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A jam submission

Energy GainView game page

Rapid top-down action
Submitted by Talluff — 4 minutes, 36 seconds before the deadline
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Energy Gain's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#113.5864.286
Visuals#143.7054.429
Fun#153.4664.143
Overall#163.5864.286
Audio#173.2273.857

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Number in team
1

Does your game include art/sound packs or pre-prepared code?

Yes

If yes, please provide the source of the packs used
This is used for the abilities sfx - https://epicstockmedia.com/product/mmo-game-magic/

Please provide a link to the project source code.
https://drive.google.com/file/d/1EsQgjtS1PtkLXOWm7g95btzK-jyX3GWd/view?usp=sharing

Please provide a link to a 30 seconds gameplay video of your game
https://www.youtube.com/watch?v=6UJVNHcA5Pk

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Comments

Submitted

Saw this on the livestream and fell in love with it totally, honestly an awesome game. 5 stars all the way. 

Developer

Phew glad it made a good impression live and not too chaotic, really thank you for playing and your support with it!

Submitted (1 edit)

Art is awesome, gameplay mechanics fit the theme really good, I have seen it during first playtesting video, superb execution of the concept. Can't wait to play it next week, are you going to have a web version of it as well?

Developer

Really thank you for playing and for all of the kind comments! I tried to do webgl but unfortunately I think my lighting stops it from working so will have to be just download only. I'll hopefully add more and spruce it up a bit after the jam though so I'll let you know if you're still up for playing :D

Submitted

Really good fun. The pace and energy of it was frantic, but coupled with the one use weapons made it very replayable. I liked everything about it

Developer(+1)

Thanks so much for the feedback, I'm sure as you know I really enjoyed your game too so it means a lot! :D

Submitted

I am busy updating it as we speak. It's been great to be unleashed from the constraints of the Polish phase. I thought the polish was a great addition but new levels felt like a no no. So lots of new levels introducing all the other mechanics that were always there but no one could see. Also tinkering with roll speeds and other refinements. I am loving the progress. I will share the post jam version on the awards day. Watch this space. 

Submitted

Just got done playing your game and it was brilliant!  The art was phenomenal!  However, if you did have more time on the project I would've loved to have seen a main menu, help menu etc.  Nevertheless, you done great! >:D

Developer

Thank you for playing! 8) Honestly you and me both about the menu, actually had drawn it out before the time ended but didn't have the chance to add it in and I think it would've been classed as more than polish. Definitely agree though and will get that sorted post jam. Thank you for the encouragement and feedback!

Submitted (1 edit)

Great game! You did the art for this? That's really amazing! The art for this game is quite good, beautiful effects and enviroment. The combat is very much half a puzzle, my only disappointment is that the rooms almost feel constrainted to only have one real solution with the string of powers given. 

It's very punishing, enemies have a high attack rate, instant kill, and the dash doesn't seem at all useful without invincibility frames or a longer range. 

The last room funnels you up a stairwell, with a red arrow firing at you off screen and a funnel point where you have to deal with homing sphere and a laser, which really just comes down to if you're lucky enough to get through sometimes. It's sometimes hard to the point of the definition of madness where you're doing the same thing over and over until you get a result.

The gameplay is quick and designs are diagetic and clean, the character's head filling up for the dash and changing colours for the different powers, a good gradual increase in difficulty and introduction to each enemy power, the starting area with each orb in display to let you test each power, the design is good, I just wish the enemy attack rate was lower, though it's not like it's impossible so long as you try enough, it's still feels harsh.

Great job on the game!

Developer(+1)

Firstly thank you so much for the feedback and for going into depth with it! Yeah the art is original and I'm really glad you like it, top-down movement is a new one for me but between using reusable tilemaps and the enemies just being recolours of the player model it luckily made the workload doable. I agree that I wish the rooms were able to be much more interesting as well. Unfortunately, time restrictions meant I had several hours remaining when starting on them so they're mostly copy/pasted with only a couple of variations but a big point to improve.

Really useful to hear about difficulty as well and I agree I think I enjoy the rest of the game more than the last level due to the almost singular slower way of doing it. Personally, do you think you would enjoy an actiony and more open version but with more toned down enemies, or staying quite tightknit and puzzlelike? Definitely agree some invincibility on the dash is a good idea so I'll try to amend that quickly before the polish week ends.

Thank you again for playing through it and analysing so much, the point of view is really helpful so I'll try to make some of those suggested changes!

Submitted (1 edit)

I believe that despite it's harsh difficulty, it's tightknit and small game space allows for rapidity of play and restarts, the puzzlelike element is there because each restart has the exact same variables and mostly same reactions (Same respawn point, same enemy placements, and the placement of the power you have to get to start fighting back,) it works in your favour for the most part as progressing through these tight levels rapidly is fun and satisfying.

Each level usually lasts a minute or so, and even in that space you can die handfuls of times, it's very nice and rapid that way with it's constrained rooms. The problem is that it makes me feel like each room only has one solution, even if it technically doesn't, I feel that the design needs to be a bit more open in that sense, like having more than just the one power available in the room at start for example.

It's probably just that you needed the time to test out a variety of level types really. Otherwise, it's perfectly fine as is.

Submitted

One of my favorite!


I just wish I hadn't gotten stuck at level where you can't go up the stairs. Not sure if it's the end of the game and super hard or what, but either way it was fun. The variety of enemies was so good.

Developer

Thank you so much for playing! That's actually a bug and I accidentally left a collider on the stairs where there shouldn't have been one but will hopefully reupload soon with that fixed and a couple of minor tweaks. Really glad you enjoyed it and the different enemies :D