Delayon by Stormdrill

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

up.png In Delayon, you control a gadget that sends signals to interact with various devices. Each signal has a different delay, so you need to carefully time your actions to activate mechanisms, distract enemies, and navigate the environment to escape the base. My first jam and two days of work. 😊 ​1.png

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Controls:

WASD - Move

Mouse - Interact

Q - Menu (desktop version)

https://www.youtube.com/watch?v=7wjsxWhbJc8

Ratings

Overall 657th 3.214⭐ 37🧑‍⚖️
Fun 733th 2.794⭐ 36🧑‍⚖️
Innovation 608th 3.057⭐ 37🧑‍⚖️
Theme 607th 3.338⭐ 36🧑‍⚖️
Graphics 506th 3.586⭐ 37🧑‍⚖️
Audio 453th 3.186⭐ 37🧑‍⚖️
Mood 659th 3.191⭐ 36🧑‍⚖️
Given 21🗳️ 53🗨️

Feedback

mc shopot
Apr 21st · 08:20 UTC
Awww so nice! You did a great job interpreting the jam theme, really cool! I was a little confused at first, but overall the game is awesome! Thanks for the experience!
500
Apr 21st · 14:18 UTC
What a cool game!
Itero Proto
Apr 21st · 18:49 UTC
Where's the web game? 😒
🎤 Stormdrill
Apr 21st · 19:02 UTC
@itero-proto HTML5 port is in progress for Itch.io. Since 4.27.2 lacks native HTML5 support, I'm currently settting up a custom engine source build to handle the web export
Ungew0llt
Apr 21st · 19:29 UTC
a really creative interpretation of the theme. The gameplay could use a little bit more fine tuning but for a game made in three days this is really incredible!
LDJam user 375016
Apr 21st · 19:38 UTC
The "guard" guy animation when he kiks me down is really funny - love it :D Sending singal could be faster - now it´s lot of waiting. I understand that it is about timming, but it could use some balancing. Really cool graphics.
Petr Vejchoda
Apr 21st · 19:38 UTC
I'd say some difficulty settings would be great. I mean I knew what I am supposed to do but I struggled a lot even on the second puzzle. Just keeping the items switched for a second longer ... I like the idea though.
penagwin
Apr 22nd · 01:05 UTC
I love the lighting!

I'm a bit of a noob so I could have used some more checkpoints, but overall the puzzle concept works
BalimaarTheBassFish
Apr 22nd · 01:49 UTC
Fine work for a jam veteran but now you tell us this was your FIRST? Wow indeed!
runningopenloop
Apr 22nd · 02:28 UTC
I was able to sneak by the first guard without the light. However, the last challenge took a bit.
lduser125
Apr 22nd · 02:54 UTC
Super fun game, I like the vibe and everything just works. Well done!
🎤 Stormdrill
Apr 22nd · 08:55 UTC
@itero-proto https://stormdrillgames.itch.io/delayon The web version is ready
🎤 Stormdrill
Apr 22nd · 08:58 UTC
@petr-vejchoda Thanks for the feedback! I've taken that into account and added an Easy Mode to the web version
Itero Proto
Apr 22nd · 18:04 UTC
![Screenshot_6.png](///raw/7d2/66/z/72549.png)
It doesn't move there after throwing the floppy disk!
Sam Gorman
Apr 22nd · 18:35 UTC
I love the cool, neon, sci-fi vibe in this one! I also liked the variety of different ways you used the signal speed gimmick. I think this is worth a post-jam update to explore these mechanics further (the stealth thing only appeared once, for example) - the game felt a bit like it ended after the tutorial. I did appreciate the checkpoints, since these sorts of timing puzzles can be pretty trial-and-error.

My main piece of advice would be that I think you could improve the game feel. Everything moves a bit slow and slippery, there aren't any sound effects, and there's not a lot of feedback from the game as to what you're doing. It seemed to me the signal moved slower depending on which objects I clicked, but there wasn't any visual in game that suggested that. With some snappier movement, strong SFX, and more clarity in the mechanics, I bet this game could really stand out. Nice work!

(By the way - I was able to cheese the final puzzle by sneaking past the edge of the gate hitbox. Might be worth a fix post-jam!)
🎤 Stormdrill
Apr 22nd · 18:56 UTC
@sam-gorman Thanks for the feedback! Yeah, I had so many ideas for timing mechanics and combos in mind, but time just wasn't on my side. I actually left a few tricks in there on purpose to help players reach the end-let's see who finds them!
LDJam user 424198
Apr 22nd · 22:29 UTC
I've already played a lot of games, and the most common mistake is the lack or poor tutorial in the game. This game is no exception, I figured out how to play after a while, but it's also very important to think about it during development. The game has a nice sound design and lighting, the idea is interesting, but please, dear developers, remember about tutors in games
kayrum
Apr 22nd · 22:30 UTC
Good atmosphere. The controlls felt a little floaty but the timing of the signals was fun.
LDJam user 409682
Apr 23rd · 00:26 UTC
Wow! I really liked the animations. I got a bit of a Little Nightmares vibe. In this game, even dying feels satisfying! The continued movement after releasing the controls actually makes a lot of sense in this context.

Thanks for the game, I enjoyed it!
Oleksandr Marynenko
Apr 23rd · 00:59 UTC
I tried playing on itch.io and ran into a number of issues. When I launched the game, I noticed that the WASD controls didn’t work at all. I had already encountered a similar issue in this jam, so I switched my keyboard layout to English - and yes, that fixed the movement input. However, I then ran into another problem: I couldn’t open the menu with Q. I also noticed that the enemy at the start of the game stops being any real threat after hitting you once. It was quite difficult to understand how to play without a tutorial, but that’s a common issue in game jams — there’s not enough time, and the tutorial usually gets left for last. I was also curious — which engine was this game made in? On the positive side, I can definitely highlight the strong visual style, which is very eye-catching. I can say that the game looks really interesting, I liked it.
🎤 Stormdrill
Apr 23rd · 08:18 UTC
@oleksandr-marynenko Thanks for the detailed description! Unfortunately, I couldn't reproduce the layout issue on my end, even after trying several different languages. Also, just a quick note: the menu is only available in the desktop version (I’ve added this detail to the game description). The project was built on Unreal Engine 4. Finally, I’ve added a short tutorial to the post-jam version to help players get started!

@pocketdog Thanks for the review! This was my first jam, and it's been a huge learning experience. I just added a small tutorial to the post-jam build

@sam-gorman I added outline colors to show the signal speed. 😊​
INORO
Apr 23rd · 10:35 UTC
I loved the sound effects, the hovering was very satisfying!
TinySalad
Apr 23rd · 11:03 UTC
Cool concept, nice looking, but it was lacking in clarity, The camera wasn't always showing the best view of the puzzles(ex: 4 colour bridge). And what objects were important wasn't always clear(ex: the box puzzle's lowering wall-elevator).
Overall, good job on your first jam.
JCoMcL
Apr 23rd · 11:39 UTC
Really cool, can be super frustrating sometimes. Thankfully you can jank your way through some of the challenges.
thelasttankmage
Apr 23rd · 21:33 UTC
Very cool idea, looks great, Little frustrating at times, but a solid entry!
IRKAR
Apr 24th · 09:31 UTC
Cool neon art style and nice smooth animations. Good job!
Xeltide
Apr 24th · 21:32 UTC
Everything was great! Only thing that's funky is getting used to the timings. Congrats on a successful game!
apt_prose7
Apr 26th · 08:35 UTC
A nice game, perfect for killing time.
haskill
May 01st · 23:09 UTC
It's easy to forget which color activates when because it's only mentioned at the beginning of the game.
jordantanner
May 03rd · 04:33 UTC
Nailed the aesthetic on this one! Gameplay was fun-- could have used some more communication with the player at times maybe, something to help sell/instruct the core mechanics more. Great job, love the mood on this one!