Mayday - Keep the signal alive by LDJam user 423693
A radio receiver. Static. And somewhere out there, in the dark, a voice.
You're a coast guard rescuer. Your boat is old, the weather is turning, and the only thing standing between those people and the void is a signal. Fragile. Intermittent. Vital.
As long as it holds, they're still out there. ☁️
Mayday is about that invisible thread stretched between two people at the worst moment of their lives. On one end, someone fighting to stay above water. On the other, you. Doing everything you can to keep them from disappearing entirely.
The sea won't go easy on you. Storms roll in without warning. Engines fail at the worst possible moment. Waves swallow everything whole. Every obstacle is another chance for the connection to break, and you can't let that happen. Recalibrate the antenna in the pouring rain. Hold your course when the instruments lose their minds. Grip the wheel. Don't let go. ⚓️
But between the crackles and the static, these voices tell you things. Who they are. What they've lost. How they ended up here, alone, in the middle of nowhere, praying someone is listening.
Every signal you catch is a story. Told in fragments, between waves, between silences. Pieces of a life you slowly put together as you push toward them through the dark.
Because behind every signal, there's a person.
And losing the signal means losing them.
—
𝗔𝗯𝗼𝘂𝘁 𝘁𝗵𝗲 𝘁𝗲𝗮𝗺
We’re Unrest Studio, a small team of passionate students focused on building atmospheric, story-driven experiences.
For Mayday, everything was crafted by hand during the jam (our second jam overall!), with visuals made with Aseprite & Photoshop. No generative AI was used at any stage for the graphic design, sound design and story / concept !
| Link | https://ldjam.com/events/ludum-dare/59/mayday-keep-the-signal-alive |
| Original URL | https://ldjam.com/events/ludum-dare/59/mayday-keep-the-signal-alive |
Ratings
| Overall | 537th | 3.423⭐ | 41🧑⚖️ |
| Fun | 632th | 3.026⭐ | 41🧑⚖️ |
| Innovation | 633th | 3.013⭐ | 41🧑⚖️ |
| Theme | 494th | 3.615⭐ | 41🧑⚖️ |
| Graphics | 286th | 4.013⭐ | 41🧑⚖️ |
| Mood | 354th | 3.756⭐ | 41🧑⚖️ |
| Given | 46🗳️ | 65🗨️ |
I thought it was bad that you didn't put the controls on the page, but seeing them appear in the middle of the game made me realize it was a much better choice.
Congratulations!
I got a bug in the last minigame where I was stuck; I just spammed a dozen of time _rescue_ and _back_ on the right signal, and it worked.
Nice entry overall, good job! :v:
Up to that point I was enjoying the entry very much. I have to ask how you did the dialogues for this game :)
I really like the graphics in the "story parts".
Was totally surprised when the first mini-game started. :D
The minigames worked fine and even though I liked the second game the most (pressing in the right moment), I would have liked that the resetting (when you miss something) would be faster.
The animated waves are so nice to look at. Really amplified the mood. And I also found the lightning effects in the background very cool.
Thank you everybody for the reviews, it's really heartwarming to see everyone gather here to comment, and we hope you still enjoyed the game!
Some of the minigames are really tough though. I was stuck on the broken radio for ages. But overall, its a very successful project and I had fun with it!

cool game!
We had the same issue that some have mentioned with fonts being weird in our game. Apparently with Godot, in the editor, if the font you are using is missing a character, it'll fall back to using a system font. But in the web export, you'll get the little box which is (apparently) a unicode character code printed inside a square since the sandboxing of the web export can't access the filesystem directly.
You can double click the font you're using in the FileSystem tab, then click "Pre-Render Configurations" at the top and "Glyphs from the character map" to see if the symbol you want to use exists in the font you're planning to use to see if it's going to be an issue. We had to replace the ~ and { with just a - and [ symbols because they weren't in the font we picked to use for some text, and it was too far along to change the font at that point.
I also think there was a bug with the radar scanning minigame, but I eventually got it to let me rescue the poor people stranded.
Cute pixel art and a really fun little experience! Nice work!
The description did give me the impression that there'd be more than one rescue mission, but I played twice and the game ended after finding the same wreck both times, so I just want to make sure I didn't miss anything.
The sound design is great with all the environmental stuff, and it's cool that you were able to do two distinct music tracks, but since you've opted out of the audio catgory I'm guessing you didn't make them? Still, they fit the game.
Again the graphics are really moody and pretty with nice colours and some highlights like those waves. I will say that a consistent pixel size would've probably look better. Especially the text boxes felt somewhat out of place, and the text was kinda small. On web the symbols for the keys didn't display correctly for me unfortunately, but since you're consistent about WASD + E throughout the game, it wasn't a problem :)
Always impressive to see jammers be able to fit a bunch of things into a game in such a short time, and you basically have four games in one here! Cool stuff :)