Signals Intelligence by blubberquark
The GODLESS COMMIES have started to supply the breakway rebels of WEST GOLGIWA with weapons and military advisors. An invasion is imminent. For the sake of the FREE WORLD, we have supported EAST GOLGIWA with weapons and military advisors, such as yourself. With our far superior SIGNALS INTELLIGENCE and an extensive spy network, we know their next move before the orders have reached their own front line troops.
Signals Intelligence is a turn-based strategy game in the vein of Advance Wars, with just a hint of a "proper" wargame. Command units, attack enemies, reach the enemy HQ! What makes it unique is the eponymous signals intelligence. To understand from where in the fog of war the enemies are firing their artillery, and where their supply lines are, you have to learn to read their coded messages. Ordering units around is only half the battle. As the saying goes, the other half is knowing.
Made with GNU Emacs, Python 3.12 and Pygame-CE. I also tried to make a browser-based version with pygbag, but it's not very resource friendly. If the browser-based version is giving you trouble, try the download. I would also recommend reading the downloadable manual.

| Ubuntu 24.04 | https://blubberquark.itch.io/signals-intelligence |
| Link | https://blubberquark.itch.io/signals-intelligence |
| Original URL | https://ldjam.com/events/ludum-dare/59/signals-intelligence |
Ratings
| Overall | 525th | 3.447⭐ | 21🧑⚖️ |
| Fun | 335th | 3.5⭐ | 21🧑⚖️ |
| Innovation | 521th | 3.237⭐ | 21🧑⚖️ |
| Theme | 559th | 3.447⭐ | 21🧑⚖️ |
| Graphics | 478th | 3.658⭐ | 21🧑⚖️ |
| Humor | 388th | 2.853⭐ | 19🧑⚖️ |
| Mood | 589th | 3.342⭐ | 21🧑⚖️ |
| Given | 35🗳️ | 19🗨️ |
The graphics was nice and clear and I liked the idea of the signals intelligence aspect, but I found the scrolling near impossible and the gain of decoding the messages relatively small in the current iteration of the game.
Play-through with more feedback:
https://youtu.be/rVx2rqhF41Y
I tried to be gentle, but I changed some animation speeds because I was impatient waiting for text, and I changed some pixels of the UI a little bit by accident, and I may have also changed the way vision ranges are calculated, but the previous way was a bug, and I didn't change the balance numbers. It's still basically the same thing as the compo version, minus the bugs. I did change the starting units, so you start with one of everything, since you can't build. It's probably way harder now.
If you want to rate my game, the broken version is still there on itch. It's unwinnable as is. If you want to actually give me written feedback, you may want to consider the bugfix version.
The whole signals system doesn't really feel worth doing, even though the feature looks like a lot of effort was put into it.
Also, commanding unit feels a little tedious, maybe keeping the last unit played as selected would help ?
Overall, a game where i can feel a lot of effort was put into it but need a bit more polish to really shine ^^
C'mon, man! That's the theme, and it's literally the thing I programmed first and built the game around!
It would be great if there were a display of the attack range. Overall I really like it.
PS: wish the game would have had a multi-unit move or something, it took quite some time to move my troops around. I'm not sure if moving was bugged or if it was just a bit unclear to me how far units can go (but going farther on the road is a nice touch of game design).
Well done!
No, it wasn't COMPO. It is a JAM game. I am retyping this because the LDJAM web site ate a long comment detailing the things changed in the bugfix version. I fixed a lot of bugs in the enemy AI, and in the game's state machine, and I made it clear in the UI that building was not implemented. The original build was basically unplayable, because of enemy AI problems. I wrote a whole postmortem about this.
https://ldjam.com/events/ludum-dare/59/signals-intelligence/ruthless-criticism-and-self-criticism-a-postmortem
Feel free to yell at me about taking "fixing game-breaking bugs" too literally, because the original version had at least *five* game-breaking bugs, and you can see them in the video uploaded by @local-minimum. I also took out some stuff from the UI to make it clearer that it wasn't implemented. But content-wise, it's all the same units and the same map generation and the same moves and so on.
As for the multi-unit move (UGH I HATE RETYPING THIS AGAIN), there is an implementation problem (pathfinding performance, see postmortem) and a design problem: The player may want to move-attack, but they use multi-move to move-move accidentally. Both multi-unit move and multi-step move may lead to these problems. I guess I painted myself into a corner with this design...