Signal's Shift by Snowdrama
Use your signal manipulator to fInd your way out of a decaying laboratory.

| Link | https://snowdrama.itch.io/signals-shift |
| Link | https://snowdrama.itch.io/signals-shift |
| Original URL | https://ldjam.com/events/ludum-dare/59/signals-shift |
Ratings
| Overall | 571th | 3.368⭐ | 36🧑⚖️ |
| Fun | 604th | 3.088⭐ | 36🧑⚖️ |
| Innovation | 631th | 3.015⭐ | 35🧑⚖️ |
| Theme | 421th | 3.75⭐ | 36🧑⚖️ |
| Graphics | 483th | 3.647⭐ | 36🧑⚖️ |
| Audio | 448th | 3.206⭐ | 36🧑⚖️ |
| Humor | 582th | 2.327⭐ | 28🧑⚖️ |
| Mood | 486th | 3.531⭐ | 34🧑⚖️ |
| Given | 27🗳️ | 38🗨️ |
1. Mixing mouse and keyboard for input meant I kept forgetting and making mistakes (thinking I was changing things with the mouse when I wasn't).
2. It wasn't completely clear to me what I was adjusting with each dial. Several of them (primary and secondary frequency) I kept mixing up.
There was a small visual bug when moving around sometimes, a tiny gap appeared between the background tiles.

It did feel like a little trial-and-error though - I understand vaguely how waveforms sum together, but not well enough to do on the fly in a puzzle game. I think if you had some more puzzles I would've been able to figure it out. I also didn't feel like the platformer part of the game added very much - it was never very challenging, and kind of just ended up as a delay between puzzles.
Great work overall!
@carterjbx Yeah every time I saw Signal come up the last few LDs I was thinking about something like this so I was excited when it came up. it's expected that people would need some time to figure it out the first time.
@hammerfrenzy That's okay I appreciate you trying! If I had more time for a full tutorial, I would have made more simple versions and stepped up difficulty but didn't have time.
@tbk-david I get what you mean, originally there was an intention to use the mouse to rotate the dials but that got scrapped as I had to simplify controls, so I went with mouse wheel instead to simulate rotating the dial.
@nathmate Ahh yes we love Unity tilemap floating point error BS. I'll do a hotfix when I can to fix that by baking a texture atlas for it. That's the core bit it's supposed to generate that when it builds but it did not.
@sam-gorman Thanks! I think that's most of the feedback I'm seeing with those struggling with the puzzles, having a base knowledge of how waveforms work is basically kind of key to understanding what it means. The reason the lower 2 windows also have the yellow reference wave is to make it easier. Originally those were hidden and it made it MUCH harder, so I simplified it because I expected some struggling.
As for the platforming part yeah I intended to add more puzzle elements like timing elements, where doors would only stay open for a few seconds, before closing etc, as well as more complex multi switch/door puzzles, these first sections were designed to teach the mechanics, not to be challenging, setting you up to take on more complex puzzles later.
@goodwayman Apprecitated @clymm did a good job with the art and sound stuff. I have wanted to do something with waveforms for a while cause I thought it'd be cool for sure. Yeahhhhhh moving platforms are hard, I plan on spending some time building tooling around moving platforms so next time I do a platformer they're already set haha. But Yeah I also wish it had more, I mentioned in another comment that this was SUPPPOSED to be just the tutorial to get you familiar with the controls, but it ended up being all I had time to make.
@magus77 Thank you! I spent a fair bit of time on the controls and I'm pretty happy with how they came out. I may expand on the character later but this was one of my most complex character controllers because I spent so much extra time making the jumping and movement feel good.
I remember that there was a similiar game where it was a quest or something to adjust waves but i don't remember what it was.
@neowhoru Yeah once you get how the wave adjustment works it goes a lot smoother, I mentioned in another post I had intended to start the game off with even MORE simple wave stuff to like start you off just adjusting just 1 wave's frequency, with no amplitude and then graduating to both frequency and amplitude, before introducing the second waveform which would have probably helped people understand, but that's something for a post jam update maybe.
The graphics are awesome I think they came out great @clymm did a great job for sure!
If you replaced the signal-tuning mechanic with a simple button press, almost nothing would change; in other words, the integration of the theme feels weak. But that's not even the main issue—the real problem is that it ends up being a very primitive platformer with just a couple of locations where you press a button and move forward. There are no puzzles, no enemies to fight, so you're left hoping the graphics and atmosphere will carry it. But there are issues here too: the background is really well done and I like it, but then other problems stand out. The phone booth has a different resolution compared to everything else, so it looks out of place. There's no lighting or shadows, and without those, it's hard to create any real atmosphere. And finally, the music: it's just four choral notes from some asset pack, looping every 3 seconds—you'll get tired of it in literally 10 seconds.
As for the art and sounds, the amount of time they had for working on this was VERY limited, only a couple hours overall, due to their schedule so it was whatever we could get in the time that we had for that.
I'd think I was changing one but really it was a different one I wasn't hovering over. Also not entirely sure what the two other waves are but they seem to change when I adjust dials so I wasn't really sure what I was supposed to be matching.
Fun sound effects and I enjoyed hopping around the platforms :)

To try and un-stick you, The bottom 2 screens are the input waves, and the top is the output wave. The dials to the left of the bottom 2 screens adjust the waves on the right of the dials. The blue wave represents the things you can change, and the yellow wave is the solution. The "Amp" dial changes the Amplitude which is how tall the blue wave is, and the "Freq" dial changes the frequency, or 'how often' the wave goes up and down. High frequency means the wave gets more compact and goes up and down more frequently.
So look at the bottom screen and use the bottom Amp/Freq dials to adjust the bottom screen until the blue wave matches the yellow wave. So from your screenshot, in the bottom screen the amplitude is too high(the blue waves are taller than the yellow wave) and then the frequency is too low(The blue wave only pulses up and down 2 times vs the yellow wave pulses like 7 times)
When you adjust the bottom 2 screens to match, the top screen is what happens when you add these 2 waves together, in this case you don't need to actually look at the top screen at all and instead just focus on matching up the bottom 2 screens to solve the puzzle!
@head-priestess-ari @carterjbx @hammerfrenzy @tbk-david @nathmate @sam-gorman @goodwayman @magus77 @val-ociraptor @neowhoru @borisfrommurmansk @whoisethan
And yeah for sure I 100% get the weirdness with the input stuff, once the jam is over I've already got an update ready to go to ship a fix that makes it so you just hover over the dial and rotate with the mouse.
Thanks for playing it!
I was wondering why this needed to be a platformer.
The process of tuning the signal to activate objects feels a bit "tacked" on and unnecessary for a platformer. Reading your comments about the incompleteness makes sense, as some of those ideas seem cool - and I wish you were able to focus more on how the waves could be used in unique ways like tuning the oscillation speed of platforms or spikes, or slowing down the speed of a laser wave so it was safe to walk with.
When the signal tuner popped up my first thought was "great *another* signal tuning game" lol... but your system was actually among the better built systems that I've encountered. It was a little weird to reach for the mouse at first but it does feel natural as an input method for tuning waves. Without the 2 little hit waves was really struggling lol - good job with that!
Visually it looks good, and movement feels good enough, but also a little rough.
Overall a good entry :thumbsup:
At first I was like a mule trying to adjust the waves just by looking at the result. I hadn't realized that you only had to adjust the two at the bottom separately. :)
The art is beautiful and the gameplay is good. NOTE: Notice that the character still moves when standing still on the platforms. Maybe that shouldn't happen?
To make it even better, the music loop could be a little longer. ;)
Congratulations!
@xiao-duye Interesting It's supposed to display a tutorial there not sure why it's not showing. To fall through one way platforms it's down + jump.
@n-o-x Thanks! I'd been thinking about this for a few jams where Signal came up and thought it would be cool.
@euler-moises hahaha you aren't the only one who didn't notice. Later in the game it was going to actually get harder, the hints at the bottom were eventually going to go away hahaha so you were playing more how eventually I intended for it to be.
Moving platforms are hard XD it's because the velocity is applied to the player based on the change position of the platform. It's
The music was supposed to have layers too, but yeah I agree, unfortunately this is all we had time for beacuse @clymm had IRL stuff and so had limited time to work on the jam stuff and they did both the art and the sound stuff, on top of that I had already made a music manager that would loop a single looped track, and didn't have time to add the logic to keep multiple layered tracks in sync so that was axed.
Small detail that could be improved is the camera. It follows the player with little to no smoothing making the movement feel very harsh.
The gameplay was a little simplistic. Changing the amp/freq match was a little too easy, but I didn't mind it. Simple gameplay like this would perhaps fit well within a narrative-focused game (if you wanted to continue working on it).
@aruseus Thanks! Yeah I _wanted_ to do more but RIP Time. The camera definitely could be improved, It's just like out of the box settings so it has issues for sure. I've mentioned in other comments but yeah this area was supposed to be easier because it was a tutorial area, so it was intended to get harder later, but yeah. And funny you mention narrative focused game because @clymm made face sprites for doing dialog and stuff and I ran out of time to implement any story stuff so yeah IDK how much I'll update the game, it'll really be dependent on the outcome/score/interest in a more fleshed out version of the game. I'm always looking for the next "Main" project that I can flesh out and ship, and if there's enough interest I can go and actually add the challenging sections and more complex puzzles.
A few points of feedback:
1. The text at the beginning and end went away very fast
2. The jumping took some getting used to, for example here:

It felt like the 'logical' jump would be the upper platform, but the character had a lot of vertical velocity, but barely any horizontal.

If you're using the mouse , would suggest allowing the user to click the buttons, or shift + arrow /WASD to move the dial perhaps?
Really liked the environment art, especially at the end- as someone who's spent many years on the tube :smiley:

Like @ismael-rodriguez mentioned I also have been playing a lot of "signal tuning games" in this Jam, but I found your system very satisfying. Having the two seperate waves was a very good addition!
Having more complex levels would be nice, but as you mentioned the time was ticking. The levels which are in the game are fine for the beginning, but I found them a bit too slow. The moving plattform could be faster or the lenght of the lanes shorter, because you just have to wait on them.
The graphics in the background are nice and the overall mood you have created was very atmospheric for me.
I wanted to make it so the mouse would just point at the dial and you'd rotate the wheel that you're pointed at, but ran out of time to make them different so the the KBM and Gamepad controls are the same system.
@kaze-todoroki Thanks! I thought of the basic idea last LD when I saw Signal come up but didn't think much deeper until now. Eventually I'd like to expand cause I think it's cool.
@lllarso Yeah it's a bite size game for a jam, don't need games to overstay their welcome too much but I agree adding some more content and a bit harder stuff at the end would be nice for sure haha. And yeah the platforms could definitely use an upgrade, one consideration I had was to make them have buttons so you pressed the button once you were on. Thanks!
@indiepanda Thanks! Appreciate you playing it!
As a puzzle, I think it’s really interesting, and it could definitely work as part of a larger, more complete project if you ever decide to expand on it.
Overall, congratulations! It's an amazing result, especially for a game jam. I enjoyed it a lot!
I enjoyed going through the scenes, having sometimes to solve signals, sometimes plateforming. It's really short as it's for a LD, but I would have played more with this. I like the arts too, so: well done!
@lereveur I tried to ensure it wasn't going to bog down the experience too much for sure. Eventually I'd like the platforming and the signal stuff to integrate more closely and make it into a more unique experience, but this was really the beginning of the idea. I'd have liked it to be longer as well haha I wanted at least a bit more but time crunch haha
The platforming, music and SFX were all solid, although as a sound designer/arranger I felt the music loop could've used a bit more sauce, and the jump fx could've used some high pass filtering, light reverb and upwards pitching to make it seem more distant/small.
Good job on combining a beauty of added sine waves with some working puzzles - I failed at this during gamejam and decided to make it a bit simpler :)
I've seen you initially didn't have reference waves and it was way harder - good call on adding them nevertheless. I don't think regular people have an intuitive way to comprehend these (maybe if the amplitudes for two waves are really far apart? Idk)
The music was very fitting... but the super short cycle broke the magic for me unfortunately. I think even 1-minute long (unique) track would be enough to not bother too much!
In any case, this was fun!