Signal Colors by robin_schmitz

Collect colors to send signals
Send the final signal before you run out of mines
How to play
- Select a mine from the selection on the left
- Place the mine on the grid, if colors match, you gain supplies
- Mines run for different durations and generate supplies each round
- Use the supplies to send signals on the right side and unlock upgrades
- Keep an eye on how many mines can be placed
Controls
- Left-click: Place mines
- Right-click: Rotate mines
| Link | https://robin-schmitz.itch.io/signal-colors |
| Original URL | https://ldjam.com/events/ludum-dare/59/signal-colors |
Ratings
| Overall | 139th | 3.985⭐ | 36🧑⚖️ |
| Fun | 168th | 3.779⭐ | 36🧑⚖️ |
| Innovation | 220th | 3.721⭐ | 36🧑⚖️ |
| Theme | 739th | 2.868⭐ | 36🧑⚖️ |
| Graphics | 462th | 3.691⭐ | 36🧑⚖️ |
| Mood | 596th | 3.333⭐ | 35🧑⚖️ |
| Given | 52🗳️ | 53🗨️ |
so close yet so far
Played 4 times. In all of them, I was short on pink. I hate pink.
Overall, it got me really interested. Would play it on mobile on a trip.
Very cute game!
Felt pretty easy, never really felt pressured, but it was VERY enjoyable!!! Super clean, I loved it.
Felt slightly frustrating during the mid game because I had sent every signal except the chain of 2-colors signal, where I had like 2 or 3 signals left to send in that category, and the game very much turned into "green mines waiting room simulator". (I think I had a streak of like 10-15 mine drafts without a single green mine where it was all I needed) (Still optimized the output of my other mines). The decision space of which dots to cover in order to renew them, and which dots to preserve depending on the resources I needed to accumulate was SUPER NEAT. Also the little turn vs. size axis for the mine felt really cute to navigate, depending on how tight the board space was and how efficient each mine could be or not.
I loved that I got a little bit surprised by the end signal requirement and had to kind of calculate how to prioritize and count really closely the results of the mines I was placing, but since I got there I think at around 80 mines placed and with yellow and red already completely solved (at around 60-some), it was still smooth sailing until the end. Randomness could have screwed me over though i think, I was lucky to find enough green and pink mines.
Would love to play a fuller version with several reactable input randomness layers to make it more roguelike/boardgamey and make the playthrough different each time, and maybe something where you can draft upgrades and stuff. Overall, lovely entry, and wonderful work!!! Very cool!! The graphics are also super clean. Theme might be the weakest part but WHO CARES!!!!
Awesome!!

Second try! I wonder how few mines are required to win...
Excellent work -- well done!

Very minimalistic game with interesting depth in the way you have to plan your actions sometimes. A little bit too heavy on the randomness for my taste, I would have liked to know which tiles I will be able to pick later instead of the whole left sidebar switching out after placement. But definitely a very polished jam entry!
~~I have to ask: how many colors are there? I came to cyan~~
Edit: after reading the comments I found out that there is an actual end. I will try again later :innocent:
You can actually discover one more color and we’re glad to hear you’re planning to give it another try!
About the theme: we did come up with the idea during the jam, but it was quite a wild ride. The original concept was about a kingdom where a king uses an abstract map to signal where resources should be gathered. Those resources would then be used to build structures that grant buffs. By day 2, we realized that while the core mechanic was fun, building structures and telling that story was way out of scope.
So we pivoted and kept it simple, turning it into sending signals using color resources instead of building things.
In fact, the simpler the design and the game, the more difficult they are to create. Moreover, when everything is explained clearly, it feels very easy to get started. It reminds me of the Tetris game I played when I was a child. I think it's a kind of game that gets more and more addictive the more you play. Hahaha
Had fun playing it. The UI is very clear and tidied up.
The graphics are simple, but it looks good and the colours are chosen well.
Regarding the theme: I'm not sure why you used colours like purple, because I don't associate them with signal colours like red, green and yellow.
What I really like in this game is the progression system. It feels very naturally implemented. Getting bigger tiles, new shapes and colours is very motivating. Great job!
I love the upgrades, there are so many and they continuosly expand the game and make your run longer. The colours are bright and pretty, and simple design of the upgrade cards on the right stands out stylishly on the black background. I was so happy when I got the teal colour, and then pink came along?? Even better! ^v^
It was getting harder there in the end, ultimately I couldn't get the last upgrade because I didn't get lucky with the colours game was giving me - I needed green but kept getting mines for other colours ^^' But I am still happy with my run!

Very relaxing, meditative game; I did enjoy playing it a lot :)