Signal Dungeon by rhewid
Signal Dungeon
Signal Dungeon is a platformer where you need to unveil platforms via your gadgets signal. Can you get to the top and send off the final signal?
BUG:
Press F for Fullscreen a couple of times if the Font is pixelated
Controls:
Move: WASD
Jump: Space
Signal via Gadget: E
Use Rope: Space
Stuck: Press R to spawn on Monument



Ratings
| Overall | 163th | 3.375⭐ | 26🧑⚖️ |
| Fun | 112th | 3.479⭐ | 26🧑⚖️ |
| Innovation | 264th | 2.708⭐ | 26🧑⚖️ |
| Theme | 211th | 3.208⭐ | 26🧑⚖️ |
| Graphics | 222th | 3.083⭐ | 26🧑⚖️ |
| Audio | 208th | 2.708⭐ | 26🧑⚖️ |
| Mood | 226th | 2.935⭐ | 25🧑⚖️ |
| Given | 20🗳️ | 18🗨️ |
Good use of the theme. The "signal to make stuff appear" mechanic is simple, interesting enough, and works great.
Wall-jumping is very forgiving but I think that's fine. It makes the game feel casual and chill, and there's nothing wrong with that.
Challenge level towards the end was just right. Died a few times but it was always my own fault. The bit near the end where you gotta climb the rope was neat.
I was a bit apprehensive about the limited lives; I always think it's a bit harsh to make people start again. But I didn't run out of lives, so it wasn't a problem.
Anyway, nice little game. Well done!
Great Job creating this over a weekend :D
I like that 'signal' mechanic to unhide what is hide.
Not sure why I can't jump on the 'hidden' objects. Is that signal not only show what is hidden but also unlock the physics of the objects?
The jumping mechanics, in my opinion would be much better if there will be logic like 'stop arrow -> stop moving on the air on left and right'.
It was fun entry, managed to complete!

As for the gameplay, it’s fairly challenging right from the start, but after a few attempts it gets easier, and the overall difficulty becomes moderate and manageable, aside from some unusual moments (for example, I couldn’t quite figure out the pattern of the rotating saws, etc.).
Regarding the use of the “Signal” theme in the game, I’d say it feels more like a wave/spell/echolocation (I even once made a game with a similar mechanic, like the one used here), but overall I’d consider it acceptable.
Great job!
It did feel a little bit slow though - the jump speed is slow and the overall moment speed of the character is a bit slow. When I died, it felt like it took a while to get back to where I was.
I think the other area that comes to mind would be visual polish - it's got a lot of good pieces like the pixel art tiles, but maybe the grey background could be replaced with something that's ties the space together.
Anyway, this is still a great game, especially for compo! Nice job with all the level design -- felt like a good length of game.
Thanks for the feedback regarding the controls, yeah I had a hard time figuring out what feels good.
@rogual, @neowhoru
Yes the limited live theme happened because I lately played lots of the older games like Aladdin and Lion King and asked myself what would happen if I'd try my spin on it but make it kinda fair.
@muzzlove, @marumari, @bobanko, @indiepanda
Thanks! Glad you enjoyed it :)
@rafa-fiedo
Thanks for playing and glad you made it to the end! I think there might be one buggy object, or you ran out of time as it only makes the hidden once available for 5 seconds.
@chakramgl
Thanks for the feedback! Yea the rotating saws is probably the weakest point of the game as I wanted to give a challenge but its just a waiting for the right moment part, which could be like 10 seconds or so until the saws are "beatable"
As for the art, I wanted to add more as I started out with just rectangles but ran out of time and had to prioritize what I draw first and I lost lots of time on the tileset as I had too many iterations on that...
@andriybyelikov, @nosoy
Lmao Path of Pain :D I update the game on itch where you can adjust the difficulty by picking up live + hp early on
@jezzamon
Thanks for the feedback, yeah I had lots more of ideas and already programmed in speed boost, double jumps etc. but dropped it in the level design as I was fighting with the clock. And I couldn't really fine tune the movement :D
Thank you all for playing and leaving feedback. I looking forward to the weekend, to finally have some time to play all your games :)
I would like to be able to climb the rope (btw, it's quite a stiff rope, morelike a rod :wink:), like I can climb the ladder.
I like that I can adjust the music and SFX levels, but when I tried to lower the SFX sounds (because the walking sound is too harsh for me), even at 0 it was too loud ;) Also, I had to change the settings every time I restarted the game. The music is fine, but sometimes it stopped for a while.
I got stuck at the rotating saws, so I tried the patched version that you mentioned in your post, but that in that one the player movement is very slooooow. Then I read your comment above and waited for about 10 seconds, and got past it :) Later I almost gave up again, but I managed to finish the game! :smile: (And found an LD59 treasure :wink:)
The art style is cute, I am mainly missing a background.
Well done! :clap:
- sfx setting doesn't work, and jump/step sounds too noizy.
suggestions:
- make able to go up/down while on rope
- make more epic music for such challenging gameplay!🤘
- for ld id made no health limit, so players could pass whole game in a 1 run.
- also cave bg would make it more atmospheric.
ps
some were already mentioned by others, "write, then read" - my credo.