Earth Assimilation Readiness Protocol by PurpledArtFrog

[raw]
made by PurpledArtFrog for Ludum Dare 59 (COMPO)

NOTES FROM THE DEV: "This ended up being more of a janky prototype to demonstrate an idea - rahter than something playable - balancing issues very likely. Not a jam friendly scope."

Use ITCH.IO - seems to use the correct resolution - 1280x720! Or download the Windows build

PostJam: https://frogboxcreations.itch.io/ld59-earth-assimilation-readiness-protocol-postjam

EARTH ASSIMILATION READINESS PROTOCOL

InGame.jpg

You are not here to save humanity. You are here to preserve it.

Orbiting Earth in a silent, unidentified craft, you monitor a fragile world on the brink of self-destruction. Nuclear signals flicker across your systems — some real, some false, some… uncertain.

Your mission is simple:

Keep Earth intact long enough for the fleet to arrive.

A signal appears over Eastern Europe.

A radiation spike. Unclear origin.

You initiate a scan.

FAST STRIKE: 22% UNAUTHORIZED DEVICE: 65% FALSE SIGNAL: 35%

It doesn’t add up.

You scan again.

Movement detected. High velocity. Long distance.

Your system tightens its prediction.

Time to impact: 01:12

You hesitate.

Do you fire — risking exposure? Deploy ground units — risking failure? Or scan again… and risk being too late?

EARTH ASSIMILATION READINESS PROTOCOL is a real-time signal interpretation game where every decision costs energy — even time itself.

📡 Scan signals to reduce uncertainty (but lose precious time) 🚀 Identify threats based on behavior, not certainty ⚡ Act under pressure — laser strikes, ground intervention, or time freeze 🌍 Protect global stability — too many failures and the operation collapses 👽 Play as the observer, not the hero

No pauses. No perfect information. Only signals… and your judgment.

How long can you keep Earth alive?

Ratings

Overall 269th 2.806⭐ 38🧑‍⚖️
Fun 274th 2.444⭐ 38🧑‍⚖️
Innovation 193th 3.153⭐ 38🧑‍⚖️
Theme 143th 3.708⭐ 38🧑‍⚖️
Graphics 211th 3.122⭐ 39🧑‍⚖️
Audio 137th 3.313⭐ 34🧑‍⚖️
Humor 181th 2.121⭐ 35🧑‍⚖️
Mood 251th 2.75⭐ 38🧑‍⚖️
Given 47🗳️ 50🗨️

Feedback

jk5000
Apr 20th · 07:28 UTC
Remember to make the itch page public.
Xwilarg
Apr 20th · 10:01 UTC
WebGL version isn't working for me
🎤 PurpledArtFrog
Apr 20th · 10:56 UTC
@jk5000 @xwilarg
I will look in to the issue - it does not work for me either.
🎤 PurpledArtFrog
Apr 20th · 11:11 UTC
@jk5000 / @xwilarg
It should be able to run now... but holy moly some game breaking bugs....
Matt Giuca
Apr 20th · 12:57 UTC
Yeah sadly I am stuck loading the web version at 0%. The Itch link goes to your edit page, not the public-facing game page. Reply here if it's fixed because I'm up for trying a janky overly-ambitious prototype!
🎤 PurpledArtFrog
Apr 20th · 13:09 UTC
@matt-giuca That made me laugh.... give the link a whirl now or wait a couple of day... I still want to bugfix tomorrow. Thanks for pointing out the issue with itch. I should not be inputting such information a 3 o'clock at night :rofl: :clown:
Matt Giuca
Apr 20th · 14:08 UTC
@purpledartfrog Now it says "Uh oh! If you're seeing this error, it means I can't find your index.html file."
SinusQuell
Apr 20th · 14:29 UTC
Game worked good for me. IN the future, try the minimal export template for webgl instead of the one with the unity bar etc.
![Capture.PNG](///raw/b23/53/z/709f9.png)
As for the game, it wasn't super clear for me which signal on the map I was scanning, sometimes more of them had the red circle, and which signal in the bottom is which one on the left. like missing the association. but other than that, its a pretty original idea and I almost made it to 100% :D
🎤 PurpledArtFrog
Apr 21st · 17:21 UTC
It seems it's up and running now - but I think itch.io is best bet :smile:
Loig
Apr 21st · 17:26 UTC
I tried the game but I am not really sure I understood what I had to do. I think a first simple level used as a tuto would help a lot for such a complex game.
🎤 PurpledArtFrog
Apr 21st · 17:29 UTC
@loig absolutely agree... and it's my nemesis to think that I can make something a little more complex and then expect the player to understand in 10 seconds... too much scope too little time :rofl: might wanna change my profile name to that...

Thanks for giving it a whirl though
Trav
Apr 21st · 17:31 UTC
The embedded version at the top doesn't play for me, just gives a 404!
nullval
Apr 21st · 18:05 UTC
I can always appreciate a man with a vision and there are vision in spades here.
The concept is interesting and a good fit for the theme. It's just very hard to understand the goal and how to achieve it (at first I shot lasers at ever radiation scan and kept losing)

I think this game would benefit from just a few screenshots and a base explanation of the goal.
I don't want to discard the game, since there's some interesting ideas about investigating and following a lead that's neat.
🎤 PurpledArtFrog
Apr 21st · 18:40 UTC
@nullval Thank you very much :smile: I appreciate the effort you put -- trying to figure out what the devil was going on :smile:
@trav Sorry.... I've tried deleting the embedded ... It does not allow it :(
pres2300
Apr 21st · 20:46 UTC
Definitely an interesting concept, and I can see what you were going for, but I'm not quite sure I understood. Like others have said, maybe a bit more information or a tutorial would be very helpful.

Did you make the music that plays with it? Sounds great!
BushFire
Apr 21st · 22:04 UTC
I love the concept. My first 5 times, I died to a sudden drop in stability that doesn't seem related to me activating anything. I finally won by keeping a big enough stability buffer to counter the unexpected drops, even though it meant innocent civilians got nuked.
I would suggest making it possible to select the events on the map with the mouse. I ended up not looking at the map at all, since the map didn't really make any difference anyway (except for setting the mood).
Kseniya
Apr 21st · 23:35 UTC
I really like the visuals, I don't like such games, but such games definitely have their own audience, well done
PerfectSquare
Apr 21st · 23:43 UTC
Wow, this is so ambitious for a 48 hour game. It was very overwhelming the first time through and the real time aspect doesn't really give much extra time for reading and trying to figure out what's going on. My second play through went a bit better although I pushed rescan way too much and destabilized quite fast. After two attempts I feel like I still only understand ~60% of how to play but it was a lot of fun regardless :)
Deng
Apr 22nd · 03:16 UTC
Really meaningful concept! It was a bit tough for me, though. The game throws a lot of information at you right from the start in a short amount of time, and the font size is a little small. Since my English isn't that great, I needed more time to process and understand everything.

However, I can totally see the strategic depth here, and it’s a lot of fun! I believe you can make it even better in the post-jam version!
richjbaron
Apr 22nd · 04:12 UTC
Wow, extremely ambitious project! I loved the music in particular. Either you're a great singer or got a great sample library...
My first time, I also struggled with everything I tried erroring out. I read through the text and it described like what the goals are but not actually how to play at all. Despite trying for a while and clicking everywhere and pressing every button I couldn't get anything to work :/
I was so excited based on the art and vibe and music but the gameplay was just too hard for me to grasp.
Incredible entry anyway considering the obvious complexity in such a short time!
Rafa Fiedo
Apr 22nd · 07:02 UTC
on the description "Not a jam friendly scope"
haha, that's true :D
It took me a while to understand what is going on

nice idea!
Allexeee
Apr 22nd · 11:18 UTC
I don't understand what's going on at all(((
🎤 PurpledArtFrog
Apr 22nd · 11:28 UTC
@allexeee I really DO get that .... it ended up being a pretty "only the developer knows what's going on"-version

I'm considering making a few adjustments... but it would make it a hybrid between bugfix and postjam version.
StormSword
Apr 22nd · 15:54 UTC
As you said, it's a prototype BUT I think the ambiance is really good, probably thanks to the music (it's really really good) and the "theme" (preserving the earth). I hope you'll continue because this game is too ambitious for a game jam, but can become very interesting with more time :) Maybe try to put the text bigger because it took me some time before seeing the text at the bottom. Otherwise, good job :D
MaggardJosh
Apr 22nd · 17:02 UTC
This does seem really ambitious, I didn't fully understand what to do and the text was too small to read a lot of the time. I really liked the music and the general mood. Hope that you'll make a postjam version because it feels like there's potential here. Great work!
LDJam user 279233
Apr 23rd · 02:44 UTC
Hi! I'm going to leave you a tome to read because I'm a nerd who likes to talk about this stuff but my "TLDR" impression of your game is that I love it, and I hope I can play your next LD game too! Below are my wholly unqualified and inexpert opinions

There seems to be a consensus emerging in the comments that the scope of your project may have been too ambitious. While I can see that point of view, I'd like to be a contrarian and pursue a slightly different approach. I think your scope was ambitious but I also feel like you achieved ~%90 of what you needed to achieve for a quick Jam/demo game. In that context, I think your scope and its ambition was just fine. You clearly have skill and what you have so far is already impressive for the short time frame.

I feel like the weakest aspect of your game was the user experience. That might seem like a weird distinction to make, but I'd argue that in an alternative universe, you could have reduced the scope of your game by removing some game-play aspect, but that would not necessarily make the game easier to get into. I think that would require re-prioritizing work on how information is presented. Please allow me to bring up an example

When the events pop up they get a red circle around them to let you know you should pay attention. Nice! You have to cycle through them by using the next key. That is less intuitive than just clicking on the icon, but that's ok on its own. Maybe programming the clicking would be too time consuming or maybe the frantic cycling between the points of interest is an intentional design choice. Your selection indicator on the map is also a red circle. You stop to read the signal info panel which is small and easy to miss. You look back up. Now there are new events and their red circles look identical to the selection indicator and you can’t tell what’s what. A new player is fighting an uphill battle at every step of what I described

I’d like to end by reiterating that my experience with the game was very positive. On the 4th or 5th try I felt like I had the information to know what I was doing. At that point the game was not too hard or complicated at all. The theme was great as well. I like the idea of an overworked alien having to look after earth as he is downing a cup of space coffee and sweating profusely.

![Screenshot 2026-04-22 185614.png](///raw/1c2/44/z/72679.png)
SMOLBIGBY
Apr 23rd · 17:20 UTC
Very ambitious game with good pixel art and great music. I really liked the mood. However, I didn’t quite understand how to distinguish fake signals from real ones.
marudziik
Apr 23rd · 22:34 UTC
It took me quite a while and reading the comment above to even get what I'm actually supposed to do - and even then it wasn't really clear which option do I need to pick. On one side I want to contribute this to the scope, but after spending some time playing I would agree with the previous comment - some of the confusion needs to be attributed to the UX design.

However, I feel the idea is pretty cool. The music is just superb, and while the letters were a little too small for me (or the color made them difficult to read), I dig the aesthetics. Congrats on the compo entry!
🎤 PurpledArtFrog
Apr 24th · 08:38 UTC
@noobman64 You are absolutely on point with your comment. The project wasn't really THAT far from something more playable and you are correct with your remark related to that fact that the user experience could be improved quite a bit. I hadn't read your comment yet... but my current PostLD version does allow clicking the actual incident... and some other details related to user introduction.
God mode now shows the incident type in the text in the bottom.
Movement of incidents better reflect object type (speed and trace).
Camera movement improved when switcing incident has beeen tweaked.
Cleaned up the UI a bit.

I haven't put up the PostLD version yet.. I hope to do so in the coming weekend
🎤 PurpledArtFrog
Apr 24th · 08:41 UTC
@pres2300 @bushfire @kseniya @perfectsquare @deng @richjbaron @rafa-fiedo @allexeee @stormsword @maggardjosh @smolbigby @marudziik
I have been way to busy - my daughter have been moving out (again) during this week .. so sorry for delayed response....
Thank you very much for playing ... I will go over the comments a bit more this weekend and include fixes for some of it - and hopefully put up a post jam version. Feel free to try it - but keep in mind that scoring should be based on the "real" version.
JoeGreen
Apr 24th · 09:32 UTC
The visual style is excellent, the tense atmosphere is complemented by the music and the story setup. It's all great, but… Within the context of a jam, it's hard to dedicate hours and hours to each project just to figure out exactly what needs to be done. I'm sorry, I didn't save the Earth.
🎤 PurpledArtFrog
Apr 24th · 10:39 UTC
@joegreen No worries... and I do get it :smile: I always forget that most who rate a game do so in 2 or 3 minutes. This would require a lot more effort and seeing as it's not really "complete" I don't expect people to put in that much time.
Thanks for trying though :smile:
Theogen
Apr 25th · 20:03 UTC
This took a few tries but I got the hang of it! Basically the entire game I was looking at signal readings at the bottom and ignoring any signals with "False Signal" of more than 40%, and whose activity/radiation level was dropping after a rescan. Several times I just used my gut. Not sure if it's the best strategy, but it worked for me :sweat_smile: Generally, I had quite a bit of fun once I got past the learning curve. Very well thought-out game, great job! Also I loved the art style and the music.

![20260425_15h56m26s_grim.png](///raw/b34/43/z/72b7a.png)
🎤 PurpledArtFrog
Apr 26th · 20:50 UTC
@theoratkin Thank you for the very positive feedback - it means a lot. I'll still and find the time to push out a post jam version... but try to juggle one of our daughters moving at the same time this weekdend... so hopefully tomorrow :fingers_crossed:
LDJam user 389319
Apr 27th · 14:17 UTC
So I also had the time to jump in and try it, and there's a lot of things that are beautifully done. Music, Mood and the Setting are things you really nailed. If there was something that could be improved, I'd say its the onboarding. It took me while to understand what am I supposed to do- eventually I found how to play- not saying i did it good the first couple of rounds though hahaha. Also I love how you implemented the theme! Well done!
🎤 PurpledArtFrog
Apr 27th · 14:32 UTC
@dekisenpaitm Thank you very much - it means a lot :smile: I know that it's not perfect - and it really does take som time to pick up... it's kind of a recurrring theme with my stuff :smirk:
RAFFE
May 07th · 17:44 UTC
We played your game now, as you said, it wasn't perhaps the most polished product yet but we did get the concept of it and it had really good ideas! The graphics worked just fine for a jam version imo and there were some fun animations. A tutorial could've been useful but you do get the jist of it after some tries. Btw me and the group loved the music ahahahaha! Still, this was a very good entry especially for the time you had and always gotta respect the COMPO entries, GJ and keep up to it!!
🎤 PurpledArtFrog
May 08th · 05:44 UTC
@raffe Thank you very much for giving it a spin - and thank you for the feedback. Next time around I think I will try to do something REALLY simple and then polish the h**l out if it :smile: GL with the rating - I see that you got the 20 you need (it's the same for JAM right?)