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No Signal's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #607 | 2.830 | 4.143 |
| Audio | #800 | 2.440 | 3.571 |
| Overall | #837 | 2.505 | 3.667 |
| Gameplay | #838 | 2.342 | 3.429 |
| Visuals | #838 | 2.635 | 3.857 |
| Theme | #893 | 2.537 | 3.714 |
| Enjoyment | #935 | 2.245 | 3.286 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
It's an exploration game where you have to follow a creature through strange places ( caves and deep underwater like environments ) and discover it's secrets.
What code and assets did you not make from scratch during the jam (if any)?
- Music tracks are thirdparty
- Text Effect Plugin for unity
- Text Font
- Compass UI sprite
How many people worked on the game?4
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Comments
I loved the atmosphere and the camera mechanics! The music and SFX are really nice, the graphics look beautiful, and the UI is stellar.
One bit of feedback: it felt like there were a few too many cameras to manage at times. Streamlining the camera count might make the experience even smoother. The VFX were also a great touch! Excellent work and congratulations!
First of all, you finished a game that looks great overall — and achieving that in just 7 days is impressive. Great job!
Things I liked:
It’s a very solid and original game. I don’t understand why it has so few ratings — maybe the version submitted at the end of the jam had some bugs. I played v1.1 and it delivers a really enjoyable experience.
The camera mechanics, along with the SFX, music, and assets, all work in the same direction to create an immersive experience, almost as if you were exploring the depths yourself.
Constructive Feedback:
I would consider simplifying the number of available cameras. I understand what you were trying to achieve, but having too many can lead to player confusion. I would suggest limiting it to 3 or 4 cameras and perhaps introducing a mechanic where you need to repair them when they break.
I would also work more on the level design to make the intended path visually clearer. I understand that it’s an exploration game, and that aspect is well achieved, but it’s also important to think about the player experience and provide subtle visual cues that guide them in the right direction without making it too obvious.
I lost my signal, I think the game is broken!
Otherwise, a very intriging entry! <3
This game has an incredible atmosphere! It's really cool to control the deep sea drone, it has a convincing game feel of controlling an underwater vehicle! And the multiple cameras work very well, both to help you control your drone but also to make you feel anxious as soon as you see something passing on another screen xD I freaked out everytime I broke a camera xD it took me 5 attemps to get to the end! :)
Great job!
Great experience! I really liked the calm, but somehow subtle menacing atmosphere that got more intense everytime one of my cameras broke. Really liked the mechanic of guiding the drone through the different camera views.
great game.
Really charming little experience! I liked guiding the drone through the mysterious deep-sea caves — the atmosphere is calm but intriguing.
The game is good. It reminds me of Iron Lung. At first I didn't know where to go and just kept destroying my cameras but then after a few tries I maged to complete it. I like the visuals as well. The only thing that was anoying at first, was that the invisible barriers would destroy your camera