Signal Blast by smilewood
Dropped on a planet with a barely functioning remote-controlled "mech", charge up signal towers to improve your battle capabilities and unlock permanent upgrades.

Instructions:
WASD to move. Left click to fire charged blaster at mouse.
Primary Weapon: Charged blaster. Blaster builds up charges while not firing to unleash a burst when needed.
Arrows around the player point to beacons. Stay in the beacon area to charge them. Charging blue beacons will offer a choice of passive weapons or upgrades. Each is paired with an enemy type, either introducing a new type or increasing the frequency of an already active one when chosen as the increased control signal draws them in. Charging yellow beacons will award additional Signal Points to use for upgrades.
Passive Weapons:
Nano Swarm: Damage Aura, low but consistent damage to everything in a close area. Very strong against swarming enemies.
Auto-Turret: Fires automatically in several directions. Does high damage per shot but hard to aim.
No promises about any aspect ratios other than 16:9, All these years and I still don't have the hang on Unitiy's UI system.
Made following the compo rules but in the 72-hour time frame for the jam (I like sleeping).
Tools used: Just Unity. I gave up on doing art this time, and I think the game itself is better for it.
Ratings
| Overall | 800th | 2.762⭐ | 23🧑⚖️ |
| Fun | 612th | 3.071⭐ | 23🧑⚖️ |
| Innovation | 852th | 1.714⭐ | 23🧑⚖️ |
| Theme | 829th | 2.125⭐ | 22🧑⚖️ |
| Humor | 668th | 1.575⭐ | 22🧑⚖️ |
| Mood | 833th | 2.167⭐ | 23🧑⚖️ |
| Given | 30🗳️ | 25🗨️ |
@isaac-hisey Thanks! I spent a bunch of time doing core system setup, it was very satisfying seeing it come together into the game I envisioned by the end. A little more UI and I think it would stand up to any (72 hour) game in the genre ;)
I sorta wished there were a few impact effects (a tiny knockback on hit, shake/wiggle on death, cam-shake on your own death) to give the presentation a little bit more oomph — I liked the simple shapes and thought they read clearly, but I think it'd help to make the damage boost etc upgrades read a little more if they tied in to something like that.
I already sunk a bit of time in and I'm looking forward to another run to flesh out my upgrades!