Signal Chaser by Wisch

Life is not about winning, it's about the connections you made along the way.
Signal Chaser is a puzzle game all about building connections and chasing a signal down the line. Chase the signal down a hex grid by building a path towards an ever moving target, the farther you get the more challenges you get until the timer finally runs out.
How to play:
Your goal is to build a connection between your start location (the hex with a green marker) and your target (the hex with a red marker). To do that you need to move and rotate tiles on the grid to form a connection, left click a tile to select it for swapping and click another tile to swap them. While hovering a tile you can scroll with the mouse wheel (or press Q and E) to rotate the tiles. But be careful, the timer on the right is always running out and will sooner or later catch up with you. With time you will find new challenges, from empty tiles to disruptors. Disruptors send an interference signal through all connected wires which jam the signal in all adjacent tiles, cut the connection to the disruptor and the interference is gone.
Stay focused, think ahead and act fast, the signal won't wait for you!
Screenshots

| Link | https://wisch.itch.io/signal-chaser |
| Link | https://wisch.itch.io/signal-chaser |
| Original URL | https://ldjam.com/events/ludum-dare/59/signal-chaser |
Ratings
| Overall | 293th | 3.773⭐ | 24🧑⚖️ |
| Fun | 221th | 3.69⭐ | 23🧑⚖️ |
| Innovation | 370th | 3.476⭐ | 23🧑⚖️ |
| Theme | 359th | 3.864⭐ | 24🧑⚖️ |
| Graphics | 621th | 3.273⭐ | 24🧑⚖️ |
| Audio | 491th | 3⭐ | 22🧑⚖️ |
| Humor | 590th | 2.281⭐ | 18🧑⚖️ |
| Mood | 640th | 3.25⭐ | 20🧑⚖️ |
| Given | 15🗳️ | 20🗨️ |

Very fun. The point where I died, the target was surrounded by the red tiles not sure if you can route a signal through the red tiles and was a little frustrating but overall very fun :)
@jynxaudio @jamesgames1000 @runningopenloop
We might have not made a good job indicating that you can modify the red tiles, the signal is just jammen when routed through them, we tried to place end and disruptors far enough from each other so each level should be beatable (with a few edge cases that we couldn't fix without completely redoing parts of the level generation). Usually disconnecting the adjacent cables from the disruptor is enough.
1. The timer felt quite punishing, sometimes when you had to connect 2 points far away it became quite stressful.
2. I would have made the progression of adding new mechanics a bit faster, it became a bit repetitive.
3. I would have liked the signal to turn a different color along the path that you've already connected to make it easier to see if you've made a mistake somewhere where it's not connected yet.
Beside that the graphics and all look great, seeing the entire path at the end is a cool detail! Nice entry.
I think it might be a little too easy. You have free use of all tiles on the board at once. Maybe a few immobile tiles earlier, or a rule that the player could only swap with adjacent tiles.