The Breach by Vlad Chechyotkin


Power shortage, robots, evil virus in a lab IN SPACE! * > Play in browser < *
CONTROLS:
- A D / Left Right - movement;
- Space - jump;
- LeftMouseButton / LeftCTRL - attack;
- ESC - hard reset.
Gameplay:
I highly recommend reading all of this. It will significantly help to play the game.
In order to complete a level you must open all the doors on your way to ultimate power engine. To sucseed in this quest you'll have to manage your power level (which gets depleted on every action you take or on receiving damage), fight hostiles (which can be Dark Souls level of challanging, but this is intended) and discharge yourself to power doors.
Every time your robot's power runs out, you get a new one and level does not reset, which means all the progress you've made with you previous robot will aid you in making it to the end.

| HTML5 (web) | https://yunatan.github.io/ |
| Windows | https://rela-x-.itch.io/the-breach |
| Original URL | https://ldjam.com/events/ludum-dare/39/the-breach |
Ratings
| Overall | 141th | 3.813⭐ | 82🧑⚖️ |
| Fun | 266th | 3.405⭐ | 81🧑⚖️ |
| Innovation | 166th | 3.557⭐ | 81🧑⚖️ |
| Theme | 77th | 4.088⭐ | 82🧑⚖️ |
| Graphics | 100th | 4.325⭐ | 82🧑⚖️ |
| Mood | 316th | 3.43⭐ | 81🧑⚖️ |
| Given | 24🗳️ | 13🗨️ |
See the old robots too, is awesome :)
Love it, launch this game!
It's interesting because you play the same level over and over but you progress each time. It's neat.
Also how on earth did you manage to make all of those graphics in 48 hours? It looks beautiful.
EDIT: noticed Jam, not Compo. Still impressive!
Great job!
Only minor 'bug' I've encountered was when you jump down from platform robot corpses fall with you. Seems like you left physics on corpses, you could disable it after corpse falls to ground after death.
Sprites look very nice, I wish there was some music to make the mood stronger. Good job guys!
Anyway, I played the WebGL version and I must say I like your theme implementation.
Running down on power doesn't mean end but new beginning + you kind of have to die, and you seeing your power-less bodies scattered throughout the level was very nice touch too.
Graphics are nice, gameplay wise wasn't half bad and I surely had fun with this one!
I need yet to finish it though, but I'll definitely return to this one :)
I'd probably balance enemies to be a bit more easier, but add some kind of penalty to death. Even a simple thing like enemy health regeneration would help preventing the grind fest - run, make one punch, die, repeat - but with your current enemy AIs that would be too hard. But that's good - there's always potential for improvement.
Was a pleasure to play this!
i like how everything stayed how it was when you respawn.
I didn't find the game to be too hard but as you were getting a bit further down in the level
it did become a bit tedious to lose 3/4 of my energy just walking there, it might have been better to just have a very small constant drain
instead for those actions. Extra points for the pixel art btw which is great.
If you have some time please play and rate my game which I made in a little under 24 hours: https://ldjam.com/events/ludum-dare/39/the-sorcerers-apprentice
Well done!
https://www.youtube.com/watch?v=xtQeWZgHlDg
Thanks for being part of the stream :)
It's one of the best game i've played for this ludum dare !
As much a I like the mechanic, I feel it wasn't used to its potential. For one, the purple door screams "I'll open later so you can conserve energy to get further." Instead, the door was just there to block a switch. The lack of puzzles seems odd. I was sure the doors would open shortcuts!
That being said, having to clear enemies out to conserve energy for future trips did work very well, giving a sense of progress when you get just a little bit further! For the first half of the game, slowly conserving energy and killing each monster, and getting a feel for the game, was pretty fun!
However, another problem was the level layout. Once you hit the purple switch, you can sort of just run past everything. Causing you to hit the three remaining switches without really worrying about energy or the enemies. The boss was also odd, the first time I played, I had to hope he wasn't at the right platform and run for the switch, since I had so little energy. It wasn't until the second play-through I realized I could hit him from above, which is odd, since the punch misses visually.
Overall, the mechanic was a great idea, and has great promise! I can already imagine puzzles such as destroy your old corpses to close a platform to walk across it, or even killing out early to save some energy for a later robot! I really hope you take the feedback from the jam, and continue to work on it. I can see it becoming something special!
After the this the game is really easy.
Great job: thumbsup: