Signal Loop by SMOLBIGBY
In this game you will play as a signal manager, operating a robot traveling through a levels in an abandoned facility. Your main goal will be leading robot through each of 10 unique levels and reaching portal safe and sound by solving puzzles and avoiding/disactivating enemies.

| Source code from itch | https://smolbigby.itch.io/signal-loop-source-code |
| Itch download page | https://smolbigby.itch.io/signal-loop |
| Source code from github | https://github.com/SMOLBIGBY/LudumDare2026.git |
| Original URL | https://ldjam.com/events/ludum-dare/59/signal-loop |
Ratings
| Overall | 99th | 3.625⭐ | 26🧑⚖️ |
| Fun | 91th | 3.565⭐ | 25🧑⚖️ |
| Innovation | 128th | 3.457⭐ | 25🧑⚖️ |
| Theme | 156th | 3.609⭐ | 25🧑⚖️ |
| Graphics | 81th | 3.804⭐ | 25🧑⚖️ |
| Audio | 145th | 3.283⭐ | 25🧑⚖️ |
| Mood | 154th | 3.435⭐ | 25🧑⚖️ |
| Given | 24🗳️ | 21🗨️ |
The visuals are pretty nice (I especially like the animation on You Died screen, it's so cool!!) And it's lovely you've added that transparent sprite so we can visualise the path. And you made so many levels in just 2 days, that's impressive! I didn't beat the game, but I enjoyed my time with it :)
Even on many of the harder levels, though, I found I often didn't need to fully engage with - or even understand - the mechanics to solve them. Often levels had a fairly clear path I could follow, just hitting buttons on the way, with only a small alteration (looping around a bend an extra time, or briefly moving off the main path) to work around the enemies' cycles. Additionally, several levels' solutions used exactly 30 commands, so if I found a reasonable solution that used that many then I could be reasonably confident that was a valid solution (indeed, for me it always was in those situations); though, that stopped happening in the late game. It might also be nice if the robot moved a little faster, since at its current speed it takes quite a while to get through all 30 commands, making experimentation on the harder levels more time-consuming.
Overall, though, this is a really solid set of mechanics for a puzzle game, and it's impressively designed for 72 hours. I'd be interested in trying an expanded version of this, should you ever choose to make one.
I beat the game. It's clear that the developer has experience in puzzle design — the puzzles are excellent, and the difficulty curve is very reasonable. However, the enemies moving in different directions across the scenes could be visually distinguished to save players from having to guess their movement patterns. Apart from that, everything else is great. It's hard to believe you made such a high‑quality puzzle game in just two days. Congrats!