Energy Rush by Stefan B.

[raw]
made by Stefan B. for Ludum Dare 58 (JAM)

Energy Rush

A frantic race against entropy!


They say the universe is winding down. We say... NOT ON OUR WATCH!

play-now-button.png 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.


in-game-video.gif Pictured: A totally calm and not-at-all-stressful moment in Energy Rush.


How to Play (or rather, How to Survive)

  1. 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!

  2. 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.

  3. 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!

  4. 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.

  5. DON'T BECOME A VOID: If your energy depletes completely, you'll wink out of existence. No pressure.


in-game-1.png


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)

team (1).png 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).

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🗨️

Feedback

LDJam user 282870
Oct 06th · 22:35 UTC
The game was virtually impossible to play. Controls were laggy, I tried at least 10 times to play and never got anything accomplished
Baluj
Oct 06th · 22:35 UTC
I liked the idea and found it enjoyable.
Jhonny111
Oct 06th · 22:36 UTC
The music was super chill, and the idea was also very interesting. I could go through all the walls tho. Not sure if that is intended.
phanopera
Oct 06th · 22:41 UTC
It was unexpected to discover that I could pass through walls.

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)
RazerLazer
Oct 06th · 22:41 UTC
I kept going through walls and randomly teleporting, I also couldn't find the end to the level
🎤 Stefan B.
Oct 06th · 22:43 UTC
@jhonny111 yes, you as the cursor can go anywhere but the energy is restricted. Many thanks for the feedback!

@beebster-games which browser did you try to run it on?
aleksey_the_kid
Oct 06th · 22:48 UTC
I just rushed through the walls (not sure if it was intended) and thus it was easy to find orbs. Was wandering around aimlessly for some time, only after that read article and found out that there were some collectors stuff
mackelio
Oct 06th · 22:49 UTC
uhh that felt really cool! i kind of wasnt expecting to get my cursor stolen like that :p but i really like it, it felt really satisfying! :p with some more work i can really it as a small game game! :D
BlackCat508
Oct 07th · 06:31 UTC
Cool idea! moving the cursor with you actual curser like that is neat, but it kind of felt a little clunky at times
Ali Enver Sevgi
Oct 07th · 06:35 UTC
The mechanics are fun and well-designed. The art looks great, but it would be more challenging if we couldn’t go through the walls and died upon touching them. Great job!
Mi_s
Oct 07th · 08:55 UTC
really liked the game feel w the lights following us! But got lost easily :(
LRDJJ
Oct 07th · 09:38 UTC
Nice game, I love the atmosphere, fun and interesting mechanics.
HappySealGames
Oct 07th · 13:04 UTC
A simple but unique gameplay and its really fun! The controls feel great, the use of shadows is excellent, and the atmosphere is very well done. Congrats!
ProtoHere
Oct 07th · 19:33 UTC
unsure how to complete a level. I think the general concept of guiding light and collecting it makes sense and could be interesting, but I think in combination with a maze where you dont even know where the goal is is frustrating. The music and art are nice though and the mouse movement feels good.
Ultraviolet
Oct 07th · 21:04 UTC
Pleasant movement and physics. I like the game's graphics and text.
🎤 Stefan B.
Oct 07th · 22:08 UTC
thanks for the great feedback @baluj @mackelio @blackcat508 @ali-enver-sevgi @mi-s @lrdjj @happysealgames @ultraviolet @phanopera

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...
MrV
Oct 07th · 23:28 UTC
what a high-quality game, it was like playing a game from a mini valve studio. I liked the introduction and the main character's movement
Radjax
Oct 08th · 03:34 UTC
Cool idea with entropy and having to jump from location to location as efficiently as possible. Great job!
LDJam user 417758
Oct 08th · 09:01 UTC
great job
hajpappan
Oct 08th · 19:34 UTC
Really cool concept, and the music is really good I think. Good job!
TheoConfidor
Oct 09th · 02:43 UTC
Very fun and deep gameplay! It took me a minute to figure out, but then WOW! It really sucked me in.

Great level design. Great concept. Some very impressive technical bits like the real-time shadows. Incredible music! Very impressive!
KafuuChino
Oct 09th · 04:28 UTC
Such a unique experience of moving with mouse! Fits the theme perfectly, and guidance are pretty well.
Ciphereo
Oct 09th · 13:00 UTC
The idea is very interesting!
FNG_TrashCat
Oct 10th · 04:56 UTC
This is a really cool way to play! You have a lot of potential for really crazy puzzles with this concept! Really well presented, too! The vibe of the heat death of the universe was spot on :ok_hand:

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!
🎤 Stefan B.
Oct 12th · 16:41 UTC
Thanks for the positive feedback @fng-trashcat @ciphereo @kafuuchino @theoconfidor @hajpappan @jasminej2003 @radjax @mrv

Glad that you enjoyed and could dive into the vibe of it!
ping78
Oct 12th · 19:23 UTC
A very unique and cool concept. Was fun zooming around like one of those bugs, which move some distance, pause for a second, and then do it again.
Samuli
Oct 13th · 20:57 UTC
Really clever movement and game play. Very solid entry.
ScrapMetal
Oct 13th · 21:10 UTC
The masterminds artwork of the team above is absolutely FANTASTIC!! :smile: I was really looking forward to trying this one.. but my machine is too old apparently. :sob:
dendi_life
Oct 14th · 15:47 UTC
not bad, but control in web is impossible
ZedGame
Oct 14th · 19:55 UTC
I really like the gameplay and the way the cursor rotates! I wish walls stopped you though, it would've made mouse navigation more intriguing.
Kalbshack
Oct 14th · 20:00 UTC
Interesting concept.I guess easy to handle difficult to master :smile:
Myezko
Oct 22nd · 14:56 UTC
cant really control the character in the web version. I dont like that you're using AI images for the team. Some descriptions are generated by chat gpt too which sucks TwT
U-238
Oct 24th · 17:20 UTC
very like the concept of moving costs you energy and saving the universe from a heat death.
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