Signal Surfer by Ausstein

[raw]
made by Ausstein for Ludum Dare 59 (JAM)

Signal Surfer

An analog-synth inspired arcade survival game built for Ludum Dare 59. ezgif-497304f4d2a2ad0c.gif

Overview

"Signal Surfer" is an arcade survival game inspired by the momentum-gathering mechanics of classics like Tiny Wings. Instead of pressing a button to dive, you dynamically shape the terrain itself (a carrier wave) in real-time to escort an automatic, momentum-driven SOS distress wave packet to its destination.

The Story

A spaceship is in distress and sends an SOS signal back to Earth. You must guide this desperate transmission through the interference of space to reach its destination before the signal is lost in the void.

How To Play

The core loop turns you into an analog synthesizer! You must fluidly stretch and squash the wave track to create massive downhill slopes for speed and avoid steep uphill climbs that kill momentum.

Controls

You exclusively use the Mouse to modulate the wave: - Mouse Y-Axis (Up/Down) -> Amplitude: Moving the mouse up increases the wave's amplitude, creating towering peaks and steep slopes. Moving it down flattens the wave. - Mouse X-Axis (Left/Right) -> Frequency: Moving the mouse right compresses the wave (high frequency), creating tight, rapid peaks. Moving it left stretches the wave out (low frequency), creating long, smooth rolling hills.

Mechanics

  • Momentum Conservation & Loss: Try to line up the downhills to maintain momentum, avoid crashes.
  • Airborne Speed Boosts: Launching the packet high into the air builds up a Boost Meter based on maximum altitude. Landing perfectly parallel to a downhill slope converts that built-up meter into a continuous thrust that sustains momentum! Conversely, slamming perpendicularly into a wall destroys momentum and triggers a heavy visual slam.
  • Game Over: This is a pure Time Trial! The run only ends in failure if the stage's time limit expires before the packet reaches the destination antenna.

Features

  • Dynamic Wave Terrain: The base carrier wave evolves as you progress, forcing you to adapt your modulation strategy over Asymmetrical rolling hills, smooth Sine waves, Enveloped waveforms, and finally endless Complex Harmonics.
  • Time Trials & Leaderboards: Compete for 1-3 star ratings across multiple stages, pushing your best clear times to the online Unity UGS Leaderboard.

Playthrough Video

https://youtu.be/kcrvE2qqZfg

Bugfixe version changes

  • Fixed UI sliders not clickable and not applying settings properly. (Color adjustments and Music Sliders)
  • Fixed Missing Font for Star Display (Windows version used a default font, so it was still visible but on web stars were not shown at all)
  • Removed Invert Y toggle, it was not working properly
  • Changed Story text to use coroutines because otherwise it crashed WebGL
  • Fixed Custom cursor having wrong target point
  • Fixed Custom name field in WebGL version

AI disclosure

  • AI was used for parts of the Code, the Thumbnail and this description. All Art and Sound assets are, to the best of my knowledge, from Human creators.

Ratings

Overall 596th 3.333⭐ 29🧑‍⚖️
Fun 477th 3.296⭐ 29🧑‍⚖️
Innovation 86th 3.963⭐ 29🧑‍⚖️
Theme 400th 3.796⭐ 29🧑‍⚖️
Humor 470th 2.64⭐ 27🧑‍⚖️
Mood 719th 3.019⭐ 28🧑‍⚖️
Given 16🗳️ 32🗨️

Feedback

Hurp
Apr 21st · 18:47 UTC
Interesting concept! It was hard to wrap my head around the mechanics and get into the flow, but I can definitely see pro people getting wild flow in this!
nicardo
Apr 21st · 18:55 UTC
Game is not working
🎤 Ausstein
Apr 21st · 18:57 UTC
@nicardo which Browser? Firefox seems to give trouble. Try Windows or chrome :)
orangeoceans
Apr 21st · 19:10 UTC
I might just be bad, but it feels like the SOS is too big relative to some of the wave features in the last level. I find myself getting it stuck in valleys even with the frequency at the lowest setting.

I'd be interested in seeing a gameplay video from someone better than me!
Dwang
Apr 21st · 20:11 UTC
It's an interesting mechanic, but I think it's too hard to control the line
Tesseus
Apr 21st · 20:22 UTC
Cool mechanic, it's satisfying when it flows, unfortunately I am not good at the game. I appreciate the innovation!
Lasha
Apr 21st · 20:37 UTC
Nice game. Interestin idea and visual, simpy and cool. Will be cool on mobile devise with swipe control.
Congrats!
penagwin
Apr 21st · 20:46 UTC
The concept is pretty intuitive and strangely addictive. It feels like it needs a little tuning on the mouse controls perhaps? Otherwise this is a really unique concept for a game and has a ton of potential.

It seems to run fine for me in browser on chrome too
🎤 Ausstein
Apr 21st · 20:53 UTC
@orangeoceans

Here is an image of the collider, It is definetly not the issue :D

The SOS is just a visual, it does not affect the physics

![Screenshot 2026-04-21 224434.png](///raw/7a3/22/z/7221f.png)

https://youtu.be/kcrvE2qqZfg

Here is a playthrough of the Game. I have not figured out fully myself what the best way is to play the last level.

Right now I get the best times if I play it safe. If I try to go for boosts, I maybe chain 1 or 2 and then get stuck like you. But I think if one gets better at it this can be very satisfying.
orangeoceans
Apr 21st · 20:56 UTC
@ausstein Ohhhh I see now that I'm just bad at the game!
I've been flatting out the curve after going downhill, expecting that if I then went back uphill I would lose the momentum I gained. But it seems like I actually should be increasing the amplitude again, to make a bigger jump?
🎤 Ausstein
Apr 21st · 20:58 UTC
@Dwang

It is not hard just hard to learn because it is not some normal control scheme.That's why I put a lot of effort in the tutorial you can re-activate the tutorial in the settings.

Once you have the hang of it it becomes very satisfying :).

Maybe watch the playthrough video
🎤 Ausstein
Apr 21st · 20:58 UTC
@lasha Yes I was thinking this has not much input so could be feasible for mobile :)
🎤 Ausstein
Apr 21st · 21:03 UTC
@penagwin

Thx for the nice comment. I am not sure how to improve the controls really, if you have any suggestions let me know. It is just not very intuitive to indirectly control the terrain and has a little steep learning curve. But once your brain adapts to it, it becomes easier and even more satisfying :)
🎤 Ausstein
Apr 22nd · 05:54 UTC
@orangeoceans
I found it is best to go higher initially to charge the boost meter quicker and the at some point go for flatter jumps to travel faster.
Hiretsu
Apr 22nd · 06:15 UTC
The concept is really interesting, and got my atention from the start, but it is very tough to actually be able to control it the correct way... Also, the tutorial interupting the player many times was really annoying, especially considering that it plays the tutorial again if you die on the first try
🎤 Ausstein
Apr 22nd · 07:30 UTC
@hiretsu

Thanks for the feedback, you can disable the tutorial in the settings menu :)
🎤 Ausstein
May 01st · 00:31 UTC
@orangeoceans @Dwang @penagwin @tesseus @hurp

I reworked the control scheme and ditched unity physics to write my own system, which makes it feel much nicer, check out the post jam version: https://ausstein.itch.io/signal-surfer-post-jam

Now that that is done, I really need to start playing and rating some of the other games haha :D
VenomousMouse
May 02nd · 11:22 UTC
Browser Chrome needed some time to start the game, firefox didn't start it. Good visual and sound. Nice mechanic, needs a bit of time to get it right, but after a few tries it's fun. Good job.
oller125
May 02nd · 15:52 UTC
A fun and very cool take on the game. The mouse control was a bit awkward, as it didn't always register movement, though that might have just been my mouse.
Ty1rl
May 02nd · 17:50 UTC
Fun game, most unique take on the theme I've seen so far.
ironcutter
May 02nd · 17:56 UTC
Really cool idea, I just had some trouble with the respawn. I got soft-locked respawning on an uphill and could kept dying over and over.
🎤 Ausstein
May 02nd · 18:26 UTC
@ironcutter

you can just go backwards with the uphil, then accelerate again on the previous downhill :)
kack3y
May 02nd · 20:38 UTC
Solid entry here ! Really polished with dialog music menus and a multiplayer mode apparently (couldn't test it).

Its frustrating how much your gameplay is close to the sonic feeling but rarely reach it, you have something here, but it needs to be more polished on this aspect. Had a good time anyway.

The music is good, I am in love with your tutorial :heart_eyes: very clever and I liked how you have diversified the "level design" by tweaking the signals a bit each level ;)
alexey_bobrovskiy
May 03rd · 08:58 UTC
The way the signal is processed visually and gameplay-wise is great.
ellaris
May 03rd · 09:38 UTC
Pretty cool, it was fun riding the wave, I think it was interesting to be able to move backwards, sometimes it felt like I got stuck between two peaks, but it might just need some getting used to to properly control it.
LDJam user 260720
May 03rd · 10:56 UTC
Wow this is a really unique take on the theme! the controls could use some tweaks but still nice job! great idea!
lloydlobo
May 04th · 13:34 UTC
That was a unique experience. I played both versions. Once I got the hang of it, I realized the mouse needs to be moved gently, almost like a wave. A subtle mouse trail could help visualize that and guide players.

The tutorial was well handled, and the slow motion while landing felt great. That could be used more in the main game as a form of grace when the player is struggling. The visuals are strong; a light vignette and small changes to saturation or brightness based on speed or a meter could improve feedback.

Beyond time-based play, a chasing element or ghost mode for best runs could add depth, though that’s more of an extension.

![ausstein.itch.io_signal-surfer-post-jam (1).png](///raw/c88/26/z/73139.png)