Foon → Ludum Dare Explorer → Users → whiteCloh
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | CONNECTED | jam | 813 | 2.69 | 2.61 | 2.64 | 2.78 | 2.61 | 1.92 | 2.35 |
It instantly reminded me of my second year at university and that old oscilloscope. The controls aren’t the most convenient — it feels like the circular sliders don’t work very well on PC, which is a bit distracting — but the visuals are so captivating that you could spend hours just tweaking the waves.
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I like that I can immediately imagine how the game could expand — that’s a sign of strong design. For a game jam version, I’d make the balance a bit softer and allow players to see everything within 10–15 minutes, since there are many games and limited time :pensive: . It’s also interesting that I don’t see an audio engineer on the team, yet the music is 10/10.
This game is like an episode of a favorite series, like Hemingway’s six words, like a breather in the middle of everyday hustle. One of those cases where a bug you see with your eyes doesn’t pass the filters in your mind, and the signal doesn’t go any further. A signal :smirk:
I like the charging and usage of spells. I think there’s currently a split in player focus — the three main zones (incoming attack threat, input field, and cooldown) are located in different parts of the screen. This issue might be reduced if movement alternated with casting.
Give me a guide on how not to die in this hellish cave :smile:
Nice work — the prep felt unnecessarily long for how easy the core was, but everything else was top-notch.