Signomaly by Constance

Made under 72 hours by @constance, @hikiyoshi and @kamizenki a.k.a Aforge Studios.
RECOMMENDED: Consider downloading the executable files for your platform for the best experience, since WebGL suffers the most from audio quality and graphical compressions.
OVERVIEW
"Heh… another one, huh? Are you really that greedy for money?" - Mico the Game Master
SIGNOMALY is a first-person puzzle survival game where you have to combine 'spot the difference' with the high-pressure suspense of an escape room. The only way to survive in this world is to find and fix these 'Signals.
DESCRIPTION
You awaken in what appears to be an ordinary room. With time, things begin to coming strange. The sounds, optical illusions, objects that don't quite look right begin to emerge from the reality of the room. Your job is to keep your eyes open, notice the Signals when they appear, and determine the logic behind what action must be taken to fix it before time runs out.
CORE GAMEPLAY
Identify & Analyze: Constantly monitor your environment. Is that vase in the same spot? Did the light flicker differently? Identify anomalies before they reach a critical state.
Logic-Based Interaction: It’s not just about finding the difference. You must deduce the correct action—whether it's using an item or interacting with the environment—to neutralize the Signal.
Survival Under Pressure: Manage your "Timers" carefully. Every unsolved signal brings you closer to failure. Speed and priority are key to unlocking the door to the next, more difficult room.
CONTROLS
W, A, S, D: Move around
Mouse: Look around
E: Interact with objects.
Q: Drop object.
Escape: Pause game or exit UI panels
TOOLS
- Unity 6.3
- Visual Studio Code
- Blender
KNOWN ISSUES
- Objects could fall through the ground if drop them too closed to the ground, indicates by their clipping visuals. But could still be picked up again by pressing E.
CHANGELOG AND BUG FIXES
INGAME CAPTURES






CONTRIBUTIONS
@kamizenki - Game Design, 3D Artist, Audio Designer
@hikiyoshi - UI & Flow Programmer
@constance - Mechanics Programmer, Quality Controls
| Play on Browser or Downloads | https://constance012.itch.io/signomaly |
| Original URL | https://ldjam.com/events/ludum-dare/59/signomaly |
Ratings
| Overall | 824th | 2.6⭐ | 27🧑⚖️ |
| Fun | 829th | 2.271⭐ | 26🧑⚖️ |
| Innovation | 827th | 2.292⭐ | 26🧑⚖️ |
| Theme | 831th | 2.087⭐ | 25🧑⚖️ |
| Graphics | 775th | 2.292⭐ | 26🧑⚖️ |
| Audio | 567th | 2.196⭐ | 25🧑⚖️ |
| Humor | 621th | 2.125⭐ | 26🧑⚖️ |
| Mood | 783th | 2.771⭐ | 26🧑⚖️ |
| Given | 27🗳️ | 35🗨️ |
@pres2300 Sorry for the lack of information regarding item drops in the game, and thank you for your time testing. We've added the "Q" shortcut to the guide.
@nicardo Thank you for trying our game. We apologize for writing this text longer than intended. Part of it was to experiment with creating ingame dialogue, and part was to clarify some unclear details about the gameplay and context of the game.
@david-best Thank you for your feedback on the camera. We had planned to include that feature but it was ommitted to ensure the other aspects were as polished as possible. We will definitely consider adding this feature in the future.
@robz Thank you for experiencing our game and giving us valuable feedback. Regarding gameplay instructions, you can interact with the NPC located next to the clock door at the start of the game; they will explain how the puzzles work. Regarding item drop, we have added the Q key to the game description, hope that can help you. Regarding dialogue, this is the first time we've combined so many different mechanics, so we'd really appreciate your feedback on the best ways to improve our future games.
@venomousmouse Thank you for playing! Hope you can try our game in the future :)
@dk5000p Thank you for your feedback and for trying out our game. We acknowledge that the game needs more instructions and hints to be easier to understand, and we will take your feedback into account for the next game.
@pipetto Thank you for trying our game. This is a new game genre that we've wanted to create for a long time, so unintentional mistakes are inevitable. We acknowledge that this game isn't popular with our target audience, but we will learn from this game's feedback and use it as a springboard to improve future games.