Signal Box! by Deng
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:

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!
| Link | https://github.com/ddd-Deng/ld-59-signal_box |
| Link | https://dddddeng.itch.io/signal-box |
| Original URL | https://ldjam.com/events/ludum-dare/59/signal-box |
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🗨️ |
Great work on making a complex system! Very interesting and fits perfectly into the theme.
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!
I will definitely focus on polishing the pacing and level flow in future development. Thanks for playing!
But all in all, very good idea with lots of potential!
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.
Looking forward to your future works.