PING! ATTACK! RUN! by LDJam user 424943
Update: only the page description has been edited — the game itself remains unchanged.
A short retro arcade-style sonar combat game made in PICO-8.
Track enemies by signal, use an active ping to reveal them, launch torpedoes, and escape before danger spirals out of control. Every ping helps you find the target, but it also makes enemies more aggressive.
Choose a loadout, survive Operation mode, and see how long you can last in Endless mode.

Controls
Left/RightArrows — turnUpArrow — speed upDownArrow — slow downZ(Oon mobile) — fireX— pingP/Enter— pause
How To Play
- Follow the red signal to find an enemy
- Move close enough to get a better reading
- Press
Xto ping and reveal the target - Fire with
Z(Oon mobile) - Keep an eye on Danger: pinging makes enemies more aggressive
- In Operation mode, clear each patrol and choose one upgrade before the next wave
Loadouts
- Standard — balanced all-round option
- Reserve Rack — more torpedo sustain
- Silent Drive — safer pinging and longer reveal time
- Hunter Tube — faster, more aggressive torpedoes
Game Modes
- Operation — complete a chain of patrols, take upgrades between waves, and survive to the end
- Endless — survive as long as possible and beat your best time and kill count
AUTHORS:
- Juliet.mg — cover art, testing, idea feedback, moral support, inspiration, and motivation
- Kirill Balak — everything else
| Link | https://kirill-balak.itch.io/ping-attack-run |
| Original URL | https://ldjam.com/events/ludum-dare/59/ping-attack-run |
Ratings
| Overall | 122th | 4⭐ | 26🧑⚖️ |
| Fun | 131th | 3.854⭐ | 26🧑⚖️ |
| Innovation | 60th | 4.043⭐ | 25🧑⚖️ |
| Theme | 96th | 4.292⭐ | 26🧑⚖️ |
| Mood | 325th | 3.792⭐ | 26🧑⚖️ |
| Given | 34🗳️ | 30🗨️ |
Lately, I’ve been hearing a lot that developing games on this platform is a great way to improve your design skills, because its minimalism makes you stop thinking about unnecessary bells and whistles and focus on the core experience.
I liked the minimalism in both the visuals and the audio. I also liked how, during movement, it feels like the environment is moving instead of the player - it gives off a certain retro vibe.
As for the progression system, I’m not sure I fully understood how it works. It felt like the game wasn’t really challenging even without upgrades.
The atmosphere and stilisation is on point.
I liked the game but I found one thing unfair: sometimes the available aiming reticle doesn't allow us to hit the target (especially the boss) and he's stuck in a blind spot shooting. :( I don't know if Pico8's limitations allow this to be fixed.
Otherwise, a good game.
Congratulations!
Thanks so much, and sorry for the late reply! I’m really glad you enjoyed it.
I’m still a beginner at programming myself, and I made a lot of this with help from Codex.
The sonar is split into two systems in code.
Passive sonar uses 8 directional sectors around the player. The game only tracks one active enemy at a time, so each frame it checks the direction and distance to that enemy, computes a base signal from distance, and then distributes that signal across the 8 sectors depending on how well each sector lines up with the target direction. The sector that points more directly at the enemy gets a stronger value, and a small random noise term is added so the signal feels less perfectly stable. That is what creates the red directional hint instead of a precise target lock.
The active ping is handled separately. When you press it, the game starts an expanding wave from the player. The wave radius increases every frame, and when it reaches the enemy distance within a small threshold, the game triggers an echo return, sets a temporary reveal timer, and marks the enemy so you can line up a torpedo shot. So the ping is not an instant reveal everywhere — it’s really a timed expanding ring check.
The important part is that pinging has a cost. It raises the danger meter immediately, and outside the tutorial it also adds to the enemy counterattack charge. If the current enemy is the boss, pinging adds even more pressure. So the whole system is built around a tradeoff: passive sonar gives rough direction, active ping gives exact information, but makes the situation more dangerous.
About your comment on the blind spots: I think you’re probably right that there is a real issue there. The game uses fixed firing directions, so targets can end up between the available shot angles. That can affect normal enemies too, but it becomes much more noticeable with the boss because the boss has a much narrower hit window. So I think the problem is real in general, just more visible in boss fights. I’m still not fully sure what the best fix would be, since I’m still a beginner myself, but I do think that part would be worth doing better.
Thanks again for playing and for the thoughtful feedback!
Thanks a lot for playing and for taking the time to leave feedback! I really appreciate it!