Signal Manager by A Little Red Panda 2026-04-21T14:38:09Z
I really like the "visual function" you used. Would you mind telling me the name? I'd like to read more about it - I'm a nerd!
Foon → Ludum Dare Explorer → Users → GideonGriebenow
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Mixed Signals (using DOD) | compo | 262 | 2.86 | 2.54 | 3.25 | 3.01 | 2.89 | 2.35 |
I really like the "visual function" you used. Would you mind telling me the name? I'd like to read more about it - I'm a nerd!
Hey. Sorry you couldn't "finish" (as if a game is ever finished!) yours. Better luck next time...
Hey. Sorry you couldn't finish it (as if a game's ever finished). This was my first Game Jam! Better luck next time.
Well done on completing a game! I was able to finish it without too much head scratching.
Hey. Sorry you couldn't "finish" (as if a game is ever finished!) yours. Better luck next time...
Error messages on start, and I could only move, didn't see any other impact, although there were sounds when I clicked.
Hey. No link or download?
After lighting about 5 or so, I fell down a cliff and was able to run around on the terrain below. I went all the way to the edge, then fell off and was able to look up behind me and see everything drifting away from below! :) Nice idea
Hi. Sorry you didn't get to finish it. This was my first attempte, and luckily I made it! The fact that you're able to graph the functions is very neat.
Hi. Here's your 20th rating :) It was easy to figure out what to do, and a nice little puzzle. I was way more exited when the puffs of dust appeared behind the bike when going fast than I would ever admit openly, haha! Same advice about the triangulation than Matt Giuca.
Hey. I played for a bit, but didn't get very far. I did lose a couple of blocks while dragging them and releasing off the board, but later realized that I sold them that way! But I have to go now for a meeting/workshop. I gave you your 20th rating :)
Hi. I use Unity. Hopefully someone finds this useful!
Wow, I think this is the best one I've played so far. Really well done, engaging, clear what should be done and what should be avoided. I finished it on the first run, so perhaps it could be a bit more difficult, but I also understand, 48 hours, not a lot of playtesting and balancing possible, and rather error on the side of caution.
Maybe add a main image for your game for display purposes?
Great effort, really polished feel to it, and I love procedural / function type implementations! There's probably not many people (percentage wise) with the patience to work out the puzzles and enjoy the "system" to more than a few levels, but those who do will defintely enjoy this game.
Hey. Sorry you couldn't "finish" (as if a game is ever finished!) yours. Better luck next time...
Nice atmosphere! I was able to "brute force" if nothing else, but I couldn't completely figure out how the "repeaters" that send the signal forward works. They sometimes fired, and other time was just completely ignored / had no impact. So, after the first couple of levels, I couldn't get the signals to go all the way the starting position - I assume that's the plan?
Is it bad that I specifically used crashes as a way to get at least some trains through!? Some nice puzzles. Mechanics and options are introduced well, allowing the player to understand them. A very neat little Jam game. I was a bit frustrated that a train already on the crossing rail would stop when the light turns reas. I feel they should rather go when they're in the collision path in any way.
Hey. If you intended to submit, but couldn't, sorry you couldn't "finish" (as if a game is ever finished!) yours. Better luck next time... I hope you have a great day too!
It takes some getting used to, but, wow, it's a solid entry for 2 days! I'd change the cover image to be more representative. The often-repeating sounds are subtle enough, and there are so many great little "technical impressivities" around. You've clearly been doing this for a while ;)
I made it. Nice idea to have the three parameters of the signal to be set :) Congrats on your first COMPO. This was my first Game Jam ever!
Hey. Sorry you couldn't "finish" (as if a game is ever finished!) yours. Better luck next time...
@aftercool I only found out it was running about 8 hours in, but at least 5 of those were sleeping hours. Then I suddenly decided to do it, and got going!
Cool idea, figuring out how to "waste/block" one's movement while not blocking the other, to let both find their target with the same, but inverse movement. Well done!
@mrwarranty I think it may be pretty cool to have two bits of music that "fit toghether well" and then weight each according to the strength of the two signals, so that you also get an audible "resonance" when the signals match perfectly.
Hey. Sorry you couldn't "finish" (as if a game is ever finished!) yours. Better luck next time...
I love good boardgames. Nice to see, I assume, the entire family working together! It seems the rules are just enough to be at least a bit interesting without being overwhelming. First time I see a physical entry :)
Hi. I also made a game about catching signals. In mine you have to rotate receivers that can only decipher certain types and try get as many right and as few as possible wrong, increasing your research.
Hey. Sorry you couldn't "finish" (as if a game is ever finished!) yours. Better luck next time...
+1. Good luck with the last 3 ratings!
Hi. Maybe add a cover image for display purposes to your game. You just have the default missing one at the moment.
Hey. Sorry you couldn't "finish" (as if a game is ever finished!) yours. Better luck next time...
This is really impressive for a 2-day project. I don't really like these kinds of games, but your presentation was interesting enough for me to want to give it a play. Some shortcut keys would be nice, so the cursor don't have to go to the UI panel and you can keep slashing!
Hey. Sorry you couldn't "finish" (as if a game is ever finished!) yours. Better luck next time...
Hey. Sorry you couldn't "finish" (as if a game is ever finished!) yours. Better luck next time...
Haha, we all have those days. Well, you still made and published something :)
Hey. Sorry you couldn't "finish" (as if a game is ever finished!) yours. Better luck next time...
Hey. Sorry you didn't make it in time! Better luck next time...
Hello fellow first-time game jammer! Congratulations on finishing an impressive first game! I also decided to give Ludum Dare a go this time. While I had many more ideas for my game, I'm happy that I was able to make a whole game with a "clean end" with seemingly no bugs. Anyway, onto your game: I spent more time than I would care to admit playing it :) At first I got caught a few times on the first level, and then my strategy seemed to take shape and it became a lot easier. Sound was fitting, controls a bit hit and miss on pause, and the drag area of the group was a bit small, so I missed it a consistently until I slowed down and made sure - it would have been nice to have the group box it a bit more "receptive" of the light. PS. Maybe add a "cover image" to your game - currently it's just the default grey image.
Hey. I took turns sleeping, reading the diary and fiddling with the frequency. I had no idea what I was doing, or whether it had any impact, except that I was able to get static at different frequencies, but I din't know if that did anything, or why. In the end, I've understood the signal, and it understood me, but I don't understand whether what I did had an impact, and how! Interesting visuals.
Hey. Sorry you couldn't "finish" (as if a game is ever finished!) yours. Better luck next time...
We have the same game name, so yours caught my eye. Better luck next time...
Hey. Sorry you couldn't "finish" (as if a game is ever finished!) yours. Better luck next time...
I think this is a really well scoped effort (which leaves some time for polish) which fits the theme well. Simple, yet effective mechanics, a check to prevent spamming, etc. One thing I would add is to remember the last direction moved and use that if dash is pressed without currently moving. As it stands, dash works fine while moving, but always goes right when not moving, while I'd expect it to get left when I moved left last (even if I'm standing still now).
Simple but effective mechanics that work well together. Visuals and audio well polished and the "feel" is positive. I struggled the most with the scrolling. I'd prefer it if didn't loop back to small at the end of the large range, and vice versa, and the direction for larger and smaller also seemed to be against my intuition.
A nice alternative ruleset. Of course, I just had to find those mines! Maybe use right-click to flag, and it would be nice to not have to look up the colors to know the number of mines - some kind of indicator that immediately makes the number clear. It wasn't clear at first that distances count horizontal and vertical only (so, NE, SE, NW and SW counts as two rather than one), but quick to figure out. Good luck getting your last rating to get to 20!
Still 404 :(
I saved the earth in just over 3 minutes! It's really well polished, visuals and audio is great. Well done!
Fresh idea, nice core. Some juice would make it even better.
I blew up once to test it. A bit easy and short, but a nice simple game applying the theme successfully. A restart button would be helpful :)
Man, I wish I was more of an artist. I can code very quickly, but "making it look great" is always time consuming or impossible. This looks great for a 2-day game!
Hi. I can't interact / move anything other than clicking the first little circle. Am I missing something. Camera doesn't pan, etc.
@floonace Nothing happened when I click or tried to move the camera, including clicking on the sun. There was no impact.
@floonace Ah, I think I didn't click the sun fast enough at the start. But the camera also didn't pan originally. Either way, the itch.io version worked when I went straight to clicking the sun. I progressed for a bit, but then it started to lag very badly, with long pauses now and then, and low FPS in-between.
I died a few times after my knife disappeared. I'm toast.
Please follow the link to itch.io! Thanks for your time :)
@mdotedot I actually get a bit disoriented with the rotations - I regularly think it will rotate the other way. There's something about my brain expecting the same button to sometimes rotate clockwise and sometimes counter-clockwise. I think I create some kind of "reference point" and expect it to go "left or right" rather than considering the rotation / turning direction.
PS. I actually created and saved the meshes procedurally with a ScriptableObject using a "rotate an animation curve around the center, like "pottery".
@glem-fumeno I agree about the speed, but I didn't want it to start too fast. Also, I didn't have a lot of time to playtest and tweak parameters, so I thought I'd rather error on the side of caution. At least it automatically tends to go faster over time.
@nikiprot Yes, having more placs to focus on gets very difficult rather quickly! I also tried with 3 a bit, but thought I wouldn't include that option in the build!
@thomas-olsson It's weird how quickly you start completely "reacting too late" when there's too much going on. I find in many cases I rotate too late to catch the previous one, which then also messed up the one after it, where I would have been better to just take the loss and get the next one.
@firefish Thanks. Yeah, I didn't have a lot of time to playtest and balance. It's crazy how much time went into getting the systems set up, and how fast I could implement the mechanics thereafter, but still, it's only two days, so not much time to go around doing everything that's required.
@mekuire I get you in terms of the boring. I had plans originally to add different angles, and also have the compilers change direction to shoot at different receivers over time, but time was too little.
Thanks all!
@n-o-x @vilumpulump @breadstick @fifut I definitely had more planned, but I think I scoped it well "in steps" to know when I should say "OK, take the last 4 hours and finish this off" rather than adding another "big step". And I finished with about 45 minutes left to figure out the build-and-upload process (since I'd not build for WebGL or uploaded a game jam entry before. I'm happy with how it went and that I could do this in 2 days. Thanks again for your time!
@big-nose You only really need the last bit telling you the controls. It look fine on my side - sorry if it was somehow distorted on your side.
Thanks @gdman. Yes, I had many other ideas that couldn't fit the 2 days. Luckily, it's already DOD, so I can really expand on it and it will still be fast.
@nbumgardner Hi. I watched the part of your stream where you played my game :) Thanks for the feedback and featuring it!
@avhatar Thanks for the feedback and kind words. Sound always adds a great deal, but I just didn't have time :)
@ugly-robot Thanks! Catching some incorrect ones are fine - you should just try and minimise those. It adds to the chaos that you have to sometimes decide which bad move is the lesser of a bunch of evils.
@henk Part of the jam is also to release code so others can learn from it. That was one of my main reasons for using DOD. Also, I wanted some more practice in a stressed environment to make sure I understand it properly and can get it to work. Finally, I wanted to try it out in a WebGL build.
@blinry Thanks for the feedback. Yes, with more time there are a bunch of neat ideas that can be added. I’m glad you had some fun!
@zungryware I checked out your video and left a comment :) @vidarn @richard-baltrusch Thanks for checking out my first jan entry!