Signal Spark by Tsaot

Six unlucky pawns are stuck on a planet with hostile alien blobs
You are a being of electricity that can identify helpful parts for them to repair their ship: The good ship Repair Progress. Jump from tower to tower to scout out items to identify for them to repair their ship with.
They'll go where you tell them, blindly trusting you. Don't lead them into certain doom! Or do. I'm not your electric generator.
Left mouse click to jump in the direction of your mouse. Right click to either pick up a message, or send it to a Pawn. Toggle between picking up and sending with the space bar. PAY ATTENTION TO YOUR ENERGY BEFORE JUMPING! Towers will recharge you. Bigger ones recharge faster.
NOTE: The exe may perform better than the HTML5 due to the number of mobs that spawn in.
| HTML5 Playable | https://tsaot.itch.io/signal-spark |
| Original URL | https://ldjam.com/events/ludum-dare/59/signal-spark |
Ratings
| Overall | 780th | 2.87⭐ | 25🧑⚖️ |
| Fun | 748th | 2.717⭐ | 25🧑⚖️ |
| Innovation | 391th | 3.435⭐ | 25🧑⚖️ |
| Theme | 575th | 3.413⭐ | 25🧑⚖️ |
| Graphics | 739th | 2.717⭐ | 25🧑⚖️ |
| Humor | 499th | 2.571⭐ | 23🧑⚖️ |
| Mood | 803th | 2.609⭐ | 25🧑⚖️ |
| Given | 16🗳️ | 24🗨️ |
I really like the idea behind this one. Jumping between towers, finding targets, and ordering commands is a cool mechanic and take on the theme. That being said, there are a few things I think that could make the game far more readable and playable.
I'd like there to be some kind of indication if you're in "targeting" or "ordering" mode. I often found myself just guessing which one I was in, and trying a second time if nothing happened. Maybe alternating the color of the spark when you hit space bar? Additionally, I think the zoom is very unforgiving. Oftentimes it felt like I had no other tower targets in my sight radius, so I had to blindly guess where to launch myself.
That being said, launching yourself is super satisfying, as is seeing your pawns mow down enemies. Getting them all working towards an objective is super satisfying. I like the style, and especially the effect on the spark.
I wasn't sure what actually triggered this, but I did get one successful repair in. I noticed one of my pawns holding something, and managed to move them back to the ship, which updated the progress. But I was not sure where to go/what to do to get more stuff used to repair. Some kind of tutorialization/feedback would have helped me here for sure.
Anyways, super cool seeing what you managed to assemble for this game jam! Cool idea and execution.
I had to toss out plenty of ideas to make it in time. I wanted to have dialog that acted out a story, health bars and direction indicators in the hud for the squad, and a lot more level art. I was going to have the pawns hop, but is said, "forget it, they're pawns. They slide."
It would be interesting to try again if you plan to release an update
@silky Oddly enough, the red pathfinding lines was an accident. I'm just using the baked in pathfinding in Godot and didn't realize that it would leave the debug lines on when exporting the game. I think it's better with the pathfinding lines visible, though.
I'm kinda proud with how the running from damage worked out. When they get hit by a blob projectile, they will make a short path in the opposite direction of where they are aiming, and they aim at the closest blob. I feel like seeing those lines change from the initial path to run away I think helps show that.
Pro tip: try not to upload debug builds, all the debugging things consume performance too
The jumping between towers thing is an awesome idea, and I really like how the limited field of view forces you to frequently jump around the map to explore. What I didn't like was how imprecise the jumping felt. Clicking on a tower worked fine, but if I clicked in empty space, it would just jump to some far off tower in the distance.
I think you should make it clear where the player is going to jump and also add some reasonable limits to the jumping distance. Maybe you can add a power level and limit jumping to towers that have electricity. Sending your pawns out to fix or connect towers to the grid would increase your jumping distance and allow you to explore the map.
Of course playtesting, fine tuning, and exploring a concept during a 3 day jam is very difficult, and you managed to create a very impressive entry in the limited time.