Power Draw by LukeZaz

[raw]
made by LukeZaz for LD 39 (JAM)

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A simple little wave clear in which you fight enemies forever. That's about it – I was going to have multiple methods of attack which all drew from their own little regenerating power source, requiring you to alternate, but it seems those things didn't quite make it.

Would've gotten more done, but I wanted to take the weekend slow so I could enjoy it. In the end, I'm not unhappy, as I still made something and still had fun. I am however going to try (that's the keyword, there; try) to get this to the state I originally envisioned over the next week or two.

Note: I've had issues with Unity Mac builds before where it would fail to start. I cannot test this however, so if you can't play the game on Mac, please let me know!

Ratings

Overall 842th 2.421⭐ 21🧑‍⚖️
Fun 683th 2.737⭐ 21🧑‍⚖️
Innovation 853th 1.789⭐ 21🧑‍⚖️
Theme 856th 1.684⭐ 21🧑‍⚖️
Graphics 779th 2.053⭐ 21🧑‍⚖️
Humor 649th 1.471⭐ 19🧑‍⚖️
Mood 803th 1.833⭐ 20🧑‍⚖️
Given 18🗳️ 15🗨️

Feedback

sunnray
04. Aug 2017 · 06:42 UTC
Movement feels smooth, I like it. Otherwise, some health indicator would be nice. And if mouse is used anyway, why not bind shooting to it too, instead of space bar.
CliffracerX
04. Aug 2017 · 07:34 UTC
PSA: Your Mac build is busted. Throws the typical "This app cannot be opened" error that a lot of >=5.4 Unity games seem to be suffering from.

Will have a look at it on PC tomorrowish.
klianc09
04. Aug 2017 · 13:30 UTC
There is a lot missing, but I can totally relate to that, when there just isn't enough time.

So I try to give you some input for a possible "complete" version (as we know, no game is ever truly complete).

Sometimes enemies spawned directly on top of me and most of the time enemies just got stuck in a corner and weren't really a threat.
It felt strange that the bullets fly so slow compared to your movespeed, it felt more like I was shooting mines. (But fitting if one of the weapons is going to be a mine launcher :wink: )
Don't forget to add more feedback to shooting and taking damage.
Also add everything that @sunnray said to that.
CliffracerX
08. Aug 2017 · 04:25 UTC
Not a bad proof of concept; finally got around to playing on my PC.

The shooting feels oddly fun, even if it lacks some punchiness, and the movement is swishy and nice. With some small tweaks to add some amount of the theme, and some polish (e.g, a healthbar, some decent SFX and BGM, that sort of thing), this would actually be a pretty solid wave-based shooter.
adhesion
12. Aug 2017 · 03:05 UTC
Pretty solid gameplay, the pace of combat feels good. Some sort of indicator for the direction your ship is facing, plus any basic sound effects, would be a huge help here. Keep it up!
Viliar
13. Aug 2017 · 23:50 UTC
Feels more like a basic twin-stick shooter prototype. Nice controls and level but I can't associate it with current ludum theme.
Valphera
14. Aug 2017 · 11:05 UTC
I really liked the smooth movements it's such a shame you couldn't finish the game properly. Even though you would have done a lot more, here are to me some of the principal things that are missing: signs and feedbacks. You figure out pretty easely what your objective is but the ship's direction is a bit tricky to find and this makes shooting or aiming complicated. Good luck!
randomphantom
14. Aug 2017 · 14:29 UTC
Missing some key gameplay elements here at the moment (e.g. a game over state would add a lot to this) but gameplay feels promising and the minimalist graphics work well.
mindfungus
14. Aug 2017 · 14:43 UTC
You've got a good foundation here to build on. I didn't feel like I was ever in real danger though because the enemies don't spawn that quickly and I am much faster than them. It would be nice if shoot was on left-click too.
TheFlyingKeyboard
15. Aug 2017 · 11:29 UTC
This game definitely needs polishing:
- it lacks objectives; pickups, enemies, levels, etc,
- movement is nice, but making player shoot with mouse would be great, because mouse is still used, so I do not see a reason to shoot with space, not by clicking,
- it gets monotonous very fast,
- health bar or changing colour of the player would make it easier to know how much health have player,

Except that it feels like prototype for something fun.
justinooncx
16. Aug 2017 · 07:37 UTC
Well, I know it's an incomplete game and all, but eh, no harm in doing a proper review for the hell of it, aye?

Pretty basic shooter, it seems, with enemies that follow you and obstacles to move around. Enemies are simple, but nothing wrong with that. Shooting was a tad weird; not sure why you opted to use Space as your shoot button instead of LMB when the mouse already aims. Also, it seems that the further away the mouse is from the player, the faster the bullets travel... Inversely, I can make bullets that barely move and act as mines~ It's a shame you didn't have time to incorporate the theme in properly into the game, but otherwise, it's a functioning prototype. Wonder what you'll do with this in the future...
Knowledge
16. Aug 2017 · 15:25 UTC
I liked slow shooting mechanic.
Odd1In
17. Aug 2017 · 00:35 UTC
A health bar and indicator of what direction you are facing would be really useful but the art style is simple and clean and the movement felt good. The game just needs a bit more work.
Joe Cowman
17. Aug 2017 · 01:42 UTC
Good start! I like the style, reminds me of those old cuberunner games. I don't have much to add to what everyone else has said. My main suggestions:
+ Make the controls consistent. I'd say either have rotate with L/R and shoot with SPACE, or rotate with mouse like you have and shoot with Left Click.
+ Some kind of UI is nice to show progression; i.e. health remaining, enemies killed, wave number etc.