mostly there to support the narrativeâit couldâve easily been something entirely different. Despite that, a separate thumbs-up for the absurdity and **РОднОК ŃОвоŃŃкиК НиŃŃ**
But I really canât stand it when games bind crouch to C instead of Ctrl.
I honestly couldnât figure out how to save the humans or get them into the escape pods, so I ended up helping (I think I did, at least) the spiders wipe them all out. And even then I didnât quite succeedâone human was left stuck in a room whose doors Iâd accidentally closed, and I couldnât reopen them afterward.đ đ đ
Overall, itâs fun and enjoyable. But during longer play sessions, the sound really starts to get on your nerves. Next time, try looping the sounds or a track for yourselves to check how they feel after a few minutes.
LD59 — Signal (16)
Signal Garden by KenForest 2026-05-06T12:51:36Z ♥ 1
At first, it felt pretty strange. I didnât really get itâI even wanted to complain. It seemed like a weird connection to the theme (though I should note, the visuals are amazing).
Then the next phase kicked inâI realized itâs actually a fun, addictive incremental game.
After that, I tried to break the game and ended up looping the bonus plants. I noticed that this case is actually handledâthereâs a cap of 64 signals (which is great) for basic plants. Though I didnât fully understand how it works, since with other chains it can go up to 512.
For a long time, I didnât notice the numbers above the door acting as a global goal. Honestly, replacing plants/creatures is very ноŃдОйнО. You have to check first, then delete, then go pick a new one. It would be much more convenient to:
pick what you want go to the desired spot replace it This whole âyou canât pick it up because there are no free slotsâ thing feels unnecessary.
Continuing that point: to reach a million, you basically have to remove everything and rebuild properly from scratch. You canât reposition already placed, purchased objects. Sure, you can rotate them, but major mistakes with expensive plants can happen right at the start. For me, even 100k wouldâve been more than enough as a target.
I also felt there was a lack of tools or objects for intercepting signals outside of plants. Yes, you can run around the room catching them with the phoneâbut that becomes tedious in the later stages.
Overall though, itâs really enjoyable. And the fact you made this in three days is genuinely impressive. Iâm just sharing my experienceâthanks for it.
Oh, and one more thing. I left the game running in the background to farm signals. When I came back a couple of hours later, I had reached over a million. I opened the door and⌠nothing. I was about to get annoyed, but it turned out the game had just frozen.
The catharsis hit when I took the elevator down and saw THAT. And honestly, in that complex farm setup, I wouldâve liked to interact with it a bit more. I get that itâs more of a jokeâand a way to show how far the game could theoretically expandâwhich is great. So yeah, you definitely achieved the intended effect.
Signal City by cax 2026-04-28T19:36:19Z ♥ 2
Overall, the game really hit those nostalgic notes of the early SimCity titles.
But I still donât understand why the towers have to be placed so close to each other. In that sense, upgrades seem to matter only for throughput, not for increasing the radius.
Also, something feels off with the task spawning. It gets overwhelming to the point where it quickly stops being enjoyable.
But a big thumbs-up for the visuals and emotions you give me
Radar Alert by GreatPasta 2026-04-28T19:09:28Z ♥ 1
At first I thought about dropping the game, but then I got into it. Still, over time the monotony became tiring, and when reaching the ending got pushed back by another five minutes of the same actions, I ended up closing the game.
I mightâve encountered a bugâor maybe itâs just not well communicatedâbut I couldnât distinguish the failsafe missiles. It ended up feeling like a sneaky kind of randomness, where even after doing everything in time, the missile just wouldnât work. If thatâs intentional, it would help to mark broken missiles with a different colorâlike blanks or duds.
And the repetitiveness⌠why stretch it out for so long when thereâs no new gameplay being introduced? It feels like artificial padding. There was no real sense of catharsis, which was disappointing⌠though visually and audibly, itâs very impressive.
Please respond, over. by wingear 2026-04-28T18:50:30Z ♥ 0
Itâs too easy to miss enemies, they shoot at you too quickly, and you have too little health. Sometimes you can even get hit from off-screen. Enemies move quite chaotically, and situations can arise where you canât escape them, while your objective is still right there in sight.
I also didnât understand why the enemies look the same as the player⌠You couldâve at least recolored the asset.
Fading Signal by RushB 2026-04-28T18:41:58Z ♥ 1
I never managed to find the 13th duck⌠đ đ đ Overall, from the very first frame I understood what the story was about. And regarding the themeâitâs interesting, thank you. It doesnât even feel right to ârateâ something like this; clinical death is a heavy subject.
On the downside, objects are placed quite close to each other, which leads to overlapping or interrupted lines from the protagonist. You either needed to shorten the texts or increase the distance between objects. As it stands, the player can accidentally limit their own access to the content.
System Invader by heat 2026-04-28T18:27:26Z ♥ 1
The sound is pleasant. Though at some point it gets a bit scary how many enemies start appearing :) It was funâthanks for the experience!
Receive & Repeat by TurboLaser 2026-04-28T18:14:40Z ♥ 0
Mixed feelings about the game. It looks cool, but the gameplay is extremely unintuitive. It feels like thereâs some kind of optimal strategy, but I donât really feel like searching for it, since all meaningful actions only happen during placementâand then you just find out later whether it worked or not.
If you could rearrange, add, or sell signals while theyâre being sent, that would add the sense of dynamics the game is currently lacking.
But honestly, I probably just didnât fully understand the game.
Signal Through the Blizzard by anku 2026-04-25T23:15:51Z ♥ 1
Atmosphericâespecially since I really love survival games.
Radioblet by Dwang 2026-04-25T23:09:55Z ♥ 2
The audio tracks are absolutely fantastic. There isnât a whole lot of gameplay, but whatâs there is genuinely engaging. Thanks for the experience.
Link the Shrink by TOSHIY 2026-04-25T20:36:59Z ♥ 1
The leaderboard table in the description is a really great ideaâweâll definitely take it into account. Thanks a lot for the example!
Astroscanner by DiElecktrik 2026-04-25T20:33:28Z ♥ 2
Alright⌠this game really impressed me. Even though it definitely has its flaws. Iâll just write this as a stream of thoughts.
First of all, I really like how the jam theme is tied into the core gameplay. Itâs great that every signal comes with its own story, commentary, and image.
The âwowâ moment for me was the player. I took a closer look at the interface and realized you could apparently switch audio tracks. At the end of another in-game workday, I gave it a tryâand sure enough, you actually can. And the soundtrack is absolutely fantastic.
However, the long-term goal of the game isnât very clear. For a long time, I didnât understand what I was actually supposed to do to reach the ending (aside from just maxing out upgrades). Correction: later I noticed in the menu that weâre supposed to buy a ticket⌠but it probably shouldâve been highlighted with a separate button or color, because at first it reads like just another top-tier upgrade.
The color indicators of the signals also donât really communicate their value or variety. Maybe there is a system behind it, but thereâs just not enough time to figure it out⌠although I doubt it, since the scanning speed and rewardsâfor example, for two red signalsâare different.
And that brings me to time. Unfortunately, all the jokes, Easter eggs, and interesting content are hidden in text blocks and imagesâwhich you donât really have time to look at, because you need to rush through as many signals as possible in a short time. Yes, you can upgrade the workday duration, but the core loop doesnât changeâyouâre still pushed toward quickly processing as many signals as possible. And the description texts also appear too slowlyâŚ
I really missed some kind of system to track which signals youâve already explored. When youâre trying to move as fast as possible, at some point you just lose track of which sectors youâve already checked and which you havenât. Hovering over everything with the mouse just to check âmaybe I missed this oneâ isnât very fun. (And no, the slow blinking of the scanner doesnât helpâit actually confuses things, because for a split second it feels like a new scan is starting.)
Lots of praise for the âWowâ signal, and for the Dune reference. I didnât see a reference tied to the â42â answer at first and was about to be disappointedâbut then, thankfully, I found it :)
But it was really disappointing that the signals start repeating over and over again. I put in the effort to finally slow down and read themâand then realized theyâre the same ones⌠At that point, the game turns into a grindy routine, because Iâve essentially already seen all the content, yet I still need to grind those 100k.
Missile Protocol by Pacelin 2026-04-25T20:06:13Z ♥ 1
Since you were targeting an international audience, it wouldâve made sense to have English set as the default language.
The error-switching buttons are very smallâthey couldâve been bigger (I was playing in windowed mode). The art looks like it might be AI-generated. I donât have anything against AI, but stylistically it feels a bit undercooked.
Because the defusal instructions are quite complex and take time to memorize, I couldnât manage it. Itâs a pity the game doesnât automatically pause when you open the instructions. I didnât attempt another run.
That said, itâs a really enjoyable game. Itâs great to see the theme explored from different angles through gameplayâthat definitely deserves a high score.
GIMME TV by pocketdog 2026-04-25T19:50:20Z ♥ 0
I tried to destroy the satellite boss, but it just wouldnât go down, even with the help of the asteroids. Other than that, itâs a fun game. The theme feels only loosely connected through the narrative, so it gets a small point for that.
DIG_POD by a333 2026-04-25T19:40:58Z ♥ 1
Since the planet is called Wasabi, I immediately pictured the pilot looking like Jean Reno.
From the art and previews (Iâve actually been following your game since the very first post), it reminded me of Noita and Barotrauma (my misconception about the sonar, which I mention below), and I was curious to see how much youâd end up implementing.
I was surprised that the arc shown in the screenshots turned out to be a suction toolâI thought it was sonar, which wouldâve fit perfectly with the signal theme. Like, you scan, explore, search for something in the soil, and fend off enemies.
I didnât like that any hit, even a minor one, takes away health. On the other hand, crashing into a wall at high speed results in the same punishment⌠I guess that can be attributed to the short development time.
I only really understood the game on my second attempt. Itâs not obvious at all that the monstersâ blood, which gets turned into gold by that thermo-gun, can then be collected by shooting the gold (really not intuitive). Itâs also unclear why you even need to collect goldâwhatâs the point of the total cargo mass increasing (and why is it shown in blue, like itâs water)? I also lacked an immediate understanding of whether I could upgrade my digging arc. As soon as you reach stone (which happens almost right away), the digging speed drops, and you instantly want to improve it. Unfortunately, that didnât seem possible.
= = = = = But my complaints about the inconveniences became irrelevant once I progressed further and finally looked at the screen properly, noticing the key for upgrade configuration đ Same with collecting gold using the gun (still, it probably wouldâve been better to have auto-pickup for it, or at least allow easy collection even with a weak tool).
= = = = = The game is great. So far, itâs the best thing Iâve played from Ludum. Atmospheric, sounds great, and feels good to play. The map generation really encourages you to replay and start over again and again. Itâs very cool that there are new systems you encounter during the run. At the same time, itâs a bit disappointing that armor upgrades are only visible in the menu, not during gameplay.
About the sudden explosion and the need to run⌠that was a nasty trick. I had to replay just to see the ending⌠but didnât manage it. After collecting 600 gold on the level, I tried to grab all four golden bubbles from the boss, and the explosion caught me off guard again. It really needs some kind of visual and audio indicator to show how much time is left, so you can properly assess the risk⌠I didnât go for a third attempt.
Itâs a bit disappointing that the jam theme is only implemented as intermediate goals (I just canât consider a distance-to-finish bar a gameplay mechanicâitâs just an indicator). If there had been sonar like I originally imagined⌠but thatâs not really importantâthe game is great, and the work is excellent. Thanks for the experience.
During gameplay, I also ran into a situationâIâm not sure if itâs a bug or a featureâwhere I went back to collect previously left golden blood, and suddenly a pack of four-headed monsters dropped down on me from above. That turned into quite an unexpected challenge.
Cabined by TheSecondLeft 2026-04-25T18:44:09Z ♥ 1
Playful, engaging, and atmospheric. Short and snappy. The clicker segment felt a bit awkwardâhaving to mash E repeatedly isnât the most pleasant experience; holding the key, like with the screws, wouldâve been better. The screw puzzle itself, though, made me smile.
The theme feels more loosely attached, mostly there to support the narrativeâit couldâve easily been something entirely different. Despite that, a separate thumbs-up for the absurdity and **РОднОК ŃОвоŃŃкиК НиŃŃ**
But I really canât stand it when games bind crouch to C instead of Ctrl.
ESCAPE_OS by Sylvic 2026-04-25T18:33:14Z ♥ 1
I honestly couldnât figure out how to save the humans or get them into the escape pods, so I ended up helping (I think I did, at least) the spiders wipe them all out. And even then I didnât quite succeedâone human was left stuck in a room whose doors Iâd accidentally closed, and I couldnât reopen them afterward.đ đ đ
Overall, itâs fun and enjoyable. But during longer play sessions, the sound really starts to get on your nerves. Next time, try looping the sounds or a track for yourselves to check how they feel after a few minutes.