C.R.A.B. signal by unkilledshadow135_Alex
Game about alternative reality, where crabs and seagulls started a war. We, as a submarine captain, have to upload data stolen from seagull army. Stay undetected, transfer data securely and help crabians win this battle!!!
| Build | https://leiggarfeed.itch.io/crab-signal |
| Original URL | https://ldjam.com/events/ludum-dare/53/c-r-a-b-signal |
Ratings
| Overall | 833th | 3.342⭐ | 97🧑⚖️ |
| Fun | 907th | 3.063⭐ | 97🧑⚖️ |
| Innovation | 577th | 3.358⭐ | 97🧑⚖️ |
| Theme | 979th | 3.416⭐ | 97🧑⚖️ |
| Graphics | 443th | 3.916⭐ | 97🧑⚖️ |
| Humor | 334th | 3.5⭐ | 94🧑⚖️ |
| Mood | 608th | 3.516⭐ | 94🧑⚖️ |
| Given | 65🗳️ | 198🗨️ |
is the 3rd level the last one?
Also the music fits perfectly!
I really like sound and music XD
It was fun to deliver signals and i like levels!
It'd be cool to make game harder and a little bit more challanging
You guys cool❤️
I think with icons player would get a better experience🤩
Other than that, this is a really funny and cool game😉
- See what we have selected, perhaps just selection outline.
- Some visual feedback to know if an antenna had already receive the transmission.
The core gameplay is good, and can be extended. Graphics and music are funny and relaxing.
Great game.
но в любом случае, затягивает, и хорошая сложность уровней, прям как надо!!
-sad rabbit noises-
Арт очень миленький и приятный)
Но порой не выходило просканить тарелкой местность и я проигрывала, потому что на просто не ротейтилась и всё(
А вообще, прикольно
I really like the music and art, especially the little comic type scripts.
I recorded myself playing the game to deliver maximum feedback!
https://www.youtube.com/watch?v=u9J5LbBl4-s
Great feedback!
The way you play the game at the moment is you send the signal from one tower to the next one by one. This means that it doesn't really matter that the bouys control multiple towers since you only care about the tower you currently are going to shoot from.
Maybe you could make it so that when you send the signal it immediately goes through all of them. Then it would turn it into a classic "Lights Out" game!
Also I see you there, Mr. "Button" :smile:

Overall, great work!
The gameplay was a bit hard to understand at the beginning, better feedback on the UI could make it a bit more accessible (symbols instead of number on the buttons...)
But very original and surprising gameplay :)

Now, I really liked it! I wish there was more feedback in general but once I figured out what do to with the 1 2 3 and 4 it got really fun. Congratz!!
It was very unclear what you were supposed to be doing. It took a while to figure out where the signal was supposed to go and the buttons to swap buoy really could do with some icons to better show which ones they control. Once figuring all that out the game was pretty fun to play, especially the later levels where there were a few more moving parts. Apart from that the art is really well made with a very pleasing comic style and the story comics at the start and end were quite humorous. Well done!
One question though. I could never figure out what the purpose of the sonar/radar at the bottom was. Is it just there for looks or does it actually show something relevant to the gameplay?
I think you should make it more accessible to start play, and why you just can't rotate locator? Why you should click a whole bunch of buttons to do it? The game seems broken, a lot of buttons to press and you can't understand why you need to do it
#### How to play (instructions)
- The goal is to get the signal from the submarine to the crab.
- The buttons at the top let you select a type of object: 3 different types of 'buoy' (looks like a satellite dish), or the submarine.
- The rotate button will let you orient the objects to change the direction that they send the signal.
- The signal button will send the signal out from where its currently at.
- I love the illustrations in the beginning and the end, they are very cute! c:
- Having the UI built into the game like a cockpit adds a lot to the mood you are going for.
Things that could've been better:
- It doesn't say anywhere in the game about what the goal is. The opening could be a great place to do that, or include a little "manual" page with a diagram of the signal going from the submarine to the crab. I included a mockup of what I mean.
- Some other UX improvements:
- It might be clearer to rotate the submarine instead of having the "crosshair" which was also a bit confusing.
- You could highlight the selected objects so that clicking on the buttons up top has immediate feedback.
- The instructions in-game mention 'buoy' but that doesn't exist in the first level. Maybe instead of introducing the ship on the first level, you could put the buoy in the first level instead.
- You could grey out the or remove the buttons that don't have any objects on the screen they correspond to.
- The only meaningful choice in the game right now is on some of the later levels where you need to have good timing. The rotation mechanic doesn't really add any challenge or decision making to the game because like someone else mentioned earlier, you're only firing working with one signal at a time.
- A suggestion from me off the top of my head is maybe make the signal **instant**. Instead of a step-by-step traveling, it shoots like a laser and bounces off the dishes.
