Wow, it is one of my top games so far! Good stuff. Alsoo, did you make the game in Unreal? Your shader appeared very similar to mine, which I picked up from a YouTube tutorial.
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lith_ion's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #75 | 3.818 | 3.818 |
Theme | #80 | 4.045 | 4.045 |
Presentation | #92 | 4.239 | 4.239 |
Originality | #169 | 3.716 | 3.716 |
Ranked from 88 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Power"?
As a robot who has gone rogue, the player can absorb electrical power from enemies to charge their power blast. The blast can also activate power acceptors to power and interact with the environment.
Comments
Man this is so polished, the music, the design, and the gameplay are all incredible! Gave me such a rush of adrenaline when playing. Well done :D
Really fun to play, the movement is fantastic, feels like an old-school source shooter. Enemy design and sound design are great and the artstyle is super unique. The enemy hit effects are very nice, clearing a whole group with an explosion is inrcredibly satisfying.
This game is really cool! I love the main shader that collapses the whole game into those two striking colors. The explosion effects and hit feedback are soooo juicy and make the game really fun to play. I think there is definitely room to make the platforming smoother, I was really itching to go super fast and abuse the heck out of the rocket jump, but I get that that could trivialize some of the jumping puzzles. This is quite a unique game with a really memorable creative voice. Good stuff!
thanks so much for the kind words! And I totally agree, the platforming could be smoothed, and I've already made some big movement improvements to make it feel better, just cant update yet. I think that the game is better off as a endless game like risk of rain 2 as well, with none of the difficult platforming, which will be the direction we focus on moving forward
Love the aesthetics here! Unfortunately my old laptop is a bit of a potato, and couldn't really keep up with this game, but I liked what I did experience!
Really cool looking game! Definitely a little difficult to control in the air... I unfortunately had some heavy frame rate issues my first playthrough which made it a bit unplayable, but the second time around I was able to get through the campaign alright without issue!
I really like the visual effects on the movement, leaning to the sides as you strafe really gives a lot of weight to the movements and the crazy color palette really helps make the game look unique!
Very cool and polished looking game! Had some minor trouble with the platforming and stuff other comments already mentioned, but still you guys did a great job on the game.
Great Game!
Doom meets risk of rain! such a good time!
Performance seemed fine for me! 10/10
Banger idea for the theme and implemented in a super fun way. Will love to try again with the performance improved after the jam too. Great work guys!
This is my favorite entry that I've tried so far! Feels a lot like Risk of Rain 2 in a great way. I was never able to get into the factory because I'm just no good at platforming for the last power acceptor, but I had an absolute blast in endless mode. The frame rate started to tank around 4 minutes when there were a ton of enemies around, but I see from another comment you've already addressed that. Really awesome work!
some game. wow. love love love the aesthetics, style, and art here. the gameplay is so fun, sucking up power throwing power balls, hell yeah.
Holy crap, stellar game guys. I loved Palpatine-ing the robots and the 8-bit Pokemon death noise of the flying guys. So many great mechanics, enemies, and just ideas you managed to squeeze in! Fantastic work.
Great game with well thought out mechanics, great gamefeel and amazing visuals.
I had to basically speedrun the story level because otherwise the framerate would become absolutely unplayable.
Eventually got through it by skipping all the platforming by rocket jumping up walls.
Endless was basically not possible to run for me at all.
Bit of a shame that it runs this poorly because otherwise this would be really great.
This makes me deeply crave an experience like AVP2 again, I love the aesthetic and it plays very smoothly. There was a bit of frame skips after initially booting up (i have to use WINE to play so some issues may 100% be on my end no worries) but once everything settled I had no issues with frame rate or input response or anything.
Main issues I ran into were not immediately catching when a new enemy spawned in or when they spawned behind me. Some kind of visual indicator or an outline in a color outside or uncommon in the limited palette would be ideal so I wasn't taking damage without realizing it. Arrows pointing to the left or right to indicate there's an enemy out of my line of sight would also be much appreciated. It was also difficult to tell just how much damage I had taken at all
Overall fantastic work within the time frame we had. I hope you guys continue developing this more once the jam is over, I would love to see where it goes!
I felt almost like an energy vampire stealing the life force out of the hoards of enemies thrown at me! Super satisfying mowing them down, but man do I suck at rocket jumping. I ran into some frame issues in the second environment, maybe just too many enemies at once, but I was really chugging. I hope you guys keep working on this because the art style and music alone are phenomenal! Really well done
Very cool. Reminds me of Risk of Rain 2 Artificer characters. Soundtrack was cool too.
Very cool took me a bit to beat, and I really appreciate that this game has "rocket jumping" definitely some speed run strats you can make with that, very cool mechanic. The platforms are a little too small and having to wait isn't much fun because it means enemies get to take free pot shots at you which feels unfair. There was also some jumps that felt like they required rocket/explosion jumping but nothing in the game said that was the case, along with some level geometry like the warehouse having some geometry that's easy to clip on (as in it stops movement unexpectedly). Definitely a purposeful design decision to have no health bar but I would add something to indicate besides the edges of the screen when you're near death as health isn't always as clear, like maybe the left arm having an indicator? Also there's no death/win animation they felt a little anticlimactic. All that aside great entry!
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