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A jam submission

Sig-NullView game page

Submitted by Greenlord Studios, MrScottyTay — 47 minutes, 8 seconds before the deadline
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Sig-Null's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#12543.4093.409
Originality#13423.4323.432
Overall#14243.2503.250
Fun#18502.9092.909

Ranked from 44 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The two players are Joined Together by a Wire and must use a pulse attack that travels across the Wire to defeat enemies. Each player has to coordinate to get the wire in the right position and time their pulses accordingly. They also have to take turns in sending the pulse as the energy travels back and forth between them.

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

Yes

We created the vast majority of the music during the game jam

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Comments

Submitted(+1)

I really love the mechanics here, however the platforming doesn't feel very good because of the super floaty and high jump in my opinion. But it looks great! Good job

Developer

Thank you very much, and yeah the physics of the jumping and whatnot would definitely be a point of focus if ever expanded upon. It was left as "good enough" for this as it wasn't the main mechanic, that being the rope and the pulse attack, which took us till the last hour to get implemented as intended, so because of that I think it was a good call haha :P

The high jump and floatiness were deemed good enough as it allowed the player to really play around with the rope and showcase that a bit more. Like I said, definitely would be where more effort would be put in the future though to polish it up just that much more, game-feel wise.

Submitted(+2)

This was a very good game. Loved the wonky physics of the tether. Props to you!

Developer

Thanks a bunch! I'm glad you liked the "wonkiness" :p

-Scott

Submitted(+1)

That was fun! I loved the character animations and the interaction between them with the energy, very unique. Would be a lot of fun as a local co-op, but definitely playable solo.

Developer

Thanks a bunch! :)
The game was originally designed to be purely 2 player but through sharing the keyboard, but through testing solo, we realised it was still totally doable solo. Kind of reminded me of Kuri Kuri mix in that way, and I think if we ever expanded on this game, we would keep it in such a way, maybe even make it so if we had controller support, if you really wanted to you could share half the controller each.

-Scott

Submitted(+1)

Nice game, I really like the artwork and creativity.  I had fun playing, but it took me a while to figure out the pulsing mechanic.  it is partly my fault because I didn't read the controls, but I think it would help a lot if the initial text on the first level also says use S/(Down) to pulse back and forth.

Anyway, I nice work, this is a job well done!

Developer(+1)

I imagine if we took more time on the level design (it was done last second) we might've found a more sure-fire way to tell you through gameplay maybe.
And thanks for the nice comments, means a lot :)

-Scott

Submitted(+1)

I really liked the art and color scheme in this! Good job!

Developer (1 edit)

Thank you very much :)

Submitted(+1)

First i must say great sprite work and presentation. The camera zooming out and zooming in is a little detail but adds so much to game fell :D The idea is simple but fun to play with. Maybe reduce the coil a little bit so its easier to hit enemies.

Unfortunately with games that control 2 characters at the same time comes with hard controls :/ Some times i was confused witch character was controlled by witch input. Also without sound effects the game feels unresponsive.

Other than that the base game is ready you should definetly develop this idea to its limit. I want to see this game in its full potential :D

Overall i liked the game great work :D

Developer (1 edit)

Thank you very much for the kind words!

The controls were initially designed to be played with 2 players, but as we tested it ourselves, we would often be testing it solo and were having fun with it like that so decided not to describe it as a 2 player game and more of a game you COULD play with a second player if you wanted.

The coil was originally meant to expand and contract depending on the distance between the characters but it was taking too long to implement correctly so we left the length to be at a size that wouldn't make it look too disjointed when they were seperated far apart from the screen when the camera was zoomed out and we wanted the camera to zoom out enough to see the enemies out of reach better too, so was kind of a double edged sword with the length haha.

We would've definitely loved to have put in music and sound effects but just didn't get the time to do so sadly.

-Scott

Submitted(+2)

5 points for originality, I really liked the concept and even though the cable felt a bit too long sometimes, it was fun to play with. Obviously, its very short and I would have liked to see more experiments with the game mechanics and challenges.

Developer(+1)

Thank you very much for the feedback, we really wish we had more time to put into the level design and possibly adding puzzle elements, but turns out sleeping a responsible amount of time makes it hard to put in everything you want haha

We originally wanted the cable to shrink and expand depending on the distance between the characters with a max length, but we had an issue trying to cull segments of the rope when needed and it was clearly becoming a rabbit hole we'd unlikely get out of in time, so needed to move on to other things.

-Scott

Submitted(+1)

With this kind of games, level design is a big part of how good it is as well :) And level design takes time, playtesting and iteration. Things that are not easy under pressure hehe

Submitted(+2)

I really enjoyed the art and the concept. In my opinion, it would've been better if you've made the tiles bulletproof. They did distract me sometimes. Also, indicating the the side of the signal would make the gameplay much better. Wih some sounds and much improved level design it does have potential to be a fully produced game. Nice concept!

Developer(+1)

Yeah we did intend on having the bullets not go through the tiles, we just didn't get the time at the end to set that up and still make the submission deadline in time.

In regards to the pulse signal direction, the wire changes to the colour of the character that can pulse at that given time. Although I do know it is subtle and not very colour blind friendly. We did have a HUD element indicating it towards the end, but lost it in a scramble to squash a bug in the final moments.

Thanks for the feedback, greatly appreciated!

-Scott

Submitted(+3)

One of the best presentations in the Jam all around.  From the thumbnail to the page, animation, and of course main characters. People are talking a lot about the concept, but the art is what really did it for me. 

Developer (1 edit)

Thank you so much, that makes me so happy to hear that :D

-Scott

Submitted(+2)

Really good game! the contols feel good and the artwork is amazing! With some puzzle elements and maybe a story this could probably be a full steam game!

Developer (1 edit)

Thanks so much! We had toyed with the idea of puzzle elements but realised we wouldn't have had the time to implement them before the end. It's definitely something we'll think about if we ever expand upon it

-Scott

Submitted(+2)

Sprite work is lovely!

Developer (1 edit)

aw, thank you very much!

-Scott

Submitted(+2)

The idea is amazing, but mostly everything else is not that great, and it has a few glaring issues, one of them being that the wire feels a bit awkward at times. I like how the game looks, though. It has a lot of potential to be an action-puzzle game, and I'd love to see this improve after the jam! 7/10, but I can see this win simply because of the great idea.

Developer (1 edit)

Thank you very much, we almost didn't even get the main idea of the pulse attack implemented on time either, so we're glad you liked it. And yeah there was so much more we wanted to add to do with the wire so there would've been push and pull mechanics as an examples of some of our ideas.

-Scott

Submitted(+2)

Controls like these are always hard to pull off but this feels alright! I wish there was a way to know which bot had the pulse ready to shoot, and it would make it a bit more easy to deal with the controls if the rope stuck to the bad guys... My game also has 2 controllable characters but one is a dog you can pet!! Try it out, it's super chill :)

Developer (1 edit) (+1)

Thanks! There was meant to be a HUD element that would signify who has the pulse at what time, but we lost it in the final moments. However one way to see who can pulse is that the colour of the wire changes depending on who can pulse. The HUD element was just to make it more clear (it was a pretty sick lightning bolt too). There was also meant to be a whole lot more to do with the physics of the rope but we never had time to expand upon it and at one point we had to just commit and polish what little we had.

I'll have a look at your game outside of work hours, I'm down for chill games :)

-Scott

(+2)

It is really cool!

Developer (1 edit)

Thank you very much! :)

-Scott

Submitted(+2)

The game-play is simple but done right, it’s short but fun. The pulse attack is great, my suggestion is to limit the length of the cable, and make level designs where you need to pull the other player.

Developer (1 edit)

Yeah the initial plan was to have it stretch and shorten depending on the distance and have a max length that would then force the characters to come closer again, along with other physics based features that we didn't have time to implement. Thanks for the compliments and the suggestions though, greatly appreciated :)

-Scott

Submitted(+2)

Awesome game, really fun. Really like the design and presentation.

If you can also add some music/SFX, I'd be perfect.

Good Job

Developer (2 edits) (+1)

Thank you so much! Sound and music were planned but we had no one at hand to do it and the two of us were too busy getting the game to the point it's at now - we were also learning Godot at the same time as we were both unfamiliar with the engine.

-Scott

Submitted (1 edit) (+2)

Really cool concept, I like the physics rope connecting them, I just didn't fully understand how the signal attack worked, since sometimes when I used it I got it to work, and sometimes it didn't..

Great job!

Developer (3 edits)

Thank you very much and thanks for taking your time to play our game and comment on it :D

The pulse signal attack is supposed to work where the lit up part of the wire is what damages the enemies if it touches them, and on top of that the two characters need to pass it back and forth, so first the blue guy (Sig) can pulse, signified by the blue coloured wire, and then once it's reached the other end, the purple guy (Null) can pulse, now signified by the wire being purple. There was going to be a HUD element that shows which side could pulse when but we lost that work in the final moments sadly.

Also it could be purely possible you've found a bug if you already knew and understood the above, as we did at one point encounter the possibility of neither Sig or Null able to pulse for some strange reason, we did think we had fixed that however.

-Scott

Submitted (2 edits) (+1)

ok, It makes sense now, so probably adding a small tutorial would have helped, everything else was pretty easy to understand :)

Edit: Just replayed it, and I see that at the start you are positioned to be alined to kill the enemy, I probably missed it since I moved the character before pressing the button.

(+2)

Fun game, I enjoyed the concept idea and it fits the theme really well! The characters are cute! I would like to see what this game could evolve into. 

Developer (1 edit) (+1)

Much thanks! we're glad you like Sig and Null :3 Hopefully we'll see more of them in the future!

-Scott

Submitted(+2)

I love the pulse concept! Nice game!

Developer (1 edit)

Thank you very much!

-Scott

Submitted(+3)

Really cool concept. The pulse attack makes you consider the other player's positioning when lining up your shot, which feels like a relatively unexplored and exciting design space to me. The closest analogy I can think of is support characters in League of Legends. Often they'll have to line up their abilities based on their allies' positioning, rather than the enemies.

The tether is fun to watch but unwieldy. I think a straight line between the two characters would have been more reliable, easier to program, but still just as innovative. I'm sure you had many other ideas for abilities based on tether physics, but I think another cool area for exploration is enhancing movement instead of combat (e.g. Knuckles Chaotix, Ice Climbers Up Special in Smash Bros), and another random thought I had is the idea of timing a button press to return a pulse from your ally (e.g. Mario Tennis, Legend of Zelda: Wind Waker Phantom Ganon boss battle) for more power or something, etc.

Love the character designs. They each have their own charm and they complement each other. 

Developer (1 edit)

Thank you very much on the feedback, we really thought the pulse attack was going to be the "big mechanic" of this game but weren't quite sure if we were even going to get that part figured out and implemented in time so I'm really glad you liked that mechanic.

In regards to it being more of a rope like tether instead of a straight line stems from the fact we were going to allow more physics based stuff, but we would've had to have overhauled our complete controller script to accommodate and felt our time was best spent elsewhere. But yeah we had/have loads of ideas of how we could've expanded further upon how the rope would interact with the world and the characters.

-Scott