The Last Signal by DarthWaxus

Reach the spider before the last signal!
Left mouse button for attack to the right Right mouse button for attack to the left A - strafe to the left D - strafe to the right
| Link | https://github.com/DarthWaxus/ld59 |
| Link | https://limekamibear.itch.io/the-last-signal |
| Original URL | https://ldjam.com/events/ludum-dare/59/the-last-signal |
Ratings
| Overall | 173th | 3.359⭐ | 34🧑⚖️ |
| Fun | 173th | 3.197⭐ | 35🧑⚖️ |
| Innovation | 187th | 3.182⭐ | 35🧑⚖️ |
| Theme | 246th | 2.864⭐ | 35🧑⚖️ |
| Graphics | 34th | 4.188⭐ | 34🧑⚖️ |
| Audio | 204th | 2.788⭐ | 35🧑⚖️ |
| Humor | 119th | 2.742⭐ | 33🧑⚖️ |
| Mood | 119th | 3.561⭐ | 35🧑⚖️ |
| Given | 33🗳️ | 12🗨️ |
I couldn’t make it to the end, though. I gave it like ten tries. Those other riders feel like they’re cheating!
Also, it took me a bit to realize the left button hits to the right and the right button hits to the left. The animations are pretty similar, so it wasn’t obvious at first.
But yeah, overall it’s a really fun game. Great idea and the visuals are super cool.
Got messed up by right-click to attack on the left and left-click to attack on the right :D
Very nice entry !
I thought at first that I was supposed to be hitting the ball projectiles back at the enemy with my attack like a baseball bat (maybe because of the way the weapon looks?) so I kept dying by trying to hit them back before I realized I wasn't supposed to do that - I thought my timing was just always off :joy:
Once I realized what was going on, it still felt super difficult - since enemies take 3 hits and I only have 3 HP, it's nearly impossible to take down more that a couple of them.
By the way, there's a lifehack with the riders: they start attacking when they're not even quite close to the player, and the pause between attacks allows you to approach them, hit them, and retreat without taking damage.
Yeah, I had an idea to bounce the balls back at the spider, but I didn't have time either. =(
First of all, I love the visual style and presentation, but I'm not really a fan of how the arrow for the ball attack works. Since the arrow is so low it's kinda hard to notice it sometimes. Especially when the screen gets more and more crowded by enemies. This issue is also further exacerbated by the fact that the camera is also so low which messes with the depth perception of where exactly the ball will land as well, and whether I'm far away enough from it. I think moving the camera a little upwards and adjusting the angle so that it faces more downwards would help more in this regard.
I do like the tension that it provides along with having the enemies though. Needing to clear a path for myself lest I get hit by the ball had me on the edge of my seat while playing. Fighting the enemies was fun, but also needed some tuning ( imo ). I like how you kinda have to try and get in as many hits as possible on an enemy and then try to move away, but also watch out for the ball attack. That said, I could barely make out whether an enemy was doing an attack or not. It's not only the fact that enemy animations feel a little too quick to even see, but they're very unreadable sometimes with how low the camera is once again. I get that you wanted to angle the camera such that the signal was always visible, and it does look cool to see it in the background. That said, I think it's hampering the functionality of the game a little too much ( imo ).
I tried a few times and I managed to make it halfway on my best run. This is a pretty cool all things considered, but definitely needs some more work here and there. None the less, it does look pretty damn stylish.
I love the graphics and atmosphere.
At first, when I started playing, I thought I needed to parry those balls to defeat the boss XD
To be honest, at first glance, the movement and gameplay reminded me so much of playing Quidditch in Harry Potter! It has that same high-energy, fast-paced vibe that kept me hooked.
Really cool concept and great execution. Thanks for the experience!
I gave it many tries but I couldn't make it past the half point. The game seems to be pretty unforgiving with the HP afforded and the enemy spawn. it also feels like the attack range should have be just a little bigger, some shots felt like they should have connected but they didn't and it has also caused me to get too close to the enemy and get hit. I think allowing the player just a bit more wiggle room would go a long way.
At first I as a little thrown off by the swing direction being reversed but I eventually got used to it i just had to play several times so I don't actually have much of an issue with that in the end but imo it's a layer of difficulty that maybe should not be there since the game is already pretty hard
The gameplay does not feel fully fleshed out though, and it is relly hard to play.
Well done! :horse_racing:
It reminded me a lot of Nintendo 64 games. How did you make these graphics? In Unity itself?
The game looks easier than it is. The competitors are brutal. I couldn't get very far because the competitors arrive very quickly one after the other and the 3 life points run out fast. I get confused about the sides (since hitting to the left is the right button and vice versa). Was this button choice intentional?
The 3D visuals are very well done and the visual sense of depth is admirable.
A soundtrack was sorely missed. The game itself is full of action and this extra touch would make it more engaging and immersive.
Congratulations on the well-done work.
@euler-moises Actually, implementing this visual effect in Unity is quite easy: you just need a low-resolution Raw Image texture with no blurring, a camera to render the scene onto that texture, and a full-screen image element on the Canvas to display it.
@hagamosvideojuegos As for the soundtrack—it’s a shame I didn't have time to get it done. I’m not particularly skilled at working with audio myself, and I simply wouldn't have had enough time to find or generate something via AI that sounded anything like the music from *Mad Max: Fury Road*.
Oh, and by the way—the inverted controls weren't intentional at all! =) I originally set up the attack on the standard attack button; I had planned to implement a system where the character would automatically strike in the direction of the nearest enemy, but I only managed to add a second button—and then completely forgot to swap their functions around! =)
feedback:
i'd prefer to control attack on keyboard as well, since mouse movement is obsolete here.
also it would be nice to have cooldown on enemy attacks, to counterattack them, and maybe ability to block/parry their attacks.
also epic music would increase immersion.