
Sound Signals
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
In Sound Signals, you are met with an entity that needs your help to locate four different sounds. Look (or listen) for the sound, and use your Focus to pinpoint where it's located. Once found, you'll be transported to a new, mysterious place with a new sound. Find all four sounds and hear them all come together!
Movement - WASD or arrow keys
Focus Mode - F (explanation below)
Pause/Settings - ESC
When in focus mode, you won't be able to move, but you can check if a sound is in a given direction. The signal will beep faster if the direction points towards the sound.
Everything was created by me during the Compo time frame for LD59. I used the following tools:
- Godot 4.6.2
- Aseprite
- Reaper (for music and some SFX)
- Audacity (mostly for cutting audio clips, but also for recording mouth noises for SFX)
- Phone (for recording SFX - the entities in the second level make noises I recorded using a wet hand rubbed on the side of a bathtub . . . squeeeeeeeeeeeee)
I know it's not October, so I apologize if people weren't ready for the creepiness of the second and third levels. I've been on a Backrooms kick lately, and the second level of my game shows it . . .
My main goal of this jam was to focus on audio because that's usually the component I focus on least during jams and is haphazardly added if time allows. I wanted to make a game where you hunt down "signals" using Godot's spatial audio nodes. I think it ends up working pretty well. I added "Focus Mode" fairly late in my development when I decided aimless wandering until you get into earshot of the sound was a bit too boring. The last thing I did was add the spooky entities in level 2 and the blinking eyes in level 3 just to make the environments feel a bit less empty (don't worry, they don't actually hurt you). Overall, the gameplay isn't that exciting, but I got to make some music, play with spatial audio, and have fun making sound effects, so I feel I accomplished my goal.
I look forward to your feedback and will happily play and rate your game in return if you leave a comment!
Random fact: fluorescent lights hum at 120Hz (in North America, at least) which is a B flat. All my music and sounds are based around this.
Controls
Movement - WASD or arrow keys
Focus Mode - F (explanation below)
Pause/Settings - ESC
Focus Mode
When in focus mode, you won't be able to move, but you can check if a sound is in a given direction. The signal will beep faster if the direction points towards the sound.
Dev Notes (optional reading)
Everything was created by me during the Compo time frame for LD59. I used the following tools:
- Godot 4.6.2
- Aseprite
- Reaper (for music and some SFX)
- Audacity (mostly for cutting audio clips, but also for recording mouth noises for SFX)
- Phone (for recording SFX - the entities in the second level make noises I recorded using a wet hand rubbed on the side of a bathtub . . . squeeeeeeeeeeeee)
I know it's not October, so I apologize if people weren't ready for the creepiness of the second and third levels. I've been on a Backrooms kick lately, and the second level of my game shows it . . .
My main goal of this jam was to focus on audio because that's usually the component I focus on least during jams and is haphazardly added if time allows. I wanted to make a game where you hunt down "signals" using Godot's spatial audio nodes. I think it ends up working pretty well. I added "Focus Mode" fairly late in my development when I decided aimless wandering until you get into earshot of the sound was a bit too boring. The last thing I did was add the spooky entities in level 2 and the blinking eyes in level 3 just to make the environments feel a bit less empty (don't worry, they don't actually hurt you). Overall, the gameplay isn't that exciting, but I got to make some music, play with spatial audio, and have fun making sound effects, so I feel I accomplished my goal.
I look forward to your feedback and will happily play and rate your game in return if you leave a comment!
Random fact: fluorescent lights hum at 120Hz (in North America, at least) which is a B flat. All my music and sounds are based around this.