On My Signal! by brolga
A game about defending your shape kingdom in a winter war.
Signal your troops to fight for you through masterful positioning and timing.
Fire your archers whilst your frontlines defend you.
Upgrade your team as the enemy grows their army.
How to play
- Position troops by clicking and dragging
- Use SPACE to start Archer aiming
- Press SPACE to lock in direction
- Press SPACE to shoot at aimed direction
- After winning choose card to improve your team (upgrades are for all troops of displayed type)
Color Indicators
- Red: Hit and took damage
- Green: Knockback but healed
- Blue: Knockback but no damage
Troop Types
- Archer (High damage and ranged but hits both teams, long cooldown)
- Square (Medium damage, knockback, health and speed)
- Shield (Low damage, medium-high knockback, high health, low speed)
- Heal (Heals both teams but half for enemy, low knockback, low health, low speed)
- Bomb (Medium damage, high knockback, medium health, medium-low speed)
- Assassin (High damage, medium-low knockback, low health, high speed)
How will your army shape up?
Genre: Roguelite, Strategy, Physics, Preschool-level Art


Patch notes
As of 21/04 - Changed targeting to look at closest valid troop - Increased oscillation speed of archers - Improved upgrades to only give useful upgrades (e.g. no upgrades for troops you dont have) - Reduced enemy difficulty - Fixed positioning mode bug where UI glitches if you spammed space - Fixed cooldown being increased instead of decreased when upgrading lol
| Source Code | https://github.com/xjalder/on-my-signal |
| Original URL | https://ldjam.com/events/ludum-dare/59/on-my-signal |
Ratings
| Overall | 225th | 3.158⭐ | 21🧑⚖️ |
| Fun | 204th | 3.079⭐ | 21🧑⚖️ |
| Innovation | 169th | 3.278⭐ | 20🧑⚖️ |
| Theme | 277th | 2.333⭐ | 20🧑⚖️ |
| Graphics | 257th | 2.789⭐ | 21🧑⚖️ |
| Humor | 162th | 2.289⭐ | 21🧑⚖️ |
| Mood | 255th | 2.711⭐ | 21🧑⚖️ |
| Given | 12🗳️ | 13🗨️ |
Right now, the pace of each level feels a bit slow to me, and the cannon is quite hard to control. Still, the game feels like it has a lot of potential. I think it could be even more fun with a higher level of polish.(I know compo only has 2 days)
But I think it needed bit more iteration and some polish to really capture the potential of the design. The systems are all here and the game is fun, but the lack of audio was particularly noticeable when it's an auto-battler that leaves me mostly just watching -- some sounds would really liven it up and give me a chance to better understand the action by conveying information. But I think the #1 thing is that, for my personal taste, every single element of the game needs to be sped up by about 10x. Everything from the round length to the archer reload-and-fire speeds, to the time-to-kill on units, to the animation revealing the three choices and the time to cycle through phases. Each element of the game is slow enough that eventually my desire to further explore the interesting strategic space was worn down by all the waiting.
That said, I think there's something really cool here. Intriguing entry!
PS. I did find a bug were you could pick up the cube and start and ram the cube and drag wherever you'd want it.
[dsafsdfsdfsdfgg.png](///raw/a15/01/z/73175.png)