Gameplay Video:

Description:
Meet "Pow", a robot on a mission. Help her deliver a gizmo that activates any obstacle in its proximity. Be sure to keep an eye on the battery, as letting it empty could leave her stranded with no power.
How to play:
- Carry the gizmo to activate everything
- Use the recharging stations to power up the gizmo and create checkpoints
- Feel free to leave the gizmo behind and Recall it when you need it
- Hit "Q" to go back to the last checkpoint if you're stuck with a dead gizmo
Controls:
- Movement: WASD / Arrow Keys
- Pick Up: Hold Left Mouse Button / Spacebar
- Drop: Release Left Mouse Button / Spacebar
- Recall Gizmo: Right Mouse Button / R
- Reload Last Checkpoint: Q
- ESC: In-game Menu
Bug Fixes:
- https://prodigalson.itch.io/pow/devlog/6559/bug-fixes
Nice concept and puzzles, cool graphics and audio. Please continue working on it, because it's awesome ! :)
[Danae streams Ludum Dare 39: Day 1, part 1: POW](https://youtu.be/4KfQtLDzK-g?t=2h21m40s)
As said on stream, this game is very well polished and it's hard to find flaws. Maybe the biggest is that it is a bit of a cliché puzzle game :D But of course the actual puzzle elements seemed quite interesting. I wish the game was actually separated into levels, so that mechanics and strategies could be introduced in separate levels. It would add a sense of satisfaction to the progression. Balancing is extremely difficult for any game jam, so I don't mind this as much: the overall difficulty could have been higher. There is a lot of potential with many arrangements of the obstacles, but many of them fall into conceptually very similar categories (e.g. place the gadget on one side of the path, then take the other side to avoid spikes, bombs, teleports, etc.). It is hard to design a good, difficult puzzle level, but I'm sure it could be done :) One mechanic I would probably change is the gadget charge – why is it time-based? I feel a movement-based countdown would have been much more natural in a puzzle game. This could even introduce additional layers of "puzzle" challenge (instead of "move fast" challenge) – e.g. some levels could have a gadget with a really short countdown, so the player movement would have to be perfect.
So in summary, a lot of potential in an already very polished game. Good job! :)
https://www.youtube.com/watch?v=LB2ff4ZhkmQ
PS: I saw how to resolve the puzzle as soon as I finished the stream, sorry for that it was simple :p
## Feedback:
This was amusing, I had already seen @tsjost play this on his stream so I had an idea to the puzzles, however, some things still caught me out. At first I thought I had to tap arrows to keep moving, vs hold to move. Figured that out eventually. And also I had LOTS of issues picking the gizmo back up after recalling it. Luckily resetting was saved progress, or I wouldn't have been able to finish the game.
The graphics were quite simplistic, but I liked the trapped doors, spikes, gizmo and character - looked quite good. The game was quite a bit more difficult than expected having watched it played. The timer really does get you sometimes.
The length of the game felt just right, as was difficulty curve. Sometimes for puzzles I can really get lost, but it worked. (Maybe watching another play first helped me). The thing to really improve upon would be to make something different for an ending, it was slightly anti-climatic of a finish, though it DID have a finish! Solid entry!
Puzzles where pretty nicely designed, I loved the gameplay!
The graphics, sound, gameplay was awesome
Well Done on finishing, Its a polished game
The biggest issue for me was that I couldn't recall the gizmo when it was in the charging station. So many times, I left the gizmo there just to go charge and then had to backtrack to move it one space away before getting back to the actual puzzle and recalling there. Seemed like just a waste of time. I would have liked the carrying to be toggle based instead of the needing to hold the button. Could be just a minority opinion though, maybe having this as an option would be cool.
The graphics super nice and clean. Everything was easily recognizable after encountering them once. Music and sounds effects were perfect fit as well. The effects were very good at giving feedback when stuff was happening outside the screen.
Extra points for making a lovable character *and* a female robot for a change!! Top marks
The only thing I noticed is that the puzzles where mostly just variations of 'where do I teleport the gizmo too'. This is perfectly fine for a game of this length, but if you plan on building it further, I would love to see variations with more difficult puzzles. Maybe add a barrier that you can only pass while carrying the gizmo.
The robot was very cute and the style was great~
Very polished and fun to play great job.
Good puzzle game and concept!
congratulations
https://www.youtube.com/watch?v=u5E8Q7PzoyY&feature=youtu.be