Energy Rush by Stefan B.
Energy Rush
A frantic race against entropy!
They say the universe is winding down. We say... NOT ON OUR WATCH!
Play on itch.io to save your progress and collected energy:
https://stefnn.itch.io/energy-rush
Welcome, weary traveler of the digital cosmos, to Energy Rush! This isn't just a game; it's a desperate, neon-soaked struggle against the heat death of your immediate surroundings. You are a being of pure energy, a fleeting spark in a a world of decay, and your mission is simple: FEED THE COLLECTOR. SAVE THE EXISTANCE. DON'T FADE AWAY.
Pictured: A totally calm and not-at-all-stressful moment in Energy Rush.
How to Play (or rather, How to Survive)
MOVE, BUT AT WHAT COST? Use your cursor to navigate the increasingly labyrinthine mazes. But be warned, every movement drains your precious energy. Keep an eye on your personal energy gauge!
ABSORB THE SMALL FRY: Hover over the shimmering energy particles scattered throughout the level to replenish your own life force. It's a dog-eat-dog... uh, energy-eat-energy world out there.
BECOME THE BEACON: Once your energy is full, you become a radiant powerhouse! Other energy particles will be drawn to your immense gravitational pull. Use this to your advantage!
LEAD THEM TO THE PROMISED LAND: Guide your attracted energy flock to the gaping maw of the Collector Chest. Fill it to the brim to satiate its cosmic hunger and unlock the next, more challenging reality.
DON'T BECOME A VOID: If your energy depletes completely, you'll wink out of existence. No pressure.

Features (A.K.A. Why You'll Be Addicted)
- A Simple Concept with Devious Depth: Easy to learn, but mastering the art of energy herding will test your focus and your nerves.
- Escalating Challenge: Each level is a brand-new maze, more intricate and demanding than the last. How far can you push back the encroaching darkness?
- A Feast for the Retinas: Bask in the glow of our vibrant, neon-infused visuals. We're pretty proud of how shiny everything is.
- Ambient Soundtrack: Lose yourself in a soundscape that's both calming and subtly anxiety-inducing. Perfect for the task at hand.
- The Unrelenting March of Time (and Entropy): Okay, this is less of a feature and more of a core mechanic, but it sounds dramatic, doesn't it?
The Saga of Creation (A Ludum Dare Story)
This game was forged in the fires of a 48-hour creative frenzy, fueled by an unhealthy amount of coffee and the sheer force of will of one man. The theme was "Your life is currency," and our first thought was, "What if your very existence was a resource?" And so, Energy Rush was born.
While we're a team, for this jam, life... happened. So this project is mostly the result of one heroic developer wrestling with code, conjuring art from the ether, and bending the laws of digital physics to his will. It was a blast. It was exhausting. We hope you have as much fun playing it as he did making it (and as we did cheering him on).
The Masterminds (The 2025 Edition)
The team, shortly before Stefan ascended to a higher plane of game-dev consciousness.
Let's be honest, game jams can be chaotic. For this round, Stefan truly put the team on his back, handling about 90% of the development work.
So, what were the rest of us doing? * Marco was busy with his day job and defending the homestead from oversized neighborly trees. * stefan2 managed to find a quiet moment in the cosmos to compose the killer soundtrack. * Basti was engaged in a high-stakes boss battle against household chores and family life.
It takes a village, even if one guy builds most of the houses.
Tools of the Trade
- The Game (Stefan's Arsenal): Godot
- The Soundtrack (stefan2's Studio): See below!
- Moral Support (Basti & Marco): Thumbs-up emojis, encouraging Discord messages.
- Sanity: Fueled by coffee, sustained by deadlines.
Music & Sound Deep Dive
We wanted the music to reflect that sense of growth and connection through sound. The drums are all analog, made from our own drum kit and old drum machine samples that we made ourselves. The main piano is a sampled Steinway grand from Nils Frahm, with strings played in different ways—using goose feathers, mallets, and hands—to give each section its own texture and depth. Most of the synths come from Arturia’s V Collection, adding subtle movement and atmosphere around the acoustic elements.
The track was produced in Cubase and mastered with Ozone, using only its EQ matching for balance. No AI tools were involved in the creative process.
We Crave Your Feedback!
Did you love it? Did a particular maze make you want to tear your hair out? Let us know in the comments! Every comment is a spark of energy that keeps us going.
Now go forth, brave spark, and RUSH THAT ENERGY!
Update: Added experimental binaries for windows and macOS (only web version was tested for the jam).
| itch.io | https://stefnn.itch.io/energy-rush |
| Original URL | https://ldjam.com/events/ludum-dare/58/energy-rush |
Ratings
| Overall | 540th | 3.314⭐ | 37🧑⚖️ |
| Fun | 573th | 3.044⭐ | 36🧑⚖️ |
| Innovation | 223th | 3.557⭐ | 37🧑⚖️ |
| Theme | 449th | 3.586⭐ | 37🧑⚖️ |
| Graphics | 626th | 3.014⭐ | 37🧑⚖️ |
| Audio | 385th | 3.176⭐ | 36🧑⚖️ |
| Humor | 667th | 2.017⭐ | 31🧑⚖️ |
| Mood | 528th | 3.333⭐ | 35🧑⚖️ |
| Given | 36🗳️ | 46🗨️ |
The game was an interesting mix of feelings: on the one hand, the smooth movement of the arrow was comforting, but on the other, the darkness and the perspective of being left without light caused anxiety. A bittersweet feeling)
@beebster-games which browser did you try to run it on?
regarding the flying through walls. its actually meant so that you are quite unrestricted - you are the cursor. but the things in the world you interact with are.
So you totally do not need to fly through walls at all. if you feel you get lost by that, just don't go through and stay in the rooms. You should pretty much get good hints and guidance - just explore and don't go through walls unless you know what you are doing ;)
@protohere @aleksey-the-kid
Got some additional idea that moving across walls might just cost a lot of energy to discourage you but still allow you to do so if you want to...
Great level design. Great concept. Some very impressive technical bits like the real-time shadows. Incredible music! Very impressive!
I love the art style y'all went for! Really clean, simple, and still very distinguished!
The only thing that made this game a bit trickier to get the hang of was the physics of the energy particles following the cursor, but I wouldn't be too mad if you left it as is for a challenge!
Some of the objectives were really unclear to me, though, because they blended in really well with the surroundings, especially on the last level. I missed them in the dark a lot. Leaving it as is for a challenge mode would still work, but the base game could probably have them more visible so that new players don't get too lost!
Really excited to see more work from you guys, and I'm going to come back when my headphones are charged to dig into the music more!! I couldn't hear it very well over the sound effects on my laptop speakers but they're kinda trash so take this with as much salt as you'd like LOL!
GG y'all!! Really excited if you keep this one going!
Glad that you enjoyed and could dive into the vibe of it!
it was a bit hard to catch all glowing orbs together and move, I thought it would help if they join into one orb when you collect them. also remembering games like agario and osmos, where you shoot a bit of mass to get acceleration. I thought would be cool to see that mechanic where you can give the impulse and it will last forever in that direction, so to decelerate will need to give impulse in the opposite direction, maybe also use the ability to reflect direction after bumping to walls. good job! would like to see updates on this project