Crowbar and Sonar by Anthony Katona
Work your way through darkness and relentless enemies with nothing but sonar and a crowbar...and some kind of oscilloscope thing. Find the switches, open the doors, and make it to the sacred MacGuffin in the final room!
- wasd/space - movement
- e - interact
- left click - sonar ping
- scroll - sonar freeze/scrub
- right click - swing crowbar
- g - exit sonar mode
Tools: - Godot 4.6.1 - Blender - FL Studio - VS Code/Codex*
*Codex made the lion's share of the sonar shader and was a go-to for debugging.
- art by Anthony
- code by ciph3rzer0
see source here: https://github.com/frkatona/LD59-Signal
| Link | https://akatona.itch.io/geordi-la-forge |
| Original URL | https://ldjam.com/events/ludum-dare/59/time-of-flight |
Ratings
| Overall | 607th | 3.325⭐ | 22🧑⚖️ |
| Fun | 520th | 3.25⭐ | 22🧑⚖️ |
| Innovation | 157th | 3.825⭐ | 22🧑⚖️ |
| Theme | 325th | 3.925⭐ | 22🧑⚖️ |
| Graphics | 543th | 3.5⭐ | 21🧑⚖️ |
| Audio | 278th | 3.639⭐ | 20🧑⚖️ |
| Humor | 432th | 2.75⭐ | 20🧑⚖️ |
| Mood | 412th | 3.65⭐ | 22🧑⚖️ |
| Given | 11🗳️ | 15🗨️ |
I did notice a few stutters/lag spikes, it seemed like when you hit the trigger to display the on screen texts for the first time, like when you walk towards the wall switch, etc. It seemed to only do it the first time you hit each switch though, so maybe it's an object creation lag spike? Thought I would mention it.
The sound also seemed to do ... odd things ... when I was using the scroll to control where the sonar was.
Level design was pretty good for a jam, and I liked the overall mood of how some rooms were super dark and you needed the sonar, and some weren't as dark. Great job!
I got pretty stuck in some of the lower levels though, just running around searching for the switch in panic mode 😄 The wave/sonar feature was a really good addition.
I kept wishing there was a tiny bit of lingering footprint/memory from where the sonar last revealed things; even a short cooldown fade could help reduce cursor spamming while still keeping the tension intact. Maybe later levels already do that, not sure.
Focused light fixtures or environmental interactions could also be interesting later on. Stuff like damaging machinery with a crowbar and having sparks/current briefly light up the surroundings. Great job!