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Signal Drift's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #41 | 4.091 | 4.091 |
| Sound Design | #89 | 3.545 | 3.545 |
| Horror | #112 | 3.273 | 3.273 |
| Story | #119 | 3.182 | 3.182 |
| Enjoyment (Best Game) | #218 | 3.182 | 3.182 |
| Aesthetics | #261 | 3.545 | 3.545 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What game engine did you make this project in?
Other
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Comments
Super fun mechanic, I love this so much. This scratched that itch Voices of the Void caused in my brain.
I really liked the concept of playing around with the radio. The vibes of the cabin could be cozy. However, I had trouble finding a second good broadcast after the first one I found, and I found the volume of them to be a bit quiet. I think you've got a really solid foundation here and there is a lot of potential to develop it into something even cooler.
The use of sound in this game is very unique and I thoroughly enjoyed the creepiness and mood changes. The old UI interface was a really cool touch and I'm so glad you were able to include it. Overall there's a lot of potential here and I'm happy and excited to learn that it will be developed further, can't wait for fully featured.
Thank you so much 😭 we worked super hard on the sound design, so I’m really happy to hear it paid off.
Oh wow what a chilling experience, I got genuinely scared just switching to channels frantically after one was playing music calmly and then switched to static. The experience in the cabin changed dramatically with different music, sometimes I had a cosy vibe so I explored the cabin, then with classic I read some journal entries, but then the singular creepy track came and I was just jumping through the cabin trying to check every window if there was something coming... I could have sworn I saw something outside. Holy cow, I got so scared.
Very well crafted and cool mechanic! i could see an entire game made with this mechanic alone, let alone if you add on it some tasks from another character like a faceless operator that checks in on you every 3 days or something which would make players so happy to hear from them after 3 days of mind-numbing isolation. Well you hear from that character reliably every 3 days until... you don't. The operator would give you some tasks like tuning into a special frequency during a certain hour every day and to write down what the person says on the other line. Maybe at some point you could add morse code that will be played and you have a book on how to decode it. Not to feature creep of course, you could still keep this minimalist interaction vibe that you have here. You really drove home the paranoia and isolation in this game.
I just love it. Very underrated.
Thank you for the lovely feedback. A lot of what you mentioned we had planned (original intent was you’d need to report the weather each day and have a back-and-forth with another operator) but we had to cut a ton due to time, and the lean atmosphere was all that was left. We will be continuing this project beyond the jam though, so I hope you check it out when it’s more feature-complete :D
Yes of course, keep me posted!
Some really impressive work on the radio mechanics! I spent a lot of time playing around with those. I liked the setup of the cabin too. Definitely intrigued by the hints that there's something otherworldly going on, or that the radio signals are arriving from somewhere else entirely.
thanks so much for the feedback! We're super pleased you enjoyed the radio mechanics, our programmer put a ton of work into it. We're hoping to expand the story a little in future to go into the otherworldy stuff a little more deeply. Thank you!
Love the artstyle and the sound desing. Thought it was fun that the radio gameplay is like real life so it was a learning experince which was cool.
My only crique is that I didnt really know when the day was ending like you said on itch and why I was looking through the radio waves. I wanted more of an objective that I was searching for but couldnt find so I looked through radio waves until I heard someone which was cool but didnt know waht to do with it and got. Cool mechanic tho!
Thanks for playing and your feedback, we're glad you liked the radio gameplay, our dev worked super hard on that! We did have a radio broadcast that starts at 23:00 in-game that hints towards going to bed, but in hindsight we could have made the passage of time more obvious as well with an actual clock on the wall or something like that - I think this is another thing we just didn't have time to implement though, sadly.
this game definitely has potential and is already on the spooky side there was one of the signals that was talking about how there is someone watching you using binoculars or something I did not quite understand but I spent a little looking for that which I think it could be really good if implemented. I also loved the art and the style of it all.
Thank you for playing and your feedback! Someone actually watching with binoculars is a creepy idea for sure 🙏
i dig the vibe, the creativity of the radio mechanics, but i didn't really understand the objective (if there was one) besides just listening to radio signals.
other than that, great stuff!
Thank you for playing! We did originally plan on having Observation Duty style mechanics where you would report anomalous radio signals, but in classic jam style, our devs didn't have time to implement it on top of the actual radio stuff within the week, so there isn't any specific goal outside of browsing the channels/logbooks yet. We do plan on working on implementing this and some other gameplay ideas we had once we've all recovered from the jam, though!
I like the vibe, the plot is intresting and original, but maybe too much lore for a small game. The goal was slightly unclear. But I really like the aesthetic, the sound design and moving the orange bar to match the audios. I wish it was more polish. Great job
Thank you, of course, as always, with game jams there is always more polish needed. We had plenty of additional ideas and concepts but time unfortunately wasn’t on our side and we had to cut scope super aggressively in the end. I hope you check out any updates we make in the future!