LIFEPOWERED by hawec
You are a robot powered by a liquid called LIFE. This same resource is required to both deliver attacks and to withstand damage. Your LIFE carrying capacity can be upgraded by collecting tanks that simultaneously increase your weight, affecting your movement in various ways.
Created by Aleksi Sirviö with GameMaker Studio 2.
Featuring an original music track by Valtteri Hanhijoki.




| Youtube | https://hunchbackstudio.itch.io/lifepowered |
| Original URL | https://ldjam.com/events/ludum-dare/44/lifepowered |
Ratings
| Overall | 79th | 4.019⭐ | 29🧑⚖️ |
| Fun | 150th | 3.759⭐ | 29🧑⚖️ |
| Innovation | 258th | 3.482⭐ | 30🧑⚖️ |
| Theme | 128th | 3.907⭐ | 29🧑⚖️ |
| Graphics | 135th | 4.241⭐ | 29🧑⚖️ |
| Audio | 52th | 4.074⭐ | 29🧑⚖️ |
| Mood | 15th | 4.375⭐ | 30🧑⚖️ |
| Given | 26🗳️ | 25🗨️ |
Definitely a very good entry though: good job!
Everything is so simple, yet so polished. Loved to play, it was so calm, except dodging bullets which was quite hard at some points.
Definitely 5 stars.
It's my first time participating in a game jam of any kind - so happy to see all the positive feedback!
Fico impressionado que fez algo assim em tão pouco tempo.
Você esta de parabéns :D
I stopped at the skull boss. When he hit the wall it drops 4 or 5 life only, and I was not able to collect them all, minus the damage I took that I have to heal, it looks like a loooong fight to me, and quite repetitive.
Graphics are good, music and sounds too, the mechanic works well, the world is quite big (is the skull boss the final boss?).
The only thing that bored me was the delay to get back in action when I died. The transition time is slow and then sometimes I had to go to an empty room to get my health back.
Also, I think the bosses should have less hit points, figths felt repetitive.
The simple graphics work well, and the eerie mood of the game is nice, plus it fits the theme pretty well!
But if you really want me to be nitpicky, the jump mechanics could be a little more dynamic:
- You should be able to vary the height to which you want the character to reach by releasing the jump button early.
- When going off a ledge, there should be a tiny period of grace time for the player to jump "in the middle of the air".
Although I understand that these two things require a bit more thought in the coding :sweat_smile:
On a side note, when there are two bosses in the same room, you should not have them shoot at the same time, add a little bit of randomness :slight_smile:
Now don't get me wrong, this is still one of the games I liked the most from this jam, great job! :clap:
My only downside is that the keyboard layout is really akward on a german keyboard, as the Z and Y keys are switched.
Great job!
I really like the core gameplay loop--ammo and health coming out of the same pool isn't too unique of an idea this LD, but it's implemented in a cool way here. Having tank restrictions for certain sections gives it a Metroidvania flair, where you're only allowed certain powers in certain areas, but you've managed to streamline that into a single mechanic (the power tanks), rather than multiple different abilities. The various enemy types are fun and unique amongst themselves as well, keeping things varied.
My main frustration is that the game feels really *slow*. Not movement, that is slow but it feels fine given the moodiness of the game and the lack of intricate platforming. It's in things like
- The death animation takes suuuuuper long and really throws you out of the core game loop
- When there are no enemies around, it's a pain just standing under the drip waiting for it to fill up (especially with those electric gates)
- When you die, you lose all of your tanks, which means more standing and waiting for them to fill up
I think tightening those up would help a lot in making the game loop more fluid, especially if this game were to be expanded upon and the difficulty were to increase.
My only complaint is that sometimes there was a lot of waiting around after dying. Since you don't respawn with any full health containers, you often have to backtrack and wait for some slow drops to top you off.
Other than that, though, the sheer number of surprises this game had to offer was insane given how much time you had to make it. Absolutely stellar job here. This is far and away my favorite game of LD44.