Losing Power by D-Studios
Link for Game AND Source Code: https://d-studios.itch.io/losing-power
Another Link for Game AND Source Code: http://gamejolt.com/games/Losing_Power/272647
Losing Power is a game made for Ludum Dare 39. The theme for Ludum Dare 39 is Running Out of Power.
Story: You are a machine that runs on electricity. However, you are running out of electricity. Complete each level to restore electricity but you must hurry before you completely run out of electricity! This means that each level is timed! Good luck.
Gameplay Overview: This game is a platformer game. In this game, you can move on platforms and jump. The goal for each level is to move and jump to reach a door that gives you electricity. In each level, there is a timer. If you don't reach the door before the time limit, you lose all your power and will have to restart the level again. This game is level based, and dying in one level causes you to restart that level once again.
Credits: This game is made by D-Studios. For more games made by D-Studios, see these links: http://gamejolt.com/@D-Studios https://d-studios.itch.io/ https://play.google.com/store/apps/developer?id=D-Studios&hl=en
Control Overview: Up arrow key or W=Jump Left arrow key or A=Move left Right arrow key or D=Move Right
Escape key=Back to Main Menu
Note: This game currently does not have a save system. Returning to the main menu will cause you to restart the game again. Fortunately, the game is short and can be completed in one playthrough.
https://www.youtube.com/watch?v=Eg-EqMphQso

| Windows | https://d-studios.itch.io/losing-power |
| Windows | http://gamejolt.com/games/Losing_Power/272647 |
| Original URL | https://ldjam.com/events/ludum-dare/39/losing-power |
Ratings
| Overall | 624th | 2.591⭐ | 24🧑⚖️ |
| Fun | 587th | 2.5⭐ | 24🧑⚖️ |
| Innovation | 659th | 1.81⭐ | 23🧑⚖️ |
| Theme | 626th | 2.455⭐ | 24🧑⚖️ |
| Graphics | 600th | 2.227⭐ | 24🧑⚖️ |
| Audio | 494th | 1.955⭐ | 24🧑⚖️ |
| Mood | 567th | 2.25⭐ | 22🧑⚖️ |
| Given | 21🗳️ | 27🗨️ |
Conclusion : this game is sympa and with more work, it could have been better. Continue like this I think you can improve
- The jumping would trigger even if I was holding jump button from the previous jump. I recommend only jumping when the player actually presses the button rather than when the buttons is down.
- Those spike jumps were brutal lol if you're going for sadistic platforming that's fine, but not a lot of players appreciate pixel perfect jumps, just something to be aware of :P
- I highly recommend picking a couple of youtube videos on how to write simple game music. They can give you some tips on how to get something a little more interesting to listen to (or something that just exists in the background that's less grating/noticeable).
Keep up the coding!
Why do I have to grab the mouse all the time to click buttons? My hand is on the arrow keys, why can't it stay there and I just press ENTER?
The graphics are also at the minimum to call them that.
The level design is basic and up to level 8 or 9 - third one with spikes - where I quit, there was no actual challenge except for the weird controls. Acceleration up to maximum speed should take maybe 2 frames, not 20! The makes the controls very unresponsive which is death to all platformers (except maybe Gianna Sisters but there weren't many alternatives back then).
The theme is running out of power, not time, but this is a problem that many games have, often instead of a clock some people just make a backwards progress bar and call it energy. This is not a big deal for me but you could have at least tried to do something like that. Maybe with a little story, e.g. this square gets weaker or something. It would be the same mechanic but at least the theme is somewhat paid tribute to.
Seeing that you use unity you had a very powerful tool on your hands, I would have liked more of everything, graphics, sound and controls.
Now this is probably the harshest critique I have given out and I want to make clear that I am not criticizing you personally, I want to give you constructive input so you can improve at making games. Please do not let this discourage you, you have managed to make a game in 48 hours which is an impressive feat. I am looking forward to what you have to offer in the future, good luck to you!
The music was a bit on the loud side.
Good work on the graphics, but I think the background could move, at least to let the player know that he is going up.
Good game overall.
The music was also way too loud, but I did like the sound effects.
There is some pixel differences between the spikes image and the collider which is frustrating when you died even without touching the spike.
But Congrats for finishing the game. It's surely isn't easy on Compo ;)
* Different music that is a faster tempo and a little more urgent. Platforming music shouldn't sound like a funeral dirge, especially when there is a time limit. You want the player to feel pumped to try and make it the end.
* A bit of care when designing the levels. The first few levels of just making simple jumps were very boring as there is 0 challenge and nothing interesting to look at. Have some sort of background so a player can tell the platform is moving or just make the platforms move at a higher speed in general.
* Instead of spending all your time making a ton of mediocre levels, instead make 3 or 4 really good levels. Especially in a game jam, most people will spend 5 - 10 minutes on your game. Each level should showcase something unique or be a combination of past unique ideas put together in a challenging way.
* Lastly, add a bit of depth to the level, literally. Currently everything in the first 8 or 9 levels is almost strictly horizontal and flat. Have the player jump over a pit of spikes instead of just naked spikes sticking out of the ground.
This is a harsh review but I hope you take away some things that will help you in your next game. Be proud, you made a game in 48 hours!
- Since there are several levels, include a level menu
- Paralaxing background elements always looks really cool
And a brief note about the multi-jump bug: it usually occurs when you have the jump enabled whenever the player is touching the ground. But keep in mind that the player's collider is a cube, on the right, left and top sides of the object. Hopefully this helps!