Last One Alive Leave The Light On by FadingDreamStories

[raw]
made by FadingDreamStories for Ludum Dare 59 (JAM)

https://www.youtube.com/watch?v=a07B53suAyI

You are in some radio monitoring station, surveying an area beset by opposing force. A number of signals have been detected, and you can use the controls to target different sectors of the map, and then scan for radio signals. Once you have determined the location of all signals, mark them on the map, and launch an attack.

SPOILER !> If you succeed, the doors open. Otherwise, things go red.

All code and audio created during LD59. Only used default engine textures for materials, but technically not created by me. Apologies for the ridiculous download size (it was made in Unreal)

controls - WASD movement, mouse, mouse click!

Screenshot 2026-04-21 072532.png

Screenshot 2026-04-21 082819.png

TIPS: - If you have a big grid, and don't want to deal with it, use the restart game button. Some are a little too big, and that's the only way to change it currently. - The signal will come through when you are scanning a sector that either has a signal, or is adjacent to one. - You can quickly cycle through the radio stations and listen out, to more quickly track a signal. - Sometimes the signals might be in the same grid square (even when there are two) - Coordinates are Alphabetic for Columns, Numberic for Rows (just like a spreadsheet) - It is kind of a cross between Minesweeper, Battleship. - Sorry about the controls. Tried something a little different. - There isn't anything outside other than the environment (no attractions or what) but hopefully it's a nice reward for winning. - If it all goes red, you have lost.

Ratings

Overall 762th 2.955⭐ 35🧑‍⚖️
Fun 784th 2.591⭐ 35🧑‍⚖️
Innovation 631th 3.015⭐ 35🧑‍⚖️
Theme 572th 3.424⭐ 35🧑‍⚖️
Audio 494th 2.969⭐ 34🧑‍⚖️
Mood 647th 3.234⭐ 34🧑‍⚖️
Given 28🗳️ 46🗨️

Feedback

Zwi Zausch
Apr 21st · 13:08 UTC
Amazing minimalist artstyle for the short time! Love the sounds :>
Unusual choice of engine too! well done!
0x0961h
Apr 21st · 13:43 UTC
To be honest, I would keep the graphics category, because graphics is not only textures, it's also how you compose them together. Like, music is just seven notes, a lot of people use samples, but it doesn't mean that they did not make the music. So, if I were you, I would bring graphics back.

Other than that, it's a very great done game, and I really like the visuals. :)
MicleFirst
Apr 21st · 13:55 UTC
Well, I tried playing, but ran into a few issues.
My mouse sensitivity was extremely high, and the field of view was veeeery limited. I tried to solve the puzzles, but couldn’t figure out how they worked.
I did like the visual style, but unfortunately the game didn’t run well
Someday Not Today
Apr 21st · 17:34 UTC
nice try, like a pallete, but have some issues while played the game
Ulziton
Apr 22nd · 01:12 UTC
Visual is amazing here, fantastic job
cicya_later_8P
Apr 22nd · 12:59 UTC
i like the graphics, done very good job.
Jiamu Zhao
Apr 22nd · 13:53 UTC
The visual consistency here is top-notch.
LDJam user 427605
Apr 22nd · 14:27 UTC
An interesting logical idea.
I spent about 15 minutes fiddling with the game.
The gaming experience was slightly marred by the mouse sensitivity and the very narrow field of view; everything felt somehow... wide.

But overall, I liked the game, you guys are awesome!
ACartlidge
Apr 22nd · 22:14 UTC
Love the ambiance, the visuals and sounds immediately put me in the setting of this kind of eerie isolated radio observation station. I unfortunately could not make sense of how to play. I watched the youtube video after the fact and it still wasnt super clear. Maybe I am supposed to search every square of the grid, but in my game i had an 8x8 square and I think there are 20ish channels, so am I supposed to just check ~1200 things (grid x channels)? Some more clues about how to play would have been great. Cool vibes and nice work!
🎤 FadingDreamStories
Apr 23rd · 01:18 UTC
@acartlidge I'm really sorry you got such a complicated run. I've added some tips to the description just now, but there is the ability to scan through quickly until you start hearing something other than static. The signals will pick up either in the square it originates from, or in an adjacent square (lateral only)

e.g. If the signal is in C3, then B3, D3, C2 and C4 will all pick up the signal as well. You would then mark C3 on the map

Thank you for playing!
🎤 FadingDreamStories
Apr 23rd · 01:24 UTC
@zwi-zausch @0x0961h @ulziton @cicya-later-8p @jiamu-zhao @someday-not-today Thank you for your kind comments. Appreciate your time :)
🎤 FadingDreamStories
Apr 23rd · 01:26 UTC
@miclefirst Hey there - thanks for playing! I've just added some tips on how to solve, but unfortunately haven't addressed the mouse sensitive or FOV as yet. I tried something a little different to what I usually do, which maybe wasn't the best idea, but gotta try sometimes! Appreciate the comments :)
🎤 FadingDreamStories
Apr 23rd · 01:26 UTC
@yarcha Thanks for playing! Definitely plan to address the controls and camera in the future, but appreciate you playing :)
Carrerino
Apr 23rd · 10:32 UTC
Very good bro! I like it! Top!
VenomousMouse
Apr 23rd · 10:44 UTC
Nice puzzle. In general, good game. Great job!
LesDremlet
Apr 23rd · 16:55 UTC
Your game's got a killer vibe - straight up reminded me of VOTV!

Yep a tutorial for the signal detection thing would be nice. Right now it's kinda impossible to figure out how to mess with the devices without any hints.

Gotta be honest - when I saw letters and numbers (like A1, B2, etc.), I didn't think of map coordinates like Battleship. I was thinking musical notes and octaves. Like, you'd hear a signal and have to match the pitches by ear or something.

Also, it'd probably be nicer if the devices were a bit closer together, but it's probably just the FOV being way too tight. People already mentioned FOV and mouse sensitivity. Another thing I'd suggest - throw a tiny crosshair in the middle of the screen (even just a little dot would work). It'd make aiming at the buttons so much easier.

Low-poly models, downgraded graphics, and color palette - all solid choices cause the PSX style adds to the creepiness. Nice work!
🎤 FadingDreamStories
Apr 23rd · 22:43 UTC
@lesdremlet Thanks for playing and for your comment - really appreciated! I have gone through and made some of the changes, but in the interest of the sanctity of the jam, those are only on the itch version that I've just updated. Just small touches/quality of life stuff, but enough to make it not too painful :)
Soul Grinder
Apr 24th · 10:49 UTC
Cool first person puzzler, was really fun to play. The audio was a nice fit for the game too, good work!
Entink
Apr 24th · 12:02 UTC
Visual part of the game is top level, great job!
wo_ri_gou_le
Apr 24th · 13:04 UTC
well, the visuals are good, generally good, but mouse sensitivity too high yet FOV limited, not bad, just super weird. Speak of the puzzles, I literally can not understand how it works, come back read the tips yet still, that alien sound in radio raises despite blocks selected or not, I guess some sort of trade off for making such good graphic ( did I mention sound? Also good)
🎤 FadingDreamStories
Apr 24th · 13:26 UTC
@wo-ri-gou-le Thanks for playing and appreciate the feedback - I have updated the version that's on itch to explain things better, adjust the FOV and mouse sensitivity, but as they're significant changes on top of the jam version, they are separate.
🎤 FadingDreamStories
Apr 24th · 13:26 UTC
@entink Thank you so much!
🎤 FadingDreamStories
Apr 24th · 13:27 UTC
@soul-grinder Thank you for playing! Glad that you enjoyed it, and that the audio suited for you
Pavel Goncharov
Apr 25th · 11:51 UTC
I kind of like the graphic style, and it’s good that you included a YouTube video that explains some aspects of the gameplay
LDJam user 407703
Apr 25th · 17:26 UTC
Very interesting concept! I really like the art style and the sound.

One thing that could be cool: letting the player tune the radio with the mouse wheel, like searching for the right frequency on a real radio. That idea just came to me while playing.

Congrats on the great project!
rvenson
Apr 25th · 20:56 UTC
Really like the visual style and the game concept. I had some problems with the crosshair sensitivity and seems like the FOV could be bigger to improve the gameplay.
🎤 FadingDreamStories
Apr 25th · 21:07 UTC
@anszwa Thanks for playing and leaving a comment! That was one of the early ideas I had, but had to drop just in the interest of getting the game running end to end. Cheers!
🎤 FadingDreamStories
Apr 25th · 21:09 UTC
@rvenson Thanks for your feedback. Appreciate you taking the time to play. I have made some changes to the FOV and sensitivity on the version that's on itch (in the link), but have kept the jam version here in the interest of keeping to the rules - it's at least a taste of what could have been. All the best!
LDJam user 259103
Apr 26th · 01:35 UTC
This is a really neat concept for a game! I ended up with a 5x5 grid, which I managed to solve mostly through process of elimination (if no signals are heard from a cell, it and its neighbors are out of the running). In the end, I wound up with three cells where the signals could be - though, because multiple signals could be in the same cell, there were several possible solutions that I had no way of disambiguating between. I guessed that all three cells each had one signal, and happened to be right, since the door opened. I would say that's a design flaw, but it's kind of endemic to these types of Minesweeper-like games, and I can't think of a way to fix it off the top of my head.

On the presentation: really, I thought it was quite nice! The graphics were simple, but gave the game a foreboding atmosphere that fit well. The audio was similarly atmospheric, though the frequent ambient noises confused me at first, as I mistook them for signals coming from the radio. Perhaps they shouldn't both be high-pitched tones.
eXTeeGi
Apr 26th · 02:01 UTC
I'm not sure what sound I'm supposed to be listening for. I'm not even entirely sure if what I'm doing is correct. If I'm right, the monitor which shows a coordinate indicates which space I am listening to, while selecting squares on the grid decides which spaces I'm launching at. If true, I would put the coordinate screen closer to the radio screen and put the grid closer to the launch button so the correlation is more clear.