Signal-Tied by Mr. Flower

Run and slash your way through infinite rooms, make use of weapons and upgrades to fend of many enemies. Although be careful, your lifeline is tied to a router, get too far and you might lose it all.



bug fixes: 1. players can grab the last upgrade without losing access to it 2. kill count is now accurate and does not go big boom
| exe file in itch.io | https://sir-flower.itch.io/signal-tied |
| Original URL | https://ldjam.com/events/ludum-dare/59/signal-tied |
Ratings
| Overall | 128th | 3.534⭐ | 61🧑⚖️ |
| Fun | 78th | 3.627⭐ | 61🧑⚖️ |
| Innovation | 210th | 3.025⭐ | 61🧑⚖️ |
| Theme | 220th | 3.117⭐ | 62🧑⚖️ |
| Graphics | 151th | 3.467⭐ | 62🧑⚖️ |
| Audio | 123th | 3.364⭐ | 61🧑⚖️ |
| Humor | 87th | 2.981⭐ | 56🧑⚖️ |
| Mood | 179th | 3.293⭐ | 60🧑⚖️ |
| Given | 69🗳️ | 99🗨️ |
I love the artwork and room transitions especially. Also the player's huge ass guns lol. I found the circle mechanic to not add too much to the game but I still really liked it otherwise. Very impressive and fun entry!!

The only critique I have is that the cursor blends in with the graphics, it would have been nice to have a contrasting crosshair. And the gunshot sounds could use a little bit more punch :)
Overall a really cool game!
The gameplay is all pretty solid. There were some issues like the transitions taking a bit long and you could take damage before being able to see the level, and also some levels felt like it was impossible not to take damage due to the router mechanic, but otherwise a really solid entry. Weapon upgrades, level variety, and enemy variety! Nice job!
However, if the shooting had a stronger impact, and if one could continuously enhance their abilities to an unlimited extent, then as a rogue, it might be even more enjoyable.
@dywanix thanks, glad you got to play :D
@batnik thank you! sorry you couldn't make it past the third room, you probably would've hated the big skull enemy the other people have mentioned, lol.
I really liked the game, if it would be cool to improve the visual. Like
Looks scary
Although I didn't think about embedding the game so people didn't have to be worried about viruses (FOR A GOOD REASON) wouldn't play it. I'll have to figure out embedding :thinking:
The theme implementation was pretty creative as well. Having to keep yourself close to the signal to stay alive while juggling killing enemies and avoiding bullets was quite thrilling.
Good job, keep at it!
Overall, this has a great arcade vibe and I enjoyed it a lot. Good job!
good game!
the signal rope was not an inconvenience at all, which brings questions if it should still be a key mechanic
Good job :slight_smile:

The visuals are nice in their way: they give this "unpolished" feeling, and at the same time it's all very consistent and it makes everything look good together as whole! The music also contributes in giving a great mood!
Nice game!
@gubo lol, glad it looks "polished", I'm hoping to go through all the feedback and make it a truly polished game.
@wormkingboo Aw, I'm so happy that you're enjoying it and trying to beat the final room. I definitely tried to make that room screw with the player. Again it makes my day seeing people enjoy it for all of its flaws
@rolly Tragically no, there is no end, I did make it so every loop the enemies had buffed stats, but that's just cause I figured I'd make it endless like most rogue-likes I've played. Believe me I wanted to add a boss, but I left that at the bottom of my requirements list so I can focus on making plenty of levels for the player.
Thank y'all so much for playing, I can't believe the game has made it this far so far:D
It's a little tricky to play on a trackpad, especially a trackpad that turns itself off when you use the keyboard. I'm not going to hold that against you -- that's a weird issue with my laptop! But it does mean that I kinda got stuck at the 6th room when the difficulty got to be too much for such clumsy movement.
@infinatefalcon thanks, yeah it didn't occur to me that I could make the damage and health boosts repeating upgrades, that would've helped out so much more with replayability. But honestly, most of my focus was just on scoping and getting a coherent idea. My plan for next LD compo is to hopefully limit the scope just a little bit more to really focus on the mechanic of the game and making it simple and replayable. I have too much fun with fighting/shooting games, so that's usually my default for ideas.
Thank y'all for taking the time and playing as well, glad y'all had some fun :D
As a lover of OG zelda and rogelikes, this was right up my alley! The 'signal router' was a great iteration on the dungeon crawler shmup - forces you to make some tough dodges!
All the guns felt great, the sfx and art were clearly readable and fit the aesthetic well, and the game was buttery smooth.
Had a great time with it! Awesome entry
@coda-highland lol, yeah I'm slowly learning that and incorporating it into my other projects. Game deving is my passion, just can't let it be a burden.
@ugly-robot Yayyy, glad that you loved the game, I've been inspired by a few games for this one, glad you played and enjoyed it!
@smolbigby yeah the weapon switching wasn't something I thought of, but I'm already working on an update that addresses all the feedback I've been receiving. The weapon switching was one of the first changes, lol. Glad tho you still pointed out its importance.
Thank y'all again for playing :D
@animaster yeah it could 100%, The only kind of balancing idea was vibing with the numbers, lol. 0.5 damage per shotgun pellet compared to the sniper's 5 damage sounded balanced, forgetting the shotgun has 10 pellets (dealing 5 damage) allowing it to be a faster version of the sniper. Definitely gonna do a lot of testing in the future once I'm reinvigorated. But thanks for playing and for the feedback :D
Also sorry to go off topic but what's with everybody here calling this a roguelike? It's clearly not. Is it because the weapon upgrades are randomized?
- Nethack
- Spelunky
- Balatro
- White Knuckle
Nethack is my reference point. If playing a game feels like playing Nethack, then I consider it a roguelike.
If I were to try to list what all those games have in common:
1. There is an inventory that the player controls (and choices about the inventory matter)
2. Every run starts from zero
3. Every run is unique (in a way that matters for player strategy)
4. The world is dynamic; things can interact with one another in useful and occasionally surprising ways
Of these, your game only has #2, IMO.
Quite tricky.
I finished 6 rooms.
I had a few splinters here and there, like there was a wall that I didn't realize was a wall, cuz it kind of looked like some floor-markings looked, and that almost killed me because I was busy looking at enemies rather than myself failing to walk forward, etc. And I didn't realize for a couple of levels that I could/had-to switch to that weapon (was like boy this sniper rifle sure feels a lot like that shotty, so my fault).
But that stuff didn't matter. There was some fast brutal action here and a really cool art style. Kinda want to try the version of this game that has a metal soundtrack...
Very nice entry, well done.