Signal Box! by Deng

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

Signal Box! Signal Box!

A Sokoban-style puzzle and combat game built around a signal delay mechanic!

Controls: * WASD - Move * Left Click (on the top right signal icon) - Send signal * Z - Undo * R - Restart * ESC/M - Main Menu * Q - Switch to Toggle fast lane

The .zip file contains both .exe and .html versions, or you can play it directly in your browser on itch.io.

Tools & Credits: * Engine: Godot 4.6.2 * Coding: Copilot (GPT 5.3 Codex) * Art: Godot's built-in draw functions. (I ran out of time to generate AI art... or maybe I just developed a deep emotional attachment to the little yellow blocks by the end!) * Audio: BGM by Suno, SFX by sfxr.

This is my very first Ludum Dare and my first Game Jam ever! I would absolutely love to hear any feedback or thoughts you have after playing. I know the game still has a lot of rough edges, and I hope to improve them step by step.

Feel free to reach out to me anytime at yaomengxi@stu.pku.edu.cn. All comments and messages are warmly welcomed!

A few final notes on the game's lore and theme:

Technically, the player is just sending signals to control the little ball. Signal transmission takes time, which is why there's a delay based on distance. However, signals can be fast or slow. Imagine there is a "fast lane" and a "slow lane." Movement—the most crucial action—always occupies the fast lane, which is why it happens instantly (or you could think of it as executing in the next turn, since moving triggers the start of a turn).

Initially, I planned to design multiple channels with varying speeds and different types of utility signals (like deleting a signal or swapping their execution order), but I ran out of time to implement them. That scrapped idea is where the current "Fast Lane" toggle comes from. If you find the game too frustrating or stressful, please feel free to switch to the Fast Lane! That frustration is purely a flaw in my design, and I really don't want players missing out on the fun parts just because of a clunky mechanic.

I also had some other mechanics in mind that sounded incredibly fun—like swapping the channels for movement and actions! That way, moving would take time, but attacking and pushing boxes would be instant. Another idea was letting the ball place new signal sources on the map. Lastly, the game was originally supposed to be heavily combat-focused, but due to design roadblocks and time constraints, I ended up pivoting to a few simple Sokoban-style puzzle levels.

I plan to keep updating the game on itch.io in the future if I get the chance. (And of course, if you're interested in chatting about game mechanics or level design, please do reach out!)

Thank you so much for playing!

ScreenShots: 微信图片<em>20260420093301</em>106<em>152.png 微信图片</em>20260420093534<em>107</em>152.png

一个利用信号延迟机制的推箱和战斗游戏!

WASD移动,鼠标点击右上角信号以发送,Z撤销,R重开,ESC/M主菜单,Q切换快速通道。

zip包含exe和html,也可在itch上游玩。

引擎godot-4.6.2,编码使用了copilot-gpt 5.3 codex,美术素材来自godot_draw(没来得及使用ai生成,或许到最后我对黄色小方块已经有情感了),bgm来自suno,音效来自sfxr。

这是我的第一次ludumdare也是第一次gamejam,非常希望能够听到您的任何游玩意见。我知道目前游戏有很多不足之处希望能够一一改进。

您可以通过 yaomengxi@stu.pku.edu.cn 随时联系我,欢迎所有评论和来信。

//最后是关于游戏设定与主题的一些补充:其实玩家只是发信号操控小球,信号传递需要时间,所以会随距离变化。但是信号也有快与慢,假设存在一条快通道和慢通道,最重要的移动始终占据着快通道,这是它可以瞬间到达的原因(也可以说是在下回合执行,因为移动是回合开始的标志)。最初还想设计几条不同速度的通道以及各种功能的信号,会有删除信号、交换信号顺序的各种信号,但最后都没能实现,这也是快速通道的来源。现在如果您在游玩时感到有压力完全可以切换到快速通道游玩,那是我设计不好导致的,不希望看到因为一处设计问题而使玩家错过那些有趣的部分。另外还有感觉会非常有趣的机制,比如交换移动和各种信号的通道位置,这样移动需要时间而攻击推箱可以立刻执行!还有让小球获得放置新信号源的能力。以及游戏最开始想以战斗为特色,结果最后由于设计问题以及时间限制只好做了几个简单的推箱关卡出来。后续如果有机会我会在itch上继续更新。(同样地,如果你对游戏内容机制设计有兴趣也请务必联系我)

感谢您的游玩!

Ratings

Overall 245th 3.071⭐ 23🧑‍⚖️
Fun 222th 2.929⭐ 23🧑‍⚖️
Innovation 43th 3.864⭐ 24🧑‍⚖️
Theme 151th 3.65⭐ 22🧑‍⚖️
Graphics 271th 2.5⭐ 24🧑‍⚖️
Audio 209th 2.675⭐ 22🧑‍⚖️
Mood 265th 2.5⭐ 20🧑‍⚖️
Given 21🗳️ 18🗨️

Feedback

Yueyao Wang
Apr 20th · 02:18 UTC
Interesting mechanic! It would work a lot better with a clearer UI, and the sound are a little sharp too
YukimiItsuka
Apr 20th · 13:30 UTC
The mechanics are quite innovative, though the level design could be further refined. It might be worth considering how to better allow players to utilize the mechanics to achieve the level objectives.
Jacat
Apr 20th · 13:58 UTC
The box movement is very smooth and the controls feel great. It would be even better if you could improve the interactive feedback.
🎤 Deng
Apr 20th · 14:23 UTC
@yukimiitsuka yes I realize a big trouble is I spent too much time on mechanic realization and some border debugs, at last I don't have any time to design the levels. By the way, I want to make a game that prefer battle rather than puzzle initially. I should find some way to study game design and mechanic guidance, do you have any recommendations?
🎤 Deng
Apr 20th · 16:11 UTC
@jacat Thanks! I will pay more attention to the interactive feedback.
LDJam user 389806
Apr 20th · 17:03 UTC
Pretty hard to learn, the mechanic is complex and interesting. Having high hp made it a lot more lenient, and sometimes I can find a way out just by randomly trying things. Personally I feel if player only has 1 or 3 hp, the level could be made easier but requires player to think more. And you can make very elegant puzzles that way. It would be more focused on the puzzle than the battle. I think solving puzzle better suits this kind of games. But I don't know, maybe it could also be battle focused and also very fun.
Great work on making a complex system! Very interesting and fits perfectly into the theme.
Umaiit
Apr 20th · 18:11 UTC
Interesting and inspiring mechanics!! Could be of better completeness if the graphics improved. Love it overall!
🎤 Deng
Apr 21st · 11:18 UTC
@yueyao-wang thx! I learn a lot from your game on UI and hints.
🎤 Deng
Apr 21st · 12:10 UTC
@absolute-garbage Thankyou very much! You give me lots inspiration on how to develop my game after ld. The version right now aims to hold players and try to let them experience more mechanics that I designed, so I give loose value on battle. Q(Quick mode) has the same aim.

I believe adding enemies makes the game much more dynamic and varied, keeping it from feeling as tedious as traditional Sokoban puzzles that often have only one strict solution.

The 'Pusher' also feels like it would be a really fun character. For example, in Level 3, if you don't use B+P and just simply push, you end up getting stuck in an infinite loop of pushing back and forth with the pusher.

Perhaps a future direction for level design could be requiring players to use boxes as weapons to eliminate enemies—making sure not to push them into a dead end—and then finally pushing the boxes to the goal.

However, keeping some pure puzzle levels is definitely still necessary. Moving forward, another design direction could be making walls act as more than just movement restrictions; combined with the signal delay boundaries, it will really force players to carefully plan their routes.

Thanks for sharing your thoughts!
graphene
Apr 21st · 17:01 UTC
The mechanics are very interesting! I feel that the level design is very potential, but the introduction of new mechanics in the first few levels is a bit fast, making it difficult to understand the purpose of skill set in the beginning.
🎤 Deng
Apr 22nd · 02:48 UTC
@graphene Yes, you pointed out another crucial level design issue! I actually considered adding practice levels between the tutorial stages to let players master the skills they just learned. However, due to the jam's time constraints and knowing that playtesters might not finish the entire game, I wanted to front-load the more interesting mechanics to show them off earlier.

I will definitely focus on polishing the pacing and level flow in future development. Thanks for playing!
Alex Mulkerrin
Apr 22nd · 15:03 UTC
This is very good for a first time entry. The signal delay feature is a nice puzzle element and the graphics, although basic, do clearly show what is going on. I think the battle mechanic could be really fun if fleshed out.
🎤 Deng
Apr 22nd · 15:26 UTC
@alex-mulkerrin Thanks for the encouragement! I'll definitely be taking notes from your puzzle level design!
MemoLoop
Apr 22nd · 19:27 UTC
It's a nice puzzle game. I spent some times with levels and I arrive at level 7. The mechanics was complex at first but with time I understood and I enjoyed the game.
peppersalt07
Apr 23rd · 15:53 UTC
To me, the signal delay feature was more enjoyable as a combat mechanic rather than a puzzle element (but the puzzle part of it is not bad either !), but I still really liked it
Dennis
Apr 25th · 14:39 UTC
Interesting
Gabrijel
Apr 25th · 14:43 UTC
This is very innovative, though I will have to agree that the mechanics are a bit too complex. I would actually like to see this as a pure puzzle game without enemies. I think a slower and smoother introduction into mechanics, their combinations and parity would be a bit nicer.
But all in all, very good idea with lots of potential!
Deraxus
Apr 25th · 14:45 UTC
to be honest i haven't understood control completely, it was hard for me(
henk
Apr 28th · 17:37 UTC
The enemies were more likely to end the game by boxing me in so I couldn't move than by taking my HP to zero.

I tried to solve the box puzzles in the rooms with enemies, but the enemy behavior didn't seem predictable enough for that to be worthwhile vs simply killing them all.
GanonsSpirit
Apr 29th · 18:51 UTC
It's pretty good. Hard to understand at first, but I got it in the end.
zhangzhimu
May 01st · 09:59 UTC
The graphics are not overly complex but very clear! Each step is accompanied by hints and explanations, though it does take a bit of time to understand. It is very much in line with the theme of signals. It's great to have achieved such a level of completion on the first try!
Looking forward to your future works.