Signal Surfer

Overall★★★★★★★★★★3.33
Fun★★★★★★★★★★3.30
Innovation★★★★★★★★★★3.96
Theme★★★★★★★★★★3.80
Humor★★★★★★★★★★2.64
Mood★★★★★★★★★★3.02
It is late, I did it, I finished

Web build has been running for 30 minutes, will add tomorrow

Comments27

Hurp
Hurp21 Apr 2026, 18:47
Interesting concept! It was hard to wrap my head around the mechanics and get into the flow, but I can definitely see pro people getting wild flow in this!
nicardo21 Apr 2026, 18:55
Game is not working
Ausstein
Aussteinauthor21 Apr 2026, 18:57
@nicardo which Browser? Firefox seems to give trouble. Try Windows or chrome :)
orangeoceans
orangeoceans21 Apr 2026, 19:10
I might just be bad, but it feels like the SOS is too big relative to some of the wave features in the last level. I find myself getting it stuck in valleys even with the frequency at the lowest setting.

I'd be interested in seeing a gameplay video from someone better than me!
Dwang21 Apr 2026, 20:11
It's an interesting mechanic, but I think it's too hard to control the line
Tesseus
Tesseus21 Apr 2026, 20:22
Cool mechanic, it's satisfying when it flows, unfortunately I am not good at the game. I appreciate the innovation!
Lasha21 Apr 2026, 20:37
Nice game. Interestin idea and visual, simpy and cool. Will be cool on mobile devise with swipe control.
Congrats!
penagwin21 Apr 2026, 20:46
The concept is pretty intuitive and strangely addictive. It feels like it needs a little tuning on the mouse controls perhaps? Otherwise this is a really unique concept for a game and has a ton of potential.

It seems to run fine for me in browser on chrome too
Ausstein
Aussteinauthor21 Apr 2026, 20:53
@orangeoceans

Here is an image of the collider, It is definetly not the issue :D

The SOS is just a visual, it does not affect the physics


Here is a playthrough of the Game. I have not figured out fully myself what the best way is to play the last level.

Right now I get the best times if I play it safe. If I try to go for boosts, I maybe chain 1 or 2 and then get stuck like you. But I think if one gets better at it this can be very satisfying.
orangeoceans
orangeoceans21 Apr 2026, 20:56
@ausstein Ohhhh I see now that I'm just bad at the game!
I've been flatting out the curve after going downhill, expecting that if I then went back uphill I would lose the momentum I gained. But it seems like I actually should be increasing the amplitude again, to make a bigger jump?
Ausstein
Aussteinauthor21 Apr 2026, 20:58
@Dwang

It is not hard just hard to learn because it is not some normal control scheme.That's why I put a lot of effort in the tutorial you can re-activate the tutorial in the settings.

Once you have the hang of it it becomes very satisfying :).

Maybe watch the playthrough video
Ausstein
Aussteinauthor21 Apr 2026, 20:58
@lasha Yes I was thinking this has not much input so could be feasible for mobile :)
Ausstein
Aussteinauthor21 Apr 2026, 21:03
@penagwin

Thx for the nice comment. I am not sure how to improve the controls really, if you have any suggestions let me know. It is just not very intuitive to indirectly control the terrain and has a little steep learning curve. But once your brain adapts to it, it becomes easier and even more satisfying :)
Ausstein
Aussteinauthor22 Apr 2026, 05:54
@orangeoceans
I found it is best to go higher initially to charge the boost meter quicker and the at some point go for flatter jumps to travel faster.
Hiretsu22 Apr 2026, 06:15
The concept is really interesting, and got my atention from the start, but it is very tough to actually be able to control it the correct way... Also, the tutorial interupting the player many times was really annoying, especially considering that it plays the tutorial again if you die on the first try
Ausstein
Aussteinauthor22 Apr 2026, 07:30
@hiretsu

Thanks for the feedback, you can disable the tutorial in the settings menu :)
VenomousMouse2 May 2026, 11:22
Browser Chrome needed some time to start the game, firefox didn't start it. Good visual and sound. Nice mechanic, needs a bit of time to get it right, but after a few tries it's fun. Good job.
oller1252 May 2026, 15:52
A fun and very cool take on the game. The mouse control was a bit awkward, as it didn't always register movement, though that might have just been my mouse.
Ty1rl
Ty1rl2 May 2026, 17:50
Fun game, most unique take on the theme I've seen so far.
ironcutter
ironcutter2 May 2026, 17:56
Really cool idea, I just had some trouble with the respawn. I got soft-locked respawning on an uphill and could kept dying over and over.
Ausstein
Aussteinauthor2 May 2026, 18:26
@ironcutter

you can just go backwards with the uphil, then accelerate again on the previous downhill :)
kack3y2 May 2026, 20:38
Solid entry here ! Really polished with dialog music menus and a multiplayer mode apparently (couldn't test it).

Its frustrating how much your gameplay is close to the sonic feeling but rarely reach it, you have something here, but it needs to be more polished on this aspect. Had a good time anyway.

The music is good, I am in love with your tutorial :heart_eyes: very clever and I liked how you have diversified the "level design" by tweaking the signals a bit each level ;)
alexey_bobrovskiy
alexey_bobrovskiy3 May 2026, 08:58
The way the signal is processed visually and gameplay-wise is great.
ellaris
ellaris3 May 2026, 09:38
Pretty cool, it was fun riding the wave, I think it was interesting to be able to move backwards, sometimes it felt like I got stuck between two peaks, but it might just need some getting used to to properly control it.
LDJam user 2607203 May 2026, 10:56
Wow this is a really unique take on the theme! the controls could use some tweaks but still nice job! great idea!
lloydlobo4 May 2026, 13:34
That was a unique experience. I played both versions. Once I got the hang of it, I realized the mouse needs to be moved gently, almost like a wave. A subtle mouse trail could help visualize that and guide players.

The tutorial was well handled, and the slow motion while landing felt great. That could be used more in the main game as a form of grace when the player is struggling. The visuals are strong; a light vignette and small changes to saturation or brightness based on speed or a meter could improve feedback.

Beyond time-based play, a chasing element or ghost mode for best runs could add depth, though that’s more of an extension.

Other games by @ausstein

Found a bug?
Tell us on Discord