Send the Signal by Pavel Goncharov
A short active incremental game about the Ship in deep space. You need to gather resources and send the rescue signal.
It’s always lasers or guns in these types of games. What if you only had bombs instead? Want to give it a try?

Game was made in 3 days by a solo developer. Everything was made from scratch: the sprites, music, sound, and programming. At first I was aiming for the Сompo, but then I realized I wouldn’t make it in time.
My goal was to make a complete game that you can finish in 7–12 minutes.
You can play it here or on itch.io — both have the same version, but itch.io offers a fullscreen experience.
I used Godot, Aseprite for sprites, sfxr for sounds and beepbox for music.
Monogram font by Datagoblin (https://datagoblin.itch.io/monogram)
This is my first game jam ever 😄 Thanks for playing!
| Link | https://onehundredcoins.itch.io/send-the-signal |
| Original URL | https://ldjam.com/events/ludum-dare/59/send-the-signal |
Ratings
| Overall | 679th | 3.167⭐ | 62🧑⚖️ |
| Fun | 519th | 3.258⭐ | 62🧑⚖️ |
| Innovation | 805th | 2.467⭐ | 62🧑⚖️ |
| Theme | 797th | 2.483⭐ | 62🧑⚖️ |
| Graphics | 692th | 3.033⭐ | 62🧑⚖️ |
| Audio | 511th | 2.864⭐ | 61🧑⚖️ |
| Humor | 627th | 2.102⭐ | 51🧑⚖️ |
| Mood | 749th | 2.931⭐ | 60🧑⚖️ |
| Given | 74🗳️ | 98🗨️ |
I think you scoped it very well and made the small amount of gameplay polished and fun.
The controls are really nice, it feels great to move around & I instantly knew how to play.

I really liked how the upgrade progression felt, and once I got the hang of things I wanted to keep going until I maxxed out all my upgrades.
Regardless, I had fun, and congrats on your first jam!
(I should have thought of that for my game!)
I think with this type of game, we always think about shooting, so the use of bombs was a twist on expectations.
Good game!
The lenght of the game is perfect for this kind of game. I played through the end.
It would be nice if the upgrades would also have a shortcut button like pressing "Enter" for continuing the run.
Nice mechanic, that you collect green "beans" for the upgrades and red "beans" for the signal. The magnet is a great power-up. :)
If the controls were made a bit more comfortable, it would turn into a really great jam game!
- Using bombs instead of bullets is about guessing the enemy trajectory, then why have so many static enemies?
- you have no upgrades to get more enemies. At one point you run out of enemies and upgrades don't make sense anymore
- collision can be improved, I get killed without touching enemies, and the enemies pass through my explosions
Gameplay was fun but i felt like there were little balancing problems with upgrades where i couldnt find any reason to buy anything else than luck as it was easy tho annoying to clear levels even without any other upgrades and if the luck gives you more pinks its the only thing that helps you progress faster (if it doesnt, then well im dumb and made my life hard)
Good job, very nice entry!
One thing that can be a tad annoying is that rocks can go off screen slowly, and you cannot see them or hit them until they reappear a few seconds later. That's why I started placing a bomb, collecting what I get and dying immediately. Very fun!
I encountered some bugs that made the experience a bit worse for me related to asteroid movements:
- they bounce off the screen edges, instead of appearing on the other side of the screen.
- sometimes they change their direction suddenly in the middle of the screen for some reason.
- they also fly out of viewport and become unreachable for a few seconds
I found the controls a bit unintuitive - in the games I played, the up/down arrows meant "speed up/slow down", while left/right were used to turn. The controls in this game took some getting used to.
Most of my feedback is just suggestions for things I would have liked to try out.
- The controls felt a bit unusual at first. I expected W to always move the spaceship forward and A/D to rotate, but I got used to it quickly. Still, it might be worth testing with playtesters.
- I would probably make the purple crystals only always spawn at the last asteroid of a level, so you are encouraged to progress through upgrades to complete it.
- At the screen edges, its a bit unclear where the level ends because the borders are the same black as the background. Slightly differentiating the color would help make the loop boundary more readable.
But overall this is all high-level feedback. I think you have made a really great game!
1) Yes, borders... It`s awful and it makes me be scared of using advantages of wall-through moving.
2) I believe, controlls are quite funny, it doesn't have to be comfortable for weak people :)))
3) Music is quite repetative, but very nice.
Liked it!
The controls are infuriating but hey a lot of things are allowed when making your own game. Good vibes.
I *think* there was a time or 2 where I missed a rock with the bomb, but loot still spawned in the empty space anyway (maybe a rock that wasn't visible but still had collision on, or maybe I imagined it?)
Overall amazing job!