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A jam submission

Arcade JammingView game page

Use your home-made singal emitters to jam this old game's code and finally be able to reach the flags!
Submitted by Ruddy — 2 minutes, 10 seconds before the deadline
Rated by 17 people so far
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Arcade Jamming's itch.io page

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Godot Version
4.6

Theme Interpretation
Use signal emitters to influence the game! All tiles reached by the singal have their collision somehow changed. Use this to reach the flag and get to the next level!

Discord Username(s)
roddala

GWJ Participation Level
2

Team Size
1

Generative AI Disclosure

I confirm that this jam entry does not contain any AI-generated content

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Comments

Submitted(+1)

I really like the mechanic on this, the simple graphics really let the gameplay shine. some some quarks with the signal interactivity, but the game is SUPER fun!

Submitted

i really like the gimmick here, its very fun for a platformer! the vibe was rly good too! only issue i had were that the green blocks sometimes wouldn't change when i placed a signal on them, and it only happened with those blocks. idk if i missed something about how they worked, but i still really liked it! great job!

Developer

Thanks for the feedback :)

About the bug, I ran into this issue a few times, but it seems like a visual glitch: it didn't change any blocks but also didn't lower the amount of emitters. It seems like happened more often when I was moving fast (like falling) and placed a emitter. Since it only happened every now and then, it didn't make to the top of the priority list and never got fixed.

Submitted(+1)

The BGM was amazing! I had a great time playing!

Submitted(+1)

Hi ! I love how you twisted the classic platformer mechanic with your interpretation of signals. It's a simple yet fun and difficult to master mechanic.

I didn't manage to make it to the last level (also because I lack time unfortunately) but I had a lot of fun with your game.

The retro vibe is very sweet too, the screen-effect you added on the background works well and I enjoyed the music loop as well.

Well done !

Submitted(+1)

Really interesting concept for a game! Love the mechanic of breaking the environment to progress through the levels. You could even have different colored tiles and different radios that can only break certain colors, so players would have to think carefully about which radio to use and when. Really nice idea!

Developer (2 edits) (+1)

The initial idea was that actually hahaha! But during development I ended up growing fond of the idea of a single color per level, and having that would mean I'd have to spend less time coding so more time polishing the game, so I went for just one color per level for the game jam. But if this wasn't time-gated, I'd probably end up having a set of emitters per level and the player would choose which colors to place.

Submitted(+1)

Cool concept for a puzzle game, the green emitters in particular were fun to play around with.

Small complain, I wish I could move the camera a bit further. On most levels I had no idea where the flag was and what would be the challenge to get there, and I found myself trying to place signals at the edge of the screen constantly, and I still felt like they were not as far as I wanted them to be

Developer(+1)

Thanks for the feedback! 
The emitters beeing somewhat huge compared to the camera area was a design choice, but I can see how that can be frustrating. I could have thought of a better way of limitting the player or where to place the emitters to make it less frustrating while also keeping the challange I originally wanted - I'll keep that in mind for the future.
For the flag, not knowing exactly where the flag is was also by design. There is an arrow pointing to it (and I just now realised I didn't mention this arrow on the tutorial) - but the way to the flag is not always a straight line, so the idea behind some levels was actually to take the player first straight forward to the flag, and only then they realised they should have gone up or some other way around it. While I still like this design, for a game jam it might not be the best, since we only play each game for a small amount of time and don't really want to keep reseting levels because there was no way of knowing what was the intent of that level beforehand.

Thank you for playing! I'll keep your feedback in mind for the future :)

Submitted(+1)

Good idea and even better puzzle desing :)

Submitted(+1)

What a cool concept! This game is so fun and feels really polished for the short amount of time. Great work :))

Developer

Thanks!! The main mechanic itself is pretty simple, and the art was also super quick, so I spent most of the time polishing it haha

Submitted(+1)

It is genuenly fun, I love the the art style and overall polished feeling. Levels with green emitters are mind-twisting in a good way.

One small suggestion: on some levels, it feels a bit unfair to lose points for restarting, because there's no way you could have known the correct route from the start. It doesn't spoil the fun, though!

Developer(+1)

Yeah, the point system was somewhat last-minute (or last-day to be more precise haha), so I didn't have enough time to implement anything good enough and went with this 'lazy' solution. 
The initial idea was that you aim for low points, and each emitter used adds one point - this would be the ideal score system for me, you'd be able to freely reset a level to try to use the least emitters possible. The issue is that the leaderboard framework was wired to have high scores  first, and aiming for lowest points possible is not as intuititive, so I'd need to think of ways to make this explicit. In the end I choose to adopt this worse scoring system for the sake of time

Submitted

Liked the game, but liked the music more. Please play and rate my game : /jam/godot-wild-jam-98/rate/5155444

Submitted(+1)

Banger

Submitted(+1)

Great game! It has a lot of intresting ideas - I was suprised how many mechanics and levels you put in!

One issue I encounter was with double inputting (I think?). Sometimes placing an emiter places mulitple ones for me. This is esp a problem with the green toggling emiters as it could just toggle on and off leading to just wasting emiters.

A small visual QoL suggestion. Since the emiters check for the center of the tiles, consider putting a visual center dot within the tileset itself. Or it could be just a highlight on tilsets to see exactly which ones would be affected.

Developer (1 edit)

Oh, a dot in the center of the tiles would be such a simple and super useful thing! Too bad I didn't think of it earlier.
About the bug, sorry about that! I didn't experience it on any of my play tests, otherwise I would have tried to fix it.

Thank you for the feedback!

Submitted

Interesting idea.

Submitted(+1)

Fun game! level with green emmiters was my favorite part. Great take on the theme.