I like this concept! A bit rough around the edges, seems to be a 'learn by losing' sort of game, which can be good or bad. I almost want there to be some health bar involved for the player, only to have somewhat of a chance against new threats you haven't figured out yet. For example, once the hounds go into frenzy, you pretty much have no chance. But, again, I like where you are going here!
retrogamingdev
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Thanks!! I have plans for more levels, enemy types and player abilities/powerups! I am continue to push those updates over here: https://retrogamingdev.itch.io/signal-in-the-dark-post-game-jam
Thanks so much for the feedback!! I am glad you were able to pickup on the overall gameplay idea from my really rough demo.
I have continued working on it over here: https://retrogamingdev.itch.io/signal-in-the-dark-post-game-jam
Not a ton more at this time, but I do plan to keep pushing more features and gameplay elements. So far I have added a 'temp block' that the player can drop to block the enemies, which adds a bit to the strategy. I have some plans for some new enemies and some other player actions and random powerups (such as things like a temp invisibility that resets the enemy rage).
Here is a more updated version of the game that will continue to receive development updates: https://retrogamingdev.itch.io/signal-in-the-dark-post-game-jam
This version here on this page is the version that was submitted to Pirate Jam 18 and won't receive any updates.
Very very cool little game! I really like how it starts out super simple and slowly teaches you as you go. Graphics and sound were fun too, if a bit simplistic (not a criticism, I like games with simple graphics - more just an observation). But, despite that - it is a complete package and really well put together!
FYI - to non-judges, I have started a separate listing for continued development on this game: https://retrogamingdev.itch.io/artifacts-escape-early-access
(judges can play it to, but I realize they can't judge based on this newer version)
Not a ton has changed from this Jam version, but already had some great feedback and the fixed the player being able to walk through the lava.
Thank you! I need to fine tune the lava a bit more so you can't just walk through it, there is other ways around it. But, it was setup that way so new flowing lava didn't instant kill (so player had a moment to move a block out of it's path basically). Anyways, the feedback is super helpful and I do plan to keep developing after the jam is over! (Also good call on the comment stuff.)
I didn't have time to dig really deep here, but obviously you built something really cool here! I love the whole idea behind being able to, in a game, do block coding to finish a stage. It is lacking some UI to help understand things, maybe a tutorial... but I wouldn't expect in a game jam demo, either.
I am a huge Punch Out fan, so this is fun to see. It feels very close to it in the timing and movement, nice work on that. The art style is really cool too. What I would love to see (or hear about) is what else you intend to differentiate it from Punch Out a bit more. (just spitballing ideas, but like an item shop or something to buy weapons, armor, or a leveling system with XP... different characters to play as?... warrior, wizard, rogue.)
Crazy, I hadn't seen that happen. The gray block is supposed to block the flame so you can pass. I will check it out and see what is up.
Thanks for checking it out too! My hope is to create more puzzle elements as I go here, but we will see how many things get implemented with the time remaining. My goal overall is an puzzle-y, arcade-y feeling game.
EDIT: Bug has been squashed and new version is uploaded.




