Loss Of Signal

Overall★★★★★★★★★★3.62
Fun★★★★★★★★★★3.21
Innovation★★★★★★★★★★3.65
Theme★★★★★★★★★★3.10
Graphics★★★★★★★★★★3.45
Audio★★★★★★★★★★3.08
Mood★★★★★★★★★★3.35
What does space look like, if it had roads?

Objective


Your goal is to get to the end of the level (marked by the green, spinning exit), in the least time possible, while burning the least fuel.

The way to do this is to stay as close to the "filament" as you can - the _friction of space_ (I know) is lower here, meaning you can go further and faster.

Be warned though, the filament is dangerous! Staying _too_ close for too long will fry your ship!

Difficulties


- Apprentice: Simple, relatively short stages
- Journeyman: Slightly longer stages, with more complicated filaments
- Master: Each stage has a gimmick that makes it harder than the vanilla stages!

How to Play


Use W/Up to thrust, A/D or Left/Right to turn, and R to restart the level.

You can hit escape at any time to go back to the level select.

Mobile


The game is a bit finicky on mobile - made some critical errors with the UI - but you're welcome to try with the web link! Setting my browser to "desktop mode" and then zooming/adjusting the game into view seems to do it.

Thoughts


I loved this Jam - it's been my first solo effort. Spent the first hour or so coming up with totally overzealous ideas. The word "Space" really sang out to me in the end, so I knew I wanted to make something space based, so then it became about putting limits on space. I was essentially inspired by the whole idea of "hyperspace" and getting past the speed limit that is light. Initially the mood of the game in my head was slightly more grandiose (when isn't it for a Jam?), however as soon as I got a primitive version of the game going with the mechanic, I was hooked. It's subtle, but you can definitely feel it, and I really liked the "push your luck" feel of it combined with the feeling of having to constrain yourself even though space is infinite around you.

This has also been my first Jam with Godot over Unity (thanks for that whole licencing debacle, finally pushed me over the edge), and honestly I don't think I'm ever going back. Even with having to use V3 rather than V4 for access to Web + C#, the whole thing went really smoothly.
Genres: puzzle
Tools: Godot

Comments19

Doug Graham
Doug Graham2 Oct 2023, 23:28
Nice Entry! I got some old school asteroids vibes, but really loved the twist, harder levels were harder to stay close without dying with all the twists and turns. Congrats!
Nikolaj
Nikolaj3 Oct 2023, 03:50
neat! the filament looked really cool. There was a weird gray thing that kept showing up on the web version on half the screen
Lee Martin 77
Lee Martin 77author3 Oct 2023, 07:53
@nikolaj I was having terrible trouble with the parallax backgrounds, which is what this sounds like! Thanks for letting me know!
nardandas
nardandas3 Oct 2023, 08:23
I got score of 172 on Pleiades! Really cool little arcade game. Kinda weird take on like, a lot things, but it generally works out to be really cool. Trying to keep by the filament was its own challenge, and adding in the black holes and whatnot turned out really really cool. Great job! I did notice when the filament was primarily right-to-left, it was hard to see what was coming up. Hard to dodge black holes!
BrokenBridge3 Oct 2023, 08:34
This feels very good and has a nice difficulty to it. The idea with the filament felt quite innovative and gives this space game an unique touch.
Stefan B.
Stefan B.3 Oct 2023, 09:15
fun, especially the last levels with the moving station feel like a racing game where you are racing the finish line, except, in space you can simply cut corners and wait for the finish line to arrive ;)
Lee Martin 77
Lee Martin 77author3 Oct 2023, 21:05
@nardandas thanks so much for the feedback, and that's a good score! Initially I had planned to make it mobile-friendly, hence the screen ratio, but biffed it with the UI and knew trying to fix it would have broken everything, so I just rolled with it!

@stefan-b I'm almost certain the "optimum" path for some of the levels is to just ignore the filament and gun for the exit :joy:
quasilyte
quasilyte4 Oct 2023, 12:44
You made a right call about the art direction.
It was probably quick to make, but it looks stylish.
And style is almost always more important than the amount of details.
The filament looks extra cool (thanks to the flow animation).

It's admirable that you managed to make the mobile controls working during the compo.

The amount of different levels and extra mechanics, not to mention the different difficulties says a lot about your productivity. I think the most common thing to have is like 2 or 3 levels in the jam/compo game. You managed to create much more. I haven't played all of them, but I tried one level from each difficulty. They do feel different enough.

Now some of the less positive thoughts about the game and its implementation (I'm keeping in mind that this is a compo).

Some simple music would make the game a little bit more lively in my opinion. Some simple tools allow you to create a track in 10-20 minutes. It won't be a good music, but it's something. People can turn it off if they hate it, but for a 10-15 minutes session (most of the jam games don't get more than that I believe) it would make the experience much more gamey-like.

The docking feels awkward, but that is to be expected I guess. I got used to it after a couple of runs.
It does change the pace from going at full speed to a turtle speed though. Not sure if this can be addressed in any way.

The friction/proximity interface/terminology is overly complicated in my opinion. :sweat_smile:
As far as I understand, the proximity means the countdown until you get destroyed.
There could be a more intuitive way to represent it, like calling it DANGER or something.
Friction is probably related to the extra speed boost, but again, I'm not sure it adds anything to the speed counter. Players don't need to be explained about what "danger" would do - if it's full, something bad will happen. A full "proximity" doesn't convey a clear message to me.

It wasn't convenient to play the game in the browser from my desktop as full-screen mode is not supported (?) and some vertical part of the screen gets out of bounds. I was only able to see 80% of the screen due to that. It's not a biggest issue, but it would make some of the interface invisible to me, depending on which half of the screen I'm going to focus on. Making 2 layouts would be too much for a compo game, but I have a feeling that most people here would rather try to run your game in the desktop browser if there is such opportunity. I don't have any statistics that would support this theory, so I might be wrong here. :D

In my opinion:
browser game > mobile browser game > desktop build > mobile build

Running a browser game is basically ~zero efforts. Running a game on a phone might require an extra step, because while you're playing games on LD, you usually don't expect them to be a mobile game. Therefore, there is a higher chance of a player sitting in front of their PC/laptop. Desktop builds are a pain to download and run (anti-virus may go crazy and for a good reason). Mobile builds are like desktop builds, but also could be more dangerous and they still require a device switch.

I hope this is helpful at least in some way. :D
quasilyte
quasilyte4 Oct 2023, 12:47
Ah. The danger meter could probably go near the vessel, so it's easier to notice for the player.
But since you have a nice sound cue for it, maybe the visual representation is not that important.
TTKayttis4 Oct 2023, 15:56
Really liked the aesthetics. Sound effects were nice but as said earlier some basic background music would have elevated it to much higher level. The filament thing felt little too punishing since the control is hard enough to navigate well but i really like the idea with playing with danger to get speed. Same with blackholes, it could be fun to try get gravity assist boost with them but i always failed.
Lee Martin 77
Lee Martin 77author4 Oct 2023, 20:09
@quasilyte Wow, that's some great feedback! You're absolutely right across the board. I had thought about making some music, but I've never done it before, and if I'm honest I just bottled it when I was sat with LMMS open in front of me - next jam for sure! The whole weird aspect ratio is that my intent was to be "mobile first" but I realised too late that I'd properly messed up the way I'd implemented the UI, so just had to roll with a fixed aspect!

I'd say the overcomplicated UI was part of my intended aesthetic, but it could do with better explanations if I'm going that route. I'd initially thought about implementing a small tutorial but opted for going for content on this one!

@ttkayttis I definitely think there is some fun to be had with fine tuning the numbers under the hood to make it tighter/more satisfying, but I'm happy with where it landed!
IDidGame
IDidGame5 Oct 2023, 07:45
very nice, simple, chill game, i like the graphics a lot!
LDJam user 2385005 Oct 2023, 19:26
Very nice! Great controls, good sound. Interesting with the filament. I would have liked to see a bit further, now you have to have to memorize the level if you want to move really fast. Great game overall!

(Cool to hear your thoughts about Godot. I also did my first game in Godot and I feel the same)
CaptainDreamcast
CaptainDreamcast5 Oct 2023, 20:09
Aww yeah, got through them all! I don't think my scores ended up being that impressive, as I greatly feared the filament and its Ding-Ding-Ding-DING-KAPOW scenario, but I used it enough to never run out of fuel either and I can be proud of that.

I absolutely adore the vector art style, this reminds me a lot of some great-looking vectrex games, and it's wonderful playing this in a dark room and having the bright lines accentuated, it's just awesome. I hinted at it before, but the sound design was wonderful as well. The danger indicator, you immediately understand how it works with the sound cues, and it's perfect to not need to look at the bar every second and keep concentrating on the filament. Same with the thrust, you really feel the difference between firing the thrusters and drifting through space.
Gameplay was fun, I went from apprentice to journeyman to master. The master levels were the greatest, I loved the variations in the gimmicks. The chase one was my favorite, that one was very hype, trying to keep up. Beautiful game, great job!
Aune
Aune7 Oct 2023, 09:27
Hey very cool entry :smiley: Great minimalist concept.

Very interesting variation with the last levels. I would found interesting to have something less smooth between empty space and "filament flow" to hehance the feedback. But it's a compo, well done and hudge respect :clap:
Agraffs
Agraffs8 Oct 2023, 18:28
Interesting game, I liked the concept of the filament flow and it was nice to add the black holes for difficulty and have lvl variations. The game play is nice and visuels / sound effects are coherent and create a nice feel.
Dan Burns9 Oct 2023, 01:07
Where we're going, we will ABSOLUTELY need roads.
Loved this. As a kid that grew up on Asteroids on windows, this hits for me in a big way. would love to write music for this. nice work!!
José Bonilla
José Bonilla9 Oct 2023, 03:44
Nice little game. The ship feels too slow for my taste. The filament looks fantastic! Good job with the different levels.
AlexTengu
AlexTengu9 Oct 2023, 04:30
Awesome game! The combination of mechanics and visuals has potential to become a crowd favorite (if developed further). Mini Metro, Osmos and similar games come to mind.

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