S.L.O.P. - Signals lost on planets by Pentaworks
About
You are controlling a satellite. You have to think big - think interstellar. Send out signals to probe the black holes far away.
How to play
Play using Keyboard & Mouse or touch.
Aim the satellite into the intended direction and launch a signal.
Important things
| What | Description |
| ------- | ----------- |
| You |
|
| Target |
|
| Signal |
|
| Space Junk |
|
Some people have the audacity to call Space Junk "Planets" - no clue why though.
Be mindful when aiming - Signals gravitate towads those "planets"!
Screenshots


Known issues
We are aware that in some cases, iOS fails to properly start a new game in WebGL. Reason unknown and debugging was not possible due to the lack of a iPhone.
Changelog
| Date | Version | Description |------------|---------|------------ | 21.04.2026 | LDJam | Jam release to be rated
| Release & Source | https://github.com/Pentaworks-Group/ldjam59/releases/tag/LDJam |
| WebGL - JamVersion | https://pentaworks.itch.io/slop-ldjam59 |
| Release & Source (QOL) | https://github.com/Pentaworks-Group/ldjam59/releases/tag/LDJam_QOL |
| Original URL | https://ldjam.com/events/ludum-dare/59/s-l-o-p-signals-lost-on-planets |
Ratings
| Overall | 740th | 3.018⭐ | 30🧑⚖️ |
| Fun | 616th | 3.069⭐ | 31🧑⚖️ |
| Innovation | 609th | 3.054⭐ | 30🧑⚖️ |
| Theme | 642th | 3.241⭐ | 31🧑⚖️ |
| Graphics | 732th | 2.786⭐ | 30🧑⚖️ |
| Audio | 531th | 2.732⭐ | 30🧑⚖️ |
| Humor | 478th | 2.625⭐ | 26🧑⚖️ |
| Mood | 778th | 2.792⭐ | 26🧑⚖️ |
| Given | 28🗳️ | 29🗨️ |
Overall really cool game. One of my favorites this jam.
Also, to be sure, this is the final level?

The game is kinda addictive, it is slow (because you wait for your signals to travel and connect) but relaxing, though my gameplay soon became, well, mindblowingly lazy:

Kinda worked tho?

Very nice entry, imo. I found it fun ^^
Thanks a lot for playing and your feedback.
@krakadushka
In the pause menu you can switch between level, so there is no real "final" level, though a last one.
It does looks like it is.
@kanity
We tried tuning up the speed. Level 3 for example is ever so slightly faster than the others. Spamming works, as the signals do not have an expiry (though we thought about it). Though it does not guarantee success.
Then I spent even more time sending rockets (I mean... signals?) around planets, which I was terrible at. Fun game though, with a clear and straightforward concept, well done!
that said, very cool concept! I think there's potential here if expanded on :3
The scrolling text in credits also has a variety of issues, depending on screen resolution and zoom.
@xaklor Understandable. though we have a variable for the speed(factor) at which the signals are launched, the current scaling of the playable area didn't properly support it. I tried playing with a launch-speed-factor of 5 (default is 2), and that was absolutely unusable. Scaling would have improved that (greater distances over all) but damn man.. time sucks sometimes :wink: Marking the traveled path would indeed be a very neat feature. One could even combine it with a decay to hide it again after some time. In any case, thanks for playing and you feedback.
@adam-gallina We discussed a signal cap or similar, causing a Game-over, but decided against it. there is another game mode planned that does indeed need a bit more strategy. I'll see when I can come around to implement it.
@kapitstick Correct. Planet size has no correlation to gravitational pull. In our case, the smallest one is the strongest. But that is mostly due to setting it as such during testing and never deviating from it (due to the lack of actual time playing it).
Additional junk is prepared, as well as small moons for planets. but, due to being a jam, time didn't allow it.

Thank you all for playing and your feedback :heart:
The good:
- The Physics are fun to play with
- Space is great and works great in this game
- It's also somewhat educational
What felt off:
- I had the feeling the same looking pla... SPACE JUNK had different gravities, is that true?
- The main thing to make things harder, was to hide the goal behind space junk. I wish there was more variety.
- It was kinda hard to predict orbits. Maybe a short preview of the flight path could increase the fun.
A very nice game that kept me hooked longer than I thought it would.
3 or 4 space junks are interesting in play but farther is blow my mind! you must be a navigator from Dune for that.)
Thank you for game! Loved.)
@fabelay Yes, that is absolutely true. Though gravity is set by variable, not size. IIRC the smallest pla.. Space junk... is the one with the strongest pull. Level design limitation is due to time constraints, sadly. We are able, in theory, change color and the sprite used per layer (3 layers per space junk) along with a variaty of other parameters. Just didn't get around to make use of it.
@dontgiveupboy Thanks for your feedback <3 and dont forget: "He who controls the spice, controls the universe".
It might be worth limiting the number of missiles, since as I did (and as I’ve seen others do in screenshots) it can be easily exploited by just clicking repeatedly. On the other hand, if someone simply wants to get through the game without focusing on the challenge, that’s also a valid way to approach it.
Either way, I think the result is quite engaging. With a bit more sound design and music, it could feel even more immersive. I’d also suggest reducing the zoom slightly so players can better appreciate the artistic details of outer space and the space debris, as there’s quite a bit of unused space (no pun intended).
Putting those small details aside (which are completely understandable in a jam setting) the core concept works well, and I really liked how you made use of gravity. It was genuinely entertaining.
Well done! :rocket:
Overall, everything was good. I made it to the end.
@andriybyelikov Thanks for playing!~You should be able to control the sound levels in the options menu.
I would suggest adding that thing in Angry Birds games that forecasts the trajectory of signals for a set amount of its future time like this, which would further incentivise players to try look for a good angle instead of spamming signals.
