LoS: Linked by Theo Ratkin
(For the best experience, click here to play in full-screen.)
(The game continues to be updated on Itch. I've already released a 0.2.0 update that makes the controls and ship hitbox significantly easier, based on player feedback. Feel free to try it for a smoother experience, but please rate the game based on the version submitted to Ludum Dare 🙏)
You're stuck in the middle of a dense asteroid field with a station that can't reach the outside world. All you have is a ship you can only steer while it has a direct line of sight to the station. Collect scrap scattered through the field and build relays to connect with another station just beyond the asteroids.
The asteroid field is procedurally generated which means no run is the same. If you feel like you got an unlucky asteroid placement, feel free to restart the game to reroll the seed! Most seeds have an intermittent connection with the goal station which informs you of the direction you need to expand the network to!
Controls
Arrows/WASD- moveSpacebar/Enter/Z- buy relays at the station and place them anywhere
Gamepad is also supported.
Screenshots
If you beat the game, share a screenshot of your relay network in the comments, I would love to see it!


Credits/AI disclosure
Developed solo by Theo Ratkin (idea, code, art, music, sounds).
Gruvbox theme by Pavel Pertsev.
Some code was written with AI assistance.
| Link | https://github.com/theoratkin/ld59-los-linked |
| Link | https://theoratkin.itch.io/los-linked |
| Link | https://theoratkin.itch.io/los-linked |
| Original URL | https://ldjam.com/events/ludum-dare/59/los-linked |
Ratings
| Overall | 111th | 3.592⭐ | 40🧑⚖️ |
| Fun | 146th | 3.316⭐ | 40🧑⚖️ |
| Innovation | 58th | 3.803⭐ | 40🧑⚖️ |
| Theme | 39th | 4.237⭐ | 40🧑⚖️ |
| Graphics | 105th | 3.671⭐ | 40🧑⚖️ |
| Audio | 88th | 3.566⭐ | 40🧑⚖️ |
| Mood | 54th | 3.855⭐ | 40🧑⚖️ |
| Given | 38🗳️ | 54🗨️ |
I wouldn’t be writing this if I hadn’t played it and liked it.
Unfortunately, I couldn’t finish it—I ran out of patience. Great game! It fits the jam theme 100%!
P.S. At first, I didn’t even realize which end of the machine was the front and which was the back, lol.
But controls are really very hard. I think making the ship symmetrical would make the controls feel much better, while not reducing the game's difficulty by much.
Aside from the control on the craft itself (why is it unnecessarily wide and asymmetrical?) I could not figure out how to place a single relay. I eventually managed to pick up a cube but I was pressing Space and Z and nothing happened. Near rocks, away from rocks. I couldn't figure it out.
The main frustration I have is that it's so hard to control. It felt hard to have any fine control over the ship's movements.
I don't know if it was intentional, but the outer station on my map had an intermittent connection all the way through the field to the center, and I found having that indication of a direction to go motivating. Fantastic, chill, a little challenging but learnable, overall one of my favorite game jam games ever. Well done!
The intermittent connection thing wasn't intentional at first, but I kept it for the exact reason you described. It doesn't happen on all seeds though :smile:
if there is a fix button, allow you to automaticly stop momentum like how OuterWilds does, I might actually ended up enjoy the control even.
Left you a rating :smile:
Here's my map:

As other comments also mentioned, I was a bit frustrated by the controls. I guess the challenging movement is part of the design, which I like with in general, but I think it was just a bit too difficult. Starting with a smaller satellite (without the sail) would be already much better, this satellite could be for another level for example.
Also a way to purchase new satellites in between would be nice, to reduce backtracking.
But all in all a great game :)
By the way, I wonder if the camera controls could be improved because when I drive too far the spaceship become too small...
I agree about the camera. The tricky part is that I wanted the player to always understand the line of sight between the ship and the station, so zooming in too much can hide important context. But a minimap, split view, or smarter zoom behavior (such as keeping the closest relay in view) might help. I'll think about it!