Thanks for playing! It is possible to see energy, as well some other info. Admittedly the commands are kinda inconsistent in general, and missing some pretty standard things, but it was my first time ever using input fields and parsing text, and I could've spent more time on fleshing it out. There are a handful of easter eggs, though! Gets interesting when you piss off the computer...
Entropy Maximizer
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Thanks for playing! Yeah I didn't want to drop all the commands right off the bat (gotta "hack the planet"), but once you figure out how to get hints, you can glean enough info to poke around, and then start having fun with the physics. Also, the real challenge is to do it all while keeping the population from being wiped out... Glad you enjoyed it!
This game is fun and a proper challenge by the last level! The difficulty and level-ups seem well balanced, and the game looks finished (although more levels would be cool if there was time!). A couple improvements would be to add a volume/mute controls, and the last upgrade selection is unnecessary since you've already beaten the last level. Great job!
I like the literal take on "hack the planet," and the Star Trek reference..
I like the premise and pacing, although the fires/lights didn't seem to do anything but attract the enemies, which didn't hurt me much..? I never got to the ending because the game randomly froze each playthrough attempt, where I could look around but nothing moved and time stopped. It seemed like I could win by just running around and waiting it out. Maybe the issues were on my end, since no one else mentioned them, but otherwise cool game!
Nice little maze/adventure! Took me a while to figure out where to go, and I wasn't sure what the rain was for, as I only saw it in one spot and it was easy to bypass. Also the text-to-speech was a bit jarring. Despite feeling a little empty, the atmosphere was effective, the game had a sense of progression, and the ending was satisfying. Nice work, keep it up!
200214!
It could use some balancing; enemies spawned faster than they could be killed, which caused me to just camp by the light and spam the swarm of enemies crowding around me. A suggestion might be to motivate the player to keep moving (maybe change the light location from time to time). I like the random level generation, keeps each round fresh and interesting. Using LMB instead of spacebar for firing would feel more natural (RIP my left thumb). The art, sounds, and music added to the fun feel. The underwater melee attack was also a cool surprise. It's a good game, just needs a couple minor tweaks. Nice job, I enjoyed it!
5137!
Cool to see a rhythm game. I didn't realize at first that Burst enabled the multiplier, and had a double take with the controls, but the game has good flow once I figured it out. One suggestion might be to make the Burst bar fill and deplete faster to encourage players to play more precisely (Burst fills faster if you hit wood blocks perfectly on beat, and metal blocks deplete a lot), allowing players to get more Burst time if they're playing well. This game is fun, good job!
Ah sorry, it was more of a nitpick! Creating good experiential learning experience is certainly an art, and not something I'd expect to have nailed in a 48hr jam. My point was more that the popups detract from the cool atmosphere (although the popup ending text in my game is pretty rough haha).
And that's up to you! So fundamentally, a simple player action (jumping) is changing the player's relevant environment in a predictable manner (assuming situational awareness). Building on that with more complex environments that require the player to carefully consider when and where to jump could result in a solid puzzle game. If that's something you think you'd enjoy making, what you've built is a good foundation for it!
Fun! The weapons are cool but I never found that I needed them, perhaps future levels could force the player to utilize specific weapons to proceed. The jump and glide mechanics were much more instrumental in finishing, as various sections of the levels were obviously designed for each one specifically. Good stuff!
Took me a while to figure out what was going on. The description wasn't clear that shift/LMB switches the direction of gravity, so I couldn't form any intuition of the block's behavior for the first 20 attempts or so. After that, there are a few spots where you seemingly can't avoid falling off the screen, thus requiring careful planning planning of the route, which (to me) somewhat defeats the purpose of making this a speed running game. There is no forgiveness for getting your route wrong, and no visual cues to let you know you should be approaching high or low. Maybe I'm just missing something.
The mechanic is really cool once you figure it out! I just wish it was more intuitive.
EDIT: So I realized there is a constant unintended Left-move input, making it harder than it should be. At the time I thought that was part of the gameplay, but I've since seen it in a few other games. It might be a Win10 thing, but it's a bummer because I want to finish the level!
Fun and challenging, got 2:48! There should be some motivation to keep the player moving, as I found it best to just camp in a corner. The artwork is great, though there could perhaps be some better cues (visual or audio) for damage dealt and weapon status. I actually like the slow reload speed of the gun, but I struggled to cancel out of reloading, and got caught unable to fire a few times. This could just be due to a delay to fire after ANY reloading, but this isn't made clear. Sick game!