LED Adventure -- Running out of Power by ledez
LED Adventure -- Running out of Power
In Circuit Land a evil fuse stole the Key of Power that maintain the life of their inhabitants. LED needs to hurry and recover the Key of Power while he its running out of power. Can you recover the key and restore the power in Circuit Land? Jump into adventure in LED Adventure - Running out of Power. !
Enjoy!
BY:Roberto Ledesma "Ledez"
HOW TO PLAY LED ADVENTURE
Use “W, A, S, D” or
Arrow keys to move
and access doors. “Z” or
“L” to shoot. “ESC” to pause
and “Spacebar” to jump.
--Thanks for playing!--
*Note: Just Background music wasn't made by me. Sounds effects maded using BFXR. *Planning to finish this game. Windows version only. "Sorry"

| Windows | https://drive.google.com/open?id=1bThf_futchgO7SGfZKPBerEKfnUWva8_ |
| Original URL | https://ldjam.com/events/ludum-dare/39/led-adventure-running-out-of-power |
Ratings
| Overall | 396th | 3.403⭐ | 64🧑⚖️ |
| Fun | 235th | 3.468⭐ | 64🧑⚖️ |
| Innovation | 682th | 2.581⭐ | 64🧑⚖️ |
| Theme | 263th | 3.738⭐ | 63🧑⚖️ |
| Graphics | 446th | 3.46⭐ | 65🧑⚖️ |
| Humor | 271th | 2.77⭐ | 63🧑⚖️ |
| Mood | 507th | 3.051⭐ | 61🧑⚖️ |
| Given | 87🗳️ | 83🗨️ |
I ran into one bug at the end. As the enemies fell they stacked up and when I destroyed one they floated in the air. Gave me a nice ammo boost when I stomped on all of them :smile:.
As for the gameplay; The platforming was fun, not too difficult but not too easy imo. Wall jumping was fun and saved me a lot. The first level was a little annoying with the parallaxed "trees" in front. It would be much better if they were in the background. Also It would be cool if the boss flashed when you hit him or something. I couldn't tell when I was landing bullets or really when I could shoot him.
Overall this is pretty impressive for 72 hours. Good job!
A fun game with good use of the theme. And impressive since it was a Compo too. :)
Thanks to all for the suggestions! I appreciated. I will take notes and implement some new features. I started fixing some bugs. For the foreground I will fix that too.
I could never figure out how to move on to the second level. Maybe I'm missing something, but I feel that could be more clearly communicated.
As others have said, the elements covering the level can be annoying. They'd work better in the background.
I felt like the levels of platforming were pretty cool, but it was definitely the boss fight that took it to another level.
If I would ask for one more thing, it would be a little more graphics feedback on the boss when he takes damage. First couple of battle with him I didn't think he was being hurt and that I was supposed to be doing something different.
Also agree with the other commenters that it's a bit of a no-no to obscure my character with the foreground, but it was no big deal and I did appreciate the way the layering brought the setting more to life.
Great job.
EDIT: Omg I just saw from another comment that this game has shooting! I never realized I could shoot, and beat the whole game without doing so. No wonder I had a harder time with the final boss...
So I'll have to add one more to the wishlist: some description of the controls at the start! ;)
Also I want some opinions on this.

The difficulty is well balanced, I got to the end with some deaths but not frustrated. And you may not have made the music but you chose it well!
https://ldjam.com/events/ludum-dare/39/led-adventure-running-out-of-power/listening-the-audience-part-2
The art was a little too detailed and it was kind of difficult to make out the player and enemys in the first level, though the next level improved on that. Generally you'll want to fill most of the ground with simpler shapes. Taking meatboy as an example, the detail on large platform shapes is on the borders of platforms (which the player should be paying attention to) and the middle does have some detail but if you squint it's basically just a block colour. Also backgrounds should be faded slightly for less confusion and if you really want foregrounds I'd reccomend either blurring them out or making them really dark (possibly pitch black).
Also, acceleration when changing directions could do with being a bit faster, at the moment turning in the air is a little slow meaning if you overshoot an enemy or something, you can't easily reajust. Though maybe that's a difficulty aspect you want to keep and I'm just being picky I dunno.
Other than that, great game! The wall jumping was done really well, I wish you'd used it more!
Something about the movement control felt a bit weird to me, don't know exactly why.
I liked the fact that the lightbulb is the grandfather of the LED :)
- The graphics are a bit cluttered, including both the foreground that sometimes blocks the player but also sometimes it's hard to distinguish the background from the level. Also, for some reason the foreground and background have more illumination than the level..?
- The disappearing platforms in the second level can be difficult to jump on, but that might just be on my end.
- It's pretty unclear how you are supposed to defeat the boss, and although just shooting at it worked, there was no visible indication that it was working until the very end.
Overall, though, it's pretty good.
I wanted to leave some notes, but it seems like you're building a newer version now. I'd love to play that when it's ready.
@themonsterfromthedeep Thanks for playing the game! The disappearing platforms will be fix by letting you know which ones are stable and unstable.