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LATENT SIGNAL 2's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Accessibility | #2 | 3.812 | 3.812 |
| Controls | #18 | 3.812 | 3.812 |
| Overall | #23 | 3.696 | 3.696 |
| Graphics | #27 | 3.938 | 3.938 |
| Theme | #31 | 4.000 | 4.000 |
| Audio | #33 | 3.562 | 3.562 |
| Fun | #41 | 3.438 | 3.438 |
| Originality | #75 | 3.312 | 3.312 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.7.2
Theme Interpretation
It is a game about investigating a strange broadcast originating from an abandoned radio tower. The player finds a pocket radio to detect signals that provide clues or enemy locations, and the player must defend themselves against static figures.
Wildcards Used
Left Wildcard
The first wildcard (description pending)
Middle Wildcard
The second wildcard (description pending)
Discord Username(s)
da_spidy
GWJ Participation Level
first actual submission
Team Size
1
Generative AI Disclosure
I confirm that this jam entry does not contain any AI-generated content
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Comments
Nice game, really atmospheric! I was struggling a bit in phase 2 until I tried pressing the item buttons and realized I still had the flashlight and radio from before!
You might want to consider starting phase 2 with one of those items already equipped, just to make it clear to players that their inventory carries over.
Other than that, really nice work!
The atmosphere was great, but to scary for a late night playthough 🙈 The first enemy trashed me pretty bad. I'll try again tomorrow
This time I got the the end, the fight was short and credits rolled and I haven't even touched the additional mobs. Definitely a good stealth game
This was really fun to play, the atmosphere was nice and creepy, I did have an issue where my mouse would twitch and move on it's own, and it was sudden so when I'm exploring it causes me to lose my sense of direction because I can't tell which way I was going. Overall I really enjoyed the game.
glad you enjoyed, and thanks for the feedback! i'll try adding a camera smoothing option in the post-jam patch, hopefully that can alleviate the issue
The atmosphere is fantastic! I really enjoyed playing it!
the atmosphere was awesome ! Good job
Very well rounded submission, I really liked the atmosphere and sound design
Great job :)
Very fun, I died a lot but it's skill issue from my part, very atmospheric and that last scene where you're walking toward the broadcast tower I found it very cool! My only issue is with the noise flashbang transition ehshhegd
really glad you enjoyed it! there is a setting to tone down flashing lights, if it was enabled and it didn't reduce the flashbang-iness of that transition i probably messed something up in the code and i apologize :sob:
thank you for the feedback!
This was super fun! The atmosphere was great and I especially loved seeing the city way down below, it felt very isolating. I had to rebind my swing button cause I'm using a trackpad so thank you for adding rebinds in the settings, I made it all the way through the maze without swinging lol. Great work!
Omg, playing this at night was a bad idea >_< got jumpscared so bad in the maze lol. The atmosphere had me so tense and I loved the radio mechanic. Such a good game, great work!
Really solid art direction. Died a couple times at the end but that was just a skill issue. The sharp angles made going through the mazes really tense for me. Well done!
Brought me back to my first Fire Watch playthrough. Nicely done!
This was a really interesting use of Signal. The radio ended up being the part I liked most; using the changing static to tell whether I was moving toward or away from something made the theme part of how I navigated instead of just part of the story.
The opening section worked well for me. Tracking down the gate code through the transmission, getting inside, and gradually realizing there was more going on than simple exploration built the atmosphere nicely.
The first hostile encounter also caught me off guard in a good way.
Movement felt good, the flashlight was useful without being complicated, and I liked the axe having a fairly committed swing. It meant combat had at least some timing to it instead of just becoming click spam.
My biggest issue was progression clarity later on. I made it through the first maze, activated the control at the end, and then spent quite a while retracing the area trying to understand what had changed. I couldn’t determine whether I had missed something, misunderstood the puzzle, or hit a progression issue.
After roughly 25–30 minutes I eventually stopped there. Some stronger feedback when completing one of those sections, visual, audio, radio dialogue, or otherwise, would probably help a lot.
The presentation is obviously still pretty sparse in places, but for a 10-day jam I thought the 3D environment and lighting did a good job supporting the horror atmosphere.
One technical note: the Windows download appears to contain only the .exe.
On my machine it failed because Godot was looking for the matching .pck file.
The browser version did eventually work, although it froze hard enough during material preprocessing that the browser briefly reported the page as unresponsive.
There are also some genuinely nice accessibility options here. Story Mode, reduced flashing, low dynamic range, control customization, and the warning before starting are more than I normally expect to see in a jam build.
Solid submission. I think clearer progression feedback and a little more environmental variety would make the existing experience substantially stronger.
ah darn, thank you for letting me know about the downloads. really appreciate your feedback!! if i do update this post-jam, these are 100% things i want to take into account!
Glad it was helpful! I had a good time with it overall, especially the radio mechanic and atmosphere. There’s a really solid foundation there if you decide to keep working on it post-jam. Looking forward to seeing where you take it.