Fellowship of the Signal Fire by OttoBroccoli

Imagine the beacon fires of Gondor used not only to warn of danger, but to carry any kind of information—from news of attacks to the prices of goods. This game is an exploration of that idea.

WARNING: To progress through the technology tree, you must connect a network of signal fires including at least one city of each type.
| Link | https://ottobroccoli.itch.io/fellowship-of-the-signal-fire |
| Original URL | https://ldjam.com/events/ludum-dare/59/fellowship-of-the-signal-fire |
Ratings
| Overall | 210th | 3.875⭐ | 70🧑⚖️ |
| Fun | 277th | 3.609⭐ | 71🧑⚖️ |
| Innovation | 275th | 3.618⭐ | 70🧑⚖️ |
| Theme | 106th | 4.275⭐ | 71🧑⚖️ |
| Graphics | 259th | 4.056⭐ | 74🧑⚖️ |
| Audio | 235th | 3.724⭐ | 69🧑⚖️ |
| Mood | 235th | 3.948⭐ | 69🧑⚖️ |
| Given | 42🗳️ | 42🗨️ |
The overall look is very nice and the UI is very clear to read.
I like the map design a lot.
I also liked finishing the game, but the core gameplay felt a little flat. Adding more mechanics could be useful, but I guess it was already enough work for a game jam to implement the signal system, which worked well by the way. :)
its good fun and easy to jump into. it would be cool to see a little more form upgrades or a slight puzzle aspect like the over the mountain beacon all in all fun game
In the web version using brave browser i had some troubles while scrolling the map as the itch page scrolled as well, so it was hart to track where my network was being attacked, but great art style and very good fitting music!
Gameplay feels flat - the enemy never seems to present a real challenge when gold production scales so quickly. Maybe if the enemies had a way to steal your gold too?
The only thing is, the troop battle animations are a bit out of place and look a little odd, but that's a minor detail.
but, I haven't the "Close botton" in the upgrads tree:

I also opened the game in fullscreen right away, and during the tutorial the arrow that should point to the upgrade tab in the lower-left corner appeared in a random place on the map. Because of that, I was confused for a while. I also was not sure when upgrades became available, since even with enough money I could not buy the Twins tower for quite some time.
These are only small issues. I think a slightly more detailed tutorial would help a lot, because the core idea seems really interesting and I would love to understand it better and fully enjoy the game.
The art style of the game was also beautiful and unique.
Well done! :thumbsup_tone1:
I was a little surprised that signals could only be sent from the main citadel, and that you couldn't chain cities together--but that did add an interesting layer of difficulty.
I was a bit confused about how to actually hook everything up -- it seemed like I wasn't able to connect e.g. three towns in a line or something. I had a military -> merchant -> citadel chain, and it was hard to see if it was working (I didn't see anything indicating that I was making money, and the military often didn't send troops, so I think something was wrong). The individual connections seemed good, but I wasn't sure if there was a bug or if I was just missing something. Looking at the other comments, it sounds like everything needed to be connected to the citadel.
I liked the tutorial, I just think the game needs a bit more discoverability on those features. I think it'd be fun to do more with something like this, esp w/ procedurally-generated maps!
- Beautiful Graphics - Yes
- Interesting Take on Theme - Yes
- Great Music - Yes
Great game, the only things I'd improve on are making it easier to see which cities you have left, or delving deeper into exploration with fog of war, and procedural maps. In addition, it could be juiced up, and the enemies could present more of a challenge. (Maybe besieging cities, and definitely not giving gold back when destroying towers). You could also go further in with the communication ideas by looking at, for example, diplomacy with other civilisations, such as the elves or dwarfs. Overall, a 4.5 star game from me. :)
There were a few small things I found myself consistently wishing for: either a hotkey to press to place a tower of a certain sort, or for the game to keep the tower selected after placing one. Moving the mouse down after every tower built to go select the tower button again was a bit onerous for longer chains of towers. I also often wished I could keep the view open that shows all tower connections - it was a bit difficult at times to quickly determine if there was a gap in my defenses.
These are tiny complaints though - overall this game was extremely well put together, lots of polish, and thoroughly thought out. The art is nice, the map in particular. The sounds work well. The tutorial is simple but gets the job done. Most importantly, it's quite fun!
Excellent work -- very well done!
UI in fullscreen is almost unreadable; I recommend to check the canvas scaler and set it to scale based on screen height, that often fixes this issue!
Balancing of such a game is demanding to avoid breaking existing features/levels. Therefore Id consider of separating the game in different scenarios so the impact of creating something too difficult is reduced to single level only.
Well done!
Thanks for the hints at the beginning!