Signal-Tied by Mr. Flower

[raw]
made by Mr. Flower for Ludum Dare 59 (COMPO)

Screenshot 2026-04-19 173134-export.png

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.Screenshot 2026-04-19 175535.png

Screenshot 2026-04-19 175600.png

Screenshot 2026-04-19 175645.png

Screenshot 2026-04-19 175722.png

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

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🗨️

Feedback

nullval
Apr 20th · 03:03 UTC
where's the game? :/
Jacat
Apr 20th · 03:09 UTC
where’s the game? +1
richjbaron
Apr 20th · 03:10 UTC
I also may be dumb haha, but cannot find the game?
🎤 Mr. Flower
Apr 20th · 03:17 UTC
Hey, thanks for the headsup, legit no idea what happened. Should be a link now to the itch.io page and the files should be here now as well.
richjbaron
Apr 20th · 03:31 UTC
Ah I got it to work!
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!!
🎤 Mr. Flower
Apr 20th · 03:36 UTC
Thanks @richjbaron, ngl I fully thought the theme was split, so when I saw the theme was signal I just took the concept and pushed it into this, lol. Thanks again :D
nathmate
Apr 20th · 03:37 UTC
I liked the rooms where you had to really keep moving to keep up with the router, otherwise it was pretty much a non-factor. Do the big skull enemies basically hitscan you? A small laser blip or the like a moment before they fire would be more satisfying, giving you a reason to use the dodge.
🎤 Mr. Flower
Apr 20th · 03:41 UTC
@nathmate ah that's a good point, they do do a hitscan, I had the little spark as a telegraph, but it wasn't much of one. And yeah, tragically the dash was just a thing to add cause dashing, lol. Thanks for the feedback.
Sergey Kuznetsov
Apr 20th · 08:25 UTC
Fun. The big skulls shoot way too fast (at least relative to everything else).
ZezinhoESR
Apr 20th · 12:53 UTC
It was fun, why not try working on it more and getting it to Steam? I saw great potential in this game; I found a big one where there's a room that's automatically won.
LDJam user 179040
Apr 20th · 14:12 UTC
Good stuff! The visuals and mechanics were excellent. I'm embarrassed to admit that it took me too long to figure out that I was taking damage from being outside of the signal, lol. I was impressed by the variety of enemies and mechanics. I'm not sure the weapon switching was fully working for me. My preference would be to have an ending or boss rather than just restart the game, but that isn't a knock on it. So many good things about this one. This is a little thing, but taking the time to make a different animation state for the player being in the water? Chef's kiss. Great work!

![ldss2.png](///raw/06b/b2/z/709d2.png)
🎤 Mr. Flower
Apr 20th · 14:39 UTC
@zezinhoesr, lol, that would be fun, something I might consider when I'm finished with my current steam game (don't have a page for it yet, so I can't share). It would be fun to make a 2d pixel game like this and just flesh it out. Cause yeah, there were a LOT of missed opportunities. Still significantly better than my last game jam entry (no joke, that one was not playable).
🎤 Mr. Flower
Apr 20th · 14:42 UTC
@mrwarranty yeah, it didn't occur to me that I never explained it in game about the router mechanic. Wish I played more into it, but hey, greatly appreciate the feedback. I was gonna do an ending boss, but making 10 separate rooms took up most of my non-existant time, lol, so I just looped it with each loop increasing enemy stats. Also the weapon switching could be because you hadn't gotten those weapons (you start off with only the shotgun, then get the minigun and sniper). But it could've been just a bug. Thanks again Mr :D
NBumgardner
Apr 20th · 20:28 UTC
I was pleasantly surprised over and over by the details of this game. Lots of particle effects, a variety of enemies, and feedback when you are outside of the safe zone. I almost expected the folding chairs to be destructible.
🎤 Mr. Flower
Apr 20th · 20:48 UTC
Lol, thanks @nbumgardner, one of my focuses was on detail to bring it to life a bit more. And it's playable, lol. Thanks again for playing it mate :D
drtizzle
Apr 20th · 21:20 UTC
This was fun! The graphics are nice and crunchy, and the gameplay is really solid. Once you get in the flow of the routers' loop, it becomes a dance to shoot at enemies, dodge bullets and stay in range of the router.

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!
🎤 Mr. Flower
Apr 20th · 21:41 UTC
@drtizzle Thanks mate, yeah the cursor is something that I didn't even think about, but that's a really good point, lol. Also yeah, gunshots are lacking in audio, still need to get gud at that stuff, lol. Thanks for playing :D
Podrez
Apr 20th · 21:54 UTC
A fun roguelike in an old style, it slightly lacks refinement of the dynamics and larger locations
🎤 Mr. Flower
Apr 20th · 21:56 UTC
@podrez definitely true, those big areas were made in the span of like 5 minutes each (not including accidentally deleting the navmesh cause I forgot to make it unique for other rooms, lol). Thanks for playing tho :D
Dingbat
Apr 20th · 23:46 UTC
Fun game! Reminds me of my days grinding nuclear throne lol I even looped! Beat the game got all the unlocks and did all the levels over again haha

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!
🎤 Mr. Flower
Apr 21st · 00:15 UTC
@dingbat thanks dude, glad to hear that you enjoyed it, transitions are slightly long, thinking about that now, lol. You can take damage, there is a provision that enemies have a delay so they can't immediately attack you, but I forgot to apply that to the moving routers, so yeah, lol. Thanks again tho :D
baknik
Apr 21st · 13:57 UTC
This is legit! I very nice complete feeling experience. I only got to the third room (it was tough), but had a great time.
Dywanix
Apr 21st · 16:43 UTC
cool idea! I enjoyed it
JerryWest
Apr 21st · 17:44 UTC
it's incridible to make a roguelike in gamejam
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.
🎤 Mr. Flower
Apr 21st · 17:47 UTC
@jerrywest Yeah that's true, could've made some upgrades like health, piercing, and pellet count repeatable upgrades. and yeah, audio was lacking for shooting. But thanks for playing and for the critiques :D
@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.
Makintosh
Apr 21st · 17:56 UTC
It's a very dynamic game. I wanted to keep playing, but the same locations went and they don't give me any more items.
I really liked the game, if it would be cool to improve the visual. Like
🎤 Mr. Flower
Apr 21st · 18:13 UTC
@makintosh true, general art was the last thing I was thinking of (hence the black and white pixel art), if I come back to this, first thing I'm updating is visuals. But hey, thanks for playing :D
OLEGATOR0270
Apr 21st · 18:43 UTC
Funny game
Avhatar
Apr 21st · 21:12 UTC
hm... ![Screenshot_7.png](///raw/6fc/d1/z/7222e.png)
Looks scary
WeirdBitGames
Apr 21st · 21:37 UTC
Woa you made a rodgue-like in 3 days?? This is super impressive and I love the retro sprites and sound effects used too! It's also really easy to pick up without needing to read lost of instructions!
🎤 Mr. Flower
Apr 21st · 22:33 UTC
@avhatar lol, I'm sure it'll be fineeeeee :)
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:
🎤 Mr. Flower
Apr 21st · 22:35 UTC
@weirdbitgames aw, thanks mate! I hate having to read a bunch of instructions pre-game, so I tried everything I could to make mechanics obvious. Also fun fact this was made in 2 days for the compo (I need sleep desperately), so happy you got to play it. Certainly taught me a lot :D
WeirdBitGames
Apr 22nd · 00:20 UTC
@mr-flower My mistake, 2 days then. Even more impressive!
LDJam user 76491
Apr 22nd · 01:39 UTC
Very fun to play! Cool retro looks and sound/music. I like how the music changes after you kill the enemies. Overall the game loop is super solid! One feedback I have is that the weapons/upgrades didn't feel that impactful, but I am impressed by the amount of different upgrades you have there.

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!
🎤 Mr. Flower
Apr 22nd · 02:05 UTC
@conradoclark thanks mate, I had a strong desire to make a roguelike and went through a few iterations making use of the prediction poll. Glad you had fun playing it :D
FakeTrap
Apr 22nd · 05:10 UTC
My impressions of the game are very mixed. It seems to play fine, but in some places it feels like it wasn't properly tested. If this game were polished up a bit, it would be great.
Aannnnman
Apr 22nd · 07:01 UTC
It's a nice roguelike, but the shooting feels weird. I don't know why. Dash feedback too.
Hibiki
Apr 22nd · 07:08 UTC
Amazing art, great job!
Planetary
Apr 22nd · 08:07 UTC
Fun game, I like this top-down shooter. Always playing with the spread shooter, since this is so op when shooting at a very close distance. Graphics are nice, same for audio. The theme was somehow connected to your game. Good job!
w2k
Apr 22nd · 09:18 UTC
The game is fun!Hard to believe you can make so many Levels, enemies, and weapons.Linking Signal to router is a good idea, but I think maybe router can be more diverse,now it's just changing speed and route.Finally, time doesn't stop when I press ESC, oh you sneaky developer!
Gecko64
Apr 22nd · 10:07 UTC
Great game to play! I loved the graphics, the audio was a little abrasive but none the less still a solid rogue like :)
juyr
Apr 22nd · 10:07 UTC
I thought this game has a great central mechanic where you have to keep inside your signal radius. However, it felt a bit punishing to be spawn outside of the ring in some levels and have the ring move faster than you sometimes.

Overall, this has a great arcade vibe and I enjoyed it a lot. Good job!
FuryOhFury
Apr 22nd · 10:16 UTC
Nice music and location transition. Tied mechanic doesnt really gets in a way, but good job anyway
JohnDare
Apr 22nd · 12:08 UTC
i can see the ULTRAKILL leaking out of it

good game!

the signal rope was not an inconvenience at all, which brings questions if it should still be a key mechanic
🎤 Mr. Flower
Apr 22nd · 13:12 UTC
@johndare, @furyohfury, @juyr, @gecko64, @w2k, @planetary, @hibiki, @aannnnman, @faketrap thanks for playing yall! And yeah, this game got no play testing for balancing. Although I’m sad I didn’t remember that there’s an extra hour given for submitting games, so I could’ve spent that hour playtesting the rooms :cry: but still I got it finished with a slightly smaller scope compared to my last game jam, lol. Plan for the next jam is to actually incorporate playtesting. Thanks again for playing this mess :D
Meta-link
Apr 22nd · 13:43 UTC
Cool game ! The gameplay is fun, and the router twist is interesting. There's also a lot of contents and mechanics for a jam game, that's impressive.

Good job :slight_smile:
gubo
Apr 22nd · 16:43 UTC
Love the gameplay and unique art style! This plays like a polished game, very impressive
WormKingBoo
Apr 22nd · 17:37 UTC
It is amazing that you were able to add so many mechanics/features in a cohesive way in such a short amount of time - and in a way that works well with the theme! Everything layers together really nicely and the difficulty curve is great. It felt easy to learn, but difficult to master, so I ended up playing much longer than I meant to! And I appreciate the dark background/negative space - that was so nice to give my eyes a break. I haven't been able to beat this level yet, but I'm going to keep trying. Overall a great game 🔥
![unnamed.png](///raw/57a/56/z/72519.png)
Rolly
Apr 22nd · 17:39 UTC
Nice, everything's very smooth and very intuitive! I stopped after some time when I noticed it was looping on the same levels - is there actually an end to the game? I wish there were more levels, and that it would get completely crazy :D

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!
🎤 Mr. Flower
Apr 22nd · 17:58 UTC
@meta-link thanks, pretty happy with the idea, wish I utilized it a bit more (a brief idea I had was being able to push the router around, but didn't have the time).

@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
Coda Highland
Apr 23rd · 00:53 UTC
It's sort of like a different take on a cover shooter. Seems pretty nicely polished.

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
Apr 23rd · 01:10 UTC
Was quite fun, I do feel that running out of upgrades was a little annoying as the looping levels without more upgrades didn't feel great especally when some of the upgrades could've clearly been repeatable. I quite like the visual style. Overall I think it's good :D
🎤 Mr. Flower
Apr 23rd · 01:28 UTC
@coda-highland yeah, tragically I did not have track pads in mind, and yeah, the idea of balancing is pretty much non-existant

@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
UkuleleFury
Apr 23rd · 05:41 UTC
Oooh, I love a good bullet hell, and this is a good one! Great pixels, really well executed. Each room is interesting and well designed. Good tile designs too. Nice enemies too! And great weapon upgrades. This one was a ton of fun to play!
Coda Highland
Apr 23rd · 16:51 UTC
@mr-flower Learning how to focus scope is a _core_ part of the jam experience! It took me a long time to get my routine worked out to where I have it now. Good luck in the future!
ugly_robot
Apr 23rd · 16:56 UTC
Wow, very cool!

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
SMOLBIGBY
Apr 23rd · 16:56 UTC
I really liked the game—fun roguelike mechanics and great graphics. However, I think it would be nice if you could switch weapons while reloading. This would make the gameplay more dynamic, and you wouldn’t have to wait for a weapon to reload before switching.
🎤 Mr. Flower
Apr 23rd · 17:25 UTC
@ukulelefury Aw, thanks for playing, happy that you had fun!

@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
plutonicrock
Apr 23rd · 18:11 UTC
pretty fun concept! And incredible gameplay
Such a fun roguelike! Thank you for making it!
Animaster
Apr 23rd · 22:48 UTC
The game’s mechanics have potential, but it’s a bit lacking in balance and a smooth difficulty curve. It might also benefit from upgrades having a stronger impact on gameplay. Still, I enjoyed it, good job!
🎤 Mr. Flower
Apr 24th · 01:23 UTC
@plutonicrock @christina-antoinette-neofotistou Thanks, glad y'all had fun playing it :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
Pimeko
Apr 25th · 22:07 UTC
Nice shooting game! I see the effort in graphics and music, I was not so good at the game but it was overall a cool entry :)
henk
Apr 27th · 21:35 UTC
Most of the weapons seem pretty underpowered compared to the minigun, so I ended up just sticking with that the whole way.

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?
🎤 Mr. Flower
Apr 28th · 01:40 UTC
@henk im pretty sure the one thing that it lacks for it to be a rogue like is randomize rooms. It’s still got (like you mentioned) the random upgrades. But aren’t roguelikes primarily about playing a run to get the highest score, losing it all on death, and having to go through randomized situations? Other than enemies not being random. I’m pretty sure it checks the boxes for a roguelike? If there is something I’m missing to make it a proper roguelike (besides the randomized enemies, that’s something I’ll include later) then I’d love to know.
🎤 Mr. Flower
Apr 28th · 12:30 UTC
@pimeko hey thanks for playing. Balancing was something I just vibed implementing, so hopefully in the future, I can balance the game just right.
henk
Apr 28th · 14:53 UTC
@mr-flower You can debate what the exact definition of "roguelike" is but I don't think any game which gives the player random upgrades from a fixed set automatically qualifies. Examples of games I consider to be roguelikes:
- 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.
AO-85
May 07th · 01:25 UTC
Love the gameplay and unique art style! This plays like a polished game
SteveOfStevesGames
May 08th · 09:34 UTC
Very cool
Quite tricky.
I finished 6 rooms.
pkenney
May 09th · 00:26 UTC
DANG!! There is some brutally fast action in spots in this game. Didn't expect it somehow from the pics, but nice work on bringing it. That room where I got dropped into a toe-to-toe with the first tank I'd ever seen. And that room where the safe-circle zooms around at a full-sprint ripped my face off.

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.