Blind Signal by Ilya Kr
🌫️ You can't see the forest. You hear it.

In BLIND SIGNAL, you are a lost traveler deep in the heart of a rotting swamp. Your eyes are useless. Impenetrable darkness all around. Somewhere ahead — a dim light. A house. Between you and it: stone, water, rot, and something with teeth.

You only have your hearing and a limited amount of energy to "shout" into the darkness. Send out a signal — and for a second, the echo reveals the shapes of trees, pits, traps, and the path home. But be careful: every signal tells the predators where you stood. The information is real. The risk is real. You must decide — step by step, tile by tile — whether it's worth sending a signal and being noticed.

🔊 Gameplay
- Total blindness: You cannot see the map beyond one tile around your character. The whole world is hidden by "fog of war".
- Echo scan: Press "space" to emit a sound wave. For a short time, all objects, traps and enemies within range are highlighted and remain in memory (their silhouettes appear on the map).
- Resource — Voice: The number of scans is strictly limited. Your remaining charges are shown as a battery icon. Use them wisely! Use them all — and you'll be left in permanent darkness forever.
- Turn‑based tactics: The game freezes while you decide: move forward blindly, risking your life, or use a precious scan to light the way?
- Swamp hazards: A terrifying monster, traps, and obstacles await you in the woods.
https://youtu.be/sBfzOiTtgOk?si=KtH-fc0xK7ON30Gn
🎮 Controls
Movement — turn‑based tile movement.
- Desktop: WASD or Arrow keys
- Mobile: On‑screen arrows
Scan (Echo) — emit a cry and see the world for 2 steps. Costs one battery charge.
- Desktop: Space
- Mobile: On‑screen Scan button
Pause / Restart — menu (to start the journey over, turn off sound, or reset progress entirely).
- Desktop: ESC
- Mobile: On‑screen Pause button

| Link | https://fatharegames.itch.io/blind-signal |
| Original URL | https://ldjam.com/events/ludum-dare/59/blind-signal |
Ratings
| Overall | 467th | 3.524⭐ | 44🧑⚖️ |
| Fun | 438th | 3.357⭐ | 44🧑⚖️ |
| Innovation | 474th | 3.317⭐ | 43🧑⚖️ |
| Theme | 347th | 3.89⭐ | 43🧑⚖️ |
| Humor | 347th | 2.987⭐ | 40🧑⚖️ |
| Mood | 558th | 3.405⭐ | 44🧑⚖️ |
| Given | 32🗳️ | 43🗨️ |
- nice graphics
- the game mechanics are interesting, but not used the full potential of it - the game after 3 levels gets less interesting and too easy (once you catch the mechanics). In the last 3 levels I didn't use signal ability at all
The existence of the battery is negligible. I think it would be more interesting if enemies didn't follow your signal but you were forced to manage your battery charge.
I liked the game's general mood and its concept. I think the game could have benefited from "playing faster". The walk animation and the delay made the game feel perhaps a bit unresponsive.
I agree with goodwayman that the game didn't use/reach its full potential. The ping wasn't necessary to complete the levels, it felt more like a limited use power up or cheat.
@goodwayman @nathanial @xedur @dontgiveupboy — you're absolutely right, the signal was meant to be the core of the game. We wanted the signal to feel necessary, but never the only option — that's a design misstep and the first thing we'll work on going forward.
@muchothepanda @alexhonor @zedgame — glad you enjoyed the atmosphere.
Thanks again, this feedback is exactly what we needed.
Anyway, a decent game, well done!
I really enjoyed it! The concept is solid and polished enough that I think you could easily release this on web platforms or even mobile.
Great job on this one!
@fkjaha @crimsontrouper @starr @jcomcl — lots of great ideas here for making the signal actually matter and ramping up the difficulty. We've got plenty to experiment with.
@alisher-fazilov — fair point on the pacing, we'll work on making movement feel snappier and more impactful.
@bobanko @no-firing @dywanix @myokka @schizoid2k @ulziton — thanks a lot, glad you enjoyed it!
@pavel-cherepanov — really appreciate it! Mobile is on our radar once we add more content and dial in the balance.
This could already be turned into a full game — the main question is level design.
I noticed a minor issue: sometimes after using the signal, objects get highlighted that weren’t visible within the circle when the signal was used.