RADAR LINE_ by LDJam user 426074

⚠️ NOT PLAYABLE IN BROWSER ON LD SITE - Please use the Itch.io link below.
RADAR LINE is a strategic air defense simulator that focuses on signal processing and tactical resource management. The core gameplay loop involves detecting, identifying, and intercepting aerial threats within a multi-tiered radar network.
Key Mechanics:
• Signal Identification: Implementation of “identification delay” logic. Radar systems require varying amounts of time to classify signals and gather data for decision-making.
• Interception protocols: engaging ballistic, cruise, and unmanned targets using specialized SAM (surface-to-air missile) batteries, taking cost-effectiveness into account.
• Infrastructure management: post-mission analysis of cost-effectiveness, interception success rate, and the structural integrity of defended facilities.
• Technical limitations: The simulation accounts for radar rotation speed, signal identification delay, and various missile engagement ranges. Early threat classification requires strategic sensor placement outside the engagement range.
CONTROLS (MOUSE ONLY):
• LEFT CLICK: Build, select targets, move installations, and navigate the map.

| Link | https://artemmarinenko.itch.io/radar-line |
| Original URL | https://ldjam.com/events/ludum-dare/59/radar-line |
Ratings
| Given | 100🗳️ | 110🗨️ |
At first I was a little unsure what to do, so a bit more guidance at the beginning might help. When many enemies appear at once, clicking them one by one also felt a little hectic for me. I was not sure if that was intentional or if I had missed something.
The visuals and sound work well together. It feels clean and nice.
Overall, an interesting idea, I liked it.

It worked fine on itch.io.
Holy moly the visuals are radio call audio is incredible! It really draws you in!
We’re not sure why the LD player is still glitching, but please use the Itch.io link - it works perfectly there.
I find the balancing of the different radar stations and SAM batteries odd. I found the highest priced radar to be of little use, given its slow rotation speed. Whereas many medium-sized radars can cover similar ground and get information faster and more often due to sheer quantity. Similarly, the high range on the more expensive SAM batteries is great, but they get neutered due to the very high cost to fire a missile from them. Medium sized batteries seem much more effective both in placing more of them and in firing missiles, especially given the few amount of objectives that need covering file.
Overall the game worked as expected and as expected I died on the first level.

To intercept a target, after selecting it, you need to click the specific option in the context menu (in this case, the 80% chance button).
The CRT filter and scan lines are really well made! Love it!
Regrettably I also struggled with how to fight enemies. I thought I had it with fully stocked arsenals (e.g. 8/8) and a radar nearby. So I thought they'd shoot autonomously and I only had to pay for restocks.
Then I found out how to shoot and was told I had no money. I took heavy damage and the downward spiral started. I had not enough funds to defend for long. :(
However, there are a couple of drawbacks:
- The game is loud. The clipping effect, where multiple missiles appear on the radar at the same time, is particularly ear-splitting.
- The game is poorly optimized, with a browser FPS of ~10. Even 3D games run smoothly.
The sound needs some work; it's quite loud. Also, the game glitches in full-screen mode in my browser, making it difficult to read the text.
Thanks for the gaming experience!
I made it, just about! It took me 2 or 3 tries to realise how to actually shoot the missiles, but once I got the hang of it I enjoyed this. It was a good difficulty level - I had to think a bit but it felt achievable. Using money to fire missiles perhaps felt a bit unfair. But overall I had a good time playing this, and I especially liked only being able to fire on a target when they were in the blip of a radar - a cool and interesting design decision!
Awesome idea and decent realisation. Nice graphics and atmospheric sound design, with simple but slightly strategic gameplay — I enjoyed playing it.
The only things I missed: the selected unit should be focused after spawning, and I’d like to have hotkeys to temporarily turn off the radar rendering.
However, I have a few points which were frustating to me.
To start, the game is way too hard as of now. I like difficult games. But here somethings just feels unfair.
For example, why should I pay for missiles which are already loaded in the launchers ? I understand the mechanic of having to pay for ammo, it is a nice and realisitc addition, but it makes more sense that i should pay for the refill, not for missiles which are already there lol. I can literally see the 8/8, yet i can't fire because no money. My man, the missiles are already loaded thus paid for, just launch the damn things already. I felt robbed.
The Titan is wholefully too costly. I take it it is an equivalent of the patriot, which is expensive indeed, but you can literally have only one on the whole map if you plan on having any meaningful other defenses. If the price stays the same, which would be understandable, maybe increase the range a bit.
Otherwise very good game. If some of the points i said are addressed in anyway, i would gladly play it again
Our team did discuss the issue of paying for missiles pre-loaded into the launcher, as it does seem illogical. However, we decided to keep this feature as a gameplay mechanic to give players more control over their resources (budget). Specifically, this refers to the ability to pay for individual shots rather than purchasing an entire supply of ammunition at once, which they may not need right now.
Nevertheless, we frequently receive feedback regarding this mechanic, so we are currently exploring various reload options for the next update.
Having a small tutorial level to explain the controls (shooting mechanic) would be a very important addition, because I had to read the comments to figure out how the game works after already playing for a while. That would garantee more accessibility for the players here in the jam.
But apart from that the game has a lot of strenghts! The atmosphere was well done! The music added to the suspenseful mood and the graphics are clear and the UI elements worked fine. You always knew which unit would shoot, when multiple units were able to shoot. Having voice lines in the game gave me old RTS-vibes, which is always a good thing. I think it would be smoother if there were a short pause between the voice lines when several hits happen back to back.
Having different defenders with varied strenghts added tactical depth.
I really appreciate the clickable UI elements on the left side when an enemy is spotted. That helped a lot to get an overview and is a nice quality of life element. :)
- graphics
- voice overs -- these added a lot to the mood
- use of the theme -- radar was awesome here
Things I found hard
- I placed defensive units, but it did not seem like they were attacking the enemies.
Unfortunately, I’m running into a technical snag on the itch.io page. When I try to load the game, I get the following error in the browser console:
Uncaught (in promise) Invalid binary data file size! (offset=4970976, size=6674983, file length=5019808). Maybe i am trying to open incorrect version?
I'd suggest trying it in Google Chrome on a PC, as we haven't tested it for other browsers or mobile devices yet. Sometimes clearing your cache or using Incognito mode also helps with loading issues on itch.io. Hope you can get in!