Unstable Signal by bbaf

[raw]
made by bbaf for Ludum Dare 49 (JAM)

One day you realize that everything around is not quite real. In fact, you got stuck in the old analog game console. The output video signal is very unstable and looks like it could be used as a back door for escape. Good luck mate!

UnstableSignal2   10<em>5</em>2021 2<em>21</em>33 AM.png UnstableSignal2   10<em>5</em>2021 2<em>22</em>03 AM.png UnstableSignal2   10<em>5</em>2021 2<em>07</em>42 AM.png UnstableSignal2   10<em>5</em>2021 2<em>21</em>39 AM.png

Tnx to Snabisch for the awesome track.

Pixelized post-effect was taken from Post Process Shader Pack v1.2 Tom Shannon LLC (Epic Store Marketplace)

Cube TV RGB post effect was made with a help of Steve's (Tutorials Ue4: advanced materials (Ep. 46 TV/Pixel material)


This project was made approximately for 10 hours straight after the other jam.

It's some sort of tribute to the cycle of my recent unfinished projects, burnouts, laziness, and creative void.

I am cured, Moving on!

casual tweeting (@_0bb)

Ratings

Overall 1505th 2.421⭐ 21🧑‍⚖️
Fun 1506th 2.237⭐ 21🧑‍⚖️
Innovation 1397th 2.556⭐ 20🧑‍⚖️
Theme 1315th 2.816⭐ 21🧑‍⚖️
Graphics 1248th 2.842⭐ 21🧑‍⚖️
Humor 1231th 1.719⭐ 18🧑‍⚖️
Mood 1360th 2.553⭐ 21🧑‍⚖️
Given 20🗳️ 18🗨️

Feedback

cottonfloweryellow
05. Oct 2021 · 23:12 UTC
The shaders look cool. Tough game.
🎤 bbaf
09. Oct 2021 · 22:23 UTC
@cottonfloweryellow Tnx for the feedback!
Barney25052
10. Oct 2021 · 02:11 UTC
Maybe its the point of the game, but it just feels a bit awkward not being able to control the player even a bit in the air. Loved the shaders though.
🎤 bbaf
10. Oct 2021 · 11:57 UTC
@barney25052 well, it's a default behavior of FPS templates in UE4 when you can't control player in the mid-air. But I am completely agree, that polishing of this feature would add more fun to the gameplay process and make it less clunky.
Thank you for playing!
Tony
10. Oct 2021 · 19:09 UTC
Cool platformer, I like the idea of a vertical level that you have to fall, the shaders are nice too. A red flash to show you touched a red zone would be helpful, and to also reset the momemtum when you reset, those two things would make it less confusing when you restart. Maybe more control in the air, but once you get used to it it's fine, overall I liked it (even though I choked on the leap of faith too many times :sob:)!
D3kryption
10. Oct 2021 · 19:19 UTC
These shaders are very unique. I did like playing. Nice work!
🎤 bbaf
11. Oct 2021 · 21:17 UTC
@tony @d3kryption tnx for your comments!
Yeap, momentum resetting would be great. I had several issues with this during the play tests, but had no time for implementing.
Will be a good point for overall improving plan, along with visual feedback for red-square collision.
blutgruppedigital
12. Oct 2021 · 21:12 UTC
Love the graphics! 5 Points! Sometimes I do love to check pixels on a monitor with my little pocket microscope! That game reminds me of this! :)
Brainloaf Studio
12. Oct 2021 · 21:15 UTC
I really like the visual effect! Really tough game though, I could rarely get past the first few sections haha. I think the biggest thing that kept getting me killed was the lack of much air-control - when I was falling I felt that I was unable to adjust my position or momentum nearly at all. I like the motivational text telling me not to give up though, and the idea is fun. Nice entry!
jk5000
12. Oct 2021 · 21:37 UTC
I gave up.
masterkrepta
18. Oct 2021 · 02:58 UTC
I like the look of the game. I was very confused as to what I needed to do. I didnt get very far in the gameplay.
Its_Capp
18. Oct 2021 · 22:04 UTC
This is a neat little game, the pixelated effect works well to sell the "Unstable Signal", however I think it would get the point across better if the pixelated effect only triggered during the safe time. neat lil' game
🎤 bbaf
18. Oct 2021 · 23:35 UTC
@blutgruppedigital @brainloaf-studio @jk5000 @masterkrepta Thanks for playing!
🎤 bbaf
18. Oct 2021 · 23:42 UTC
@its-capp Hi, thanks for the comment.
Firstly, I had the idea to let a player control this effect and switch different types of it during the falling.
But it would take much more efforts in term of level design and developing time. Plus, outcome "fun" was not quite obvious since you control everything (unless you constantly falling).

So I decided to stick it to the timer, and make player to memorize it along with blocks below in order to perform a 'leap of faith' before each red square.
Dingledorf
19. Oct 2021 · 07:52 UTC
Cool game, I like the graphical effects! The idea of figuring out, then planning and timing your jumps is a novel one. As one commenter said above, a little bit more midair control definitely would've gone a long way. Nice work overall!