Power Ring Facility by Herman Chau
Power Ring Facility is a difficult platformer with gameplay inspired by Dustforce and aesthetics inspired by Portal. Jumping in this platformer requires you to consume power obtained from Power Rings. However, obtaining a second power ring when you already have power will overload and kill you.
HTML 5 version:
https://itch.io/embed-upload/548948
Screenshots:


Ratings
| Overall | 89th | 3.81⭐ | 23🧑⚖️ |
| Fun | 120th | 3.619⭐ | 23🧑⚖️ |
| Innovation | 84th | 3.762⭐ | 23🧑⚖️ |
| Theme | 449th | 3.286⭐ | 23🧑⚖️ |
| Graphics | 305th | 3.333⭐ | 23🧑⚖️ |
| Humor | 380th | 2.118⭐ | 19🧑⚖️ |
| Mood | 285th | 3.053⭐ | 21🧑⚖️ |
| Given | 22🗳️ | 16🗨️ |
Please make a post jam version for android and IOS. It can be very fun to play on mobiles phones.
The game has a great idea but it gets too hard too fast. It's one thing to require the player to do a precise platforming maneuver and another thing to make them do a bunch of maneuvers in a row without any checkpoints between them. I wasn't able to get past 2.001.
(I see now that I also missed the 2nd screenshot, clearly showing a level I haven't got to yet.)
Anyway, I really appreciate how smooth it all feels, despite getting stuck outside of the level once:

... and then there's no way to self-destruct, so you have to reload the game.
Love the aesthetics.
It's really creative as well! It's nice to see that there's still room to invent your own thing, even in platformers.
The graphics are really nice - even though the art is super simple, the color scheme + physics are super good. (I swear, you must've used tweening somehow, its so smooth).
I think it has potential for a good story. To be honest, when it said 'stop', I was spooked for a bit :D
My advice is to move the "shift to discharge" text more to the left so it shows up in the whole screen; I was confused on what 'shift' would do.
I also thought it ended at 1.003.. woops. Not sure if intentional design choice or not! Either way, super fun and intriguing!
I got to 2.002 but then it got too difficult for me ;)
Maybe controls would be better if you could move for a smaller amount at a time, it's hard to navigate narrow places sometimes. I also dislike that the rings can spawn right under you while you already have one, essentially killing you.
P.S. That jump though, almost made me rage quit (although as I've mentioned before, now I clear it 9/10 times):

I do kinda wish it was a bit less difficult. That jump on 2.001 just killed it for me, but then again, I'm terrible at this kind of challenge. I may have to come back and try again, though.
The levels themselves were good. There is a gigantic difficulty jump between the 1. and 2. levels, but after I died like 30 times on 2.001 I slowly got the hang of it, which felt very satisfying. Even though it was difficult, it never got too frustrating, so great job on that.
I also liked the part on 2.002 where rings constantly shoot up out of the ground and you could slowly gain height: I confess that it took me about a minute to realize I could do that, so it felt like a nice little puzzle.
The minimal graphics style suits the game very well, and it looks extremely nice.
If you expand on this game (and I hope you will!), I'd suggest emphasizing the power mechanic more, instead of just having the difficulty coming from platforming like in 2.001. There are plenty of hard platformers out there, but I feel like you could make something really unique based on this (for example, what if there were some puzzly levels where rings don't respawn, and you have to cleverly plan out your path to finish?).
All in all, this was a really solid game and I had a lot of fun playing it. Great job!
But a little hard... I was not able to get past 2.001. :dizzy_face:
The last bit (before the outro text corridor) of the levitation chamber got me quite a few times as the horizontal movement of the ball has a slight slide to it. Not bad, but noticeable after sliding into the same spikes for the fifth time.
Good work!