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!
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!
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
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.
@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?
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 :).
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 :)
@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.
H
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
I reworked the control scheme and ditched unity physics to write my own system, which makes it feel much nicer, check out the post jam version: https://ausstein.itch.io/signal-surfer-post-jam
Now that that is done, I really need to start playing and rating some of the other games haha :D
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.
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.
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 ;)
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.
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.
Comments27
I'd be interested in seeing a gameplay video from someone better than me!
Congrats!
It seems to run fine for me in browser on chrome too
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.
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?
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
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 :)
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.
Thanks for the feedback, you can disable the tutorial in the settings menu :)
I reworked the control scheme and ditched unity physics to write my own system, which makes it feel much nicer, check out the post jam version: https://ausstein.itch.io/signal-surfer-post-jam
Now that that is done, I really need to start playing and rating some of the other games haha :D
you can just go backwards with the uphil, then accelerate again on the previous downhill :)
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 ;)
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.