Hack my Signal by Acid Infinitely
Roguelike about hacking robots by constructing signals. :robot:
Tools used :tools: * Unity * Aseprite!
How to play:question: * Pick one of the two stars above. * Select a starting cell in the first column. * Drag functions into special slots to direct the signal and hack the robots!

1.0.1 04.21.2026 * Fixed UI bugs * Fixed function bugs
1.0.2 04.25.2026 * Fixed UI bugs
| HTML5 (web) | https://acid-infinitely.itch.io/hackmysignal |
| Original URL | https://ldjam.com/events/ludum-dare/59/hack-my-signal |
Ratings
| Overall | 636th | 3.259⭐ | 31🧑⚖️ |
| Fun | 681th | 2.929⭐ | 30🧑⚖️ |
| Innovation | 147th | 3.839⭐ | 30🧑⚖️ |
| Theme | 282th | 3.982⭐ | 30🧑⚖️ |
| Graphics | 512th | 3.569⭐ | 31🧑⚖️ |
| Audio | 262th | 3.679⭐ | 30🧑⚖️ |
| Humor | 374th | 2.881⭐ | 23🧑⚖️ |
| Mood | 602th | 3.321⭐ | 30🧑⚖️ |
| Given | 14🗳️ | 7🗨️ |
Sorry for my poor English, it's not my primary language.
I managed to deal damage by drawing a straight line and got the enemy down to 38 HP, but after that it seemed like no more damage was applied. Not sure if I missed something.
Great graphics, good audio, but I don't understand "how to play".
--
сложно было понять куда тыкать, столбик был подсвечен, но на фоне черной сетки уровня его плохо было видно.
It feels like I’m just triggering actions without a clear sense of strategy or purpose. For example, I see things like “action: defense” or “action: attack,” but it’s not really clear what determines those outcomes or how my choices affect them. Sometimes it feels almost random from the player’s perspective.
Because of that, it’s hard to feel in control of what’s happening. Maybe adding more clarity or stronger feedback would help make the system feel more understandable and intentional.
Right now it’s a bit confusing, but I feel like there’s something interesting underneath that could really shine with a bit more clarity.
Does picking a star even do anything? After losing I switched to another star but nothing really changed.
Also I thought it was weird that after placing the 'stay' and 'up zigzag' blocks, I couldn't move them anymore, why?
I saw in one screenshot a few more blocks like that but in a different color plus a 'Shop' button, too bad I never got that far.
Like the idea, though. It'd be cool to see more features and different ways to launch the signal plus an easier first level with the smallest grid possible and some little tips on what each action does.
If you ever make an expanded version - hit me up somewhere alright? ; )
* Grey squares are bad (end your “run”)
* Red squares are good (temporarily increase your attack?)
* Blue squares are good (temporarily increase your defense?)
* **To attack, you need to end up on one of the opponent's red or blue squares (bottom half)**
* Once you have a clear lane, you can keep spamming it (with diminishing returns though)
* Winning a battle gives you money which you can spend on new "cells" (some stars have stores)
Confusion aside, there's a lot to love here. The concept is very original, the hacker framing makes sense and fits the theme. I liked the pixel graphics too, although I would've loved to see my enemy variation.
The only thing i want to ask, add in descryption more info about this nods, and it will be easier for player to grasp the game.
It might be useful if I describe my best attempt at understanding the rules:
- I understand that I choose a starting node on the left, and that shoots a signal towards the right.
- I understand that I "program" the behavior of the signal by slotting in the "commands", Zigzag Up and Stay.
- I don't understand why my signal follows the Zigzag Up command for about half the distance, then switches to Stay. What causes it to switch?
- I was very confused as to why you let me program in some commands for the signal once at the beginning, but didn't let me change them. Just now while typing this, I went back and tried right clicking, so now I realize that's how you change them. Considering you add them by left clicking, and left clicking on them again doesn't seem to do anything, I would just make a left click be what removes them.
- I understand that when I hit a grey Signal Loss node, my signal stops.
- I understand that when the robot's "action" says "attack", I'll lose HP after I send my signal.
- Occasionally, after I send a signal, buttons show up at the bottom left that let me choose to either Attack or Defend. I have no idea what causes them to appear or why they only show up sometimes.
- The formula up top says that my base damage is 25 + attack nodes. The robot's defense says 9. For my money that means I should be dealing minimum 25 - 9 = 16 damage every time I attack, but many turns I seem to deal like 4 damage.
- I don't know why there's a big band of colored squares on the right that go yellow, then blue, then red. Is that relevant to gameplay, or just cosmetic?
Given what I can glean from the game, this is how I currently *assume* it's supposed to work:
1. You shoot your signal across. If it hits a Signal Loss, you skip your turn. If it reaches the other side, you get a chance to attack or defend.
2. You choose to attack or defend. If you attack, your damage is equal to 25 + number of attack nodes you hit, minus enemy defense if they're defending.
3. If enemy is attacking, you then take damage. If you chose to defend, your defense is the number of defense nodes your signal hit. This is subtracted from enemy attack.
4. Repeat until one of you dies.
However, (2) does not seem to be the case because I only very occasionally get the Attack and Defend buttons, and when I do attack I can't figure out what the damage formula is, it seems to have nothing to do with the formula printed at the top of the screen.
EDIT: Okay, I experimented a little more. So it seems like the long vertical strip of colored nodes the the right of the grid is actually relevant to gameplay afterall - this was not obvious! It looks purely decorative. It seems you only get "attack" and "defense" buttons if your signal reaches the blue or red sections of the strip. But then why even put the yellow part there?? And how come the red and blue parts are called "defense" and "attack" nodes? I seem to get both the Attack and Defense options no matter which color I reach.
I tried to plan my route, but my eyes just got lost in all those squares 😅