Propagation by MemoLoop
PROPAGATION
This is the prototype of the game created for Ludum Dare 59. It's a simple puzzle platformer where you play as a robot navigating a maze with various walls, levers, obstacles, and signal receivers...
Inputs
- A - move left
- D - move right
- SPACE - jump
- E - interact
- Q - propagate signal
- F11 - toggle fullscreen
- ESC - pause
What did I use?
- Game Engine: Godot 4.6.2
- Code Editor: Visual Studio Code
- Sprites: LibreSprite 1.1-dev
- Musics and sfx: LMMS
| GitHub | https://github.com/memoloop/ld-59 |
| Itch.io | https://memoloop.itch.io/propagation |
| Original URL | https://ldjam.com/events/ludum-dare/59/propagation |
Ratings
| Overall | 250th | 3.031⭐ | 34🧑⚖️ |
| Fun | 238th | 2.828⭐ | 34🧑⚖️ |
| Innovation | 253th | 2.781⭐ | 34🧑⚖️ |
| Theme | 181th | 3.484⭐ | 34🧑⚖️ |
| Graphics | 249th | 2.871⭐ | 33🧑⚖️ |
| Audio | 177th | 3.065⭐ | 33🧑⚖️ |
| Humor | 156th | 2.396⭐ | 26🧑⚖️ |
| Mood | 233th | 2.875⭐ | 30🧑⚖️ |
| Given | 26🗳️ | 29🗨️ |
Instructions were clear and controls felt solid.
Some constructive criticism:
- maybe it should say "Hold q" instead of "press q", took me a while to figure out how it worked
- do we need both q and e? seems like it could be simplified and just have 1 "action" button
If you hold down Q for longer the signal will reach further.
In a nutshell E is for the lever and Q is for the signal receiver.
I would appreciate very much :) !
It’s not a major issue, but it would be nice to visually see the wave traveling from the robot to the transmitter and activating it. I only realized from the comments that holding Q actually affects the wavelength—this wasn’t obvious in the game itself.
That said, it didn’t impact my ability to complete the game. Good luck!
(also cute kolobok :3)
Instructions very clear, and the level design showcased some interesting things. Good job :)


The riddles were doable and the jumping sections fair.
The graphics were fitting, although a little walking animation for the "holy grenade" @avhatar would be nice. ;)
I like that you start the game by using a lever and return to the start at the endscreen by using the signal. Nice little detail. :)
If you add more - a timer / stats on how much signal you used would be cool additions, if you made more levels with greater difficulty ( say you had to re-charge battery instead of auto-refill on stamina ? )

One thing we would've liked is a visual clue to which receiver would open which door. With more time, I'd be curious which other types of puzzles you could put into the game, given more time!