I Once Had Power by jackyjjc
Imagine a 2D action game with 'Power Down' instead of 'Power Up'. This game is about a story of an old gladiator who lost his powers over the years.
Made by @jackyjjc within 48 hours.
Play my previous LD games here: https://jackyjjc.wordpress.com/my-games/
Screenshots:

Ratings
| Overall | 73th | 3.854⭐ | 43🧑⚖️ |
| Fun | 54th | 3.829⭐ | 43🧑⚖️ |
| Innovation | 22th | 4.171⭐ | 43🧑⚖️ |
| Theme | 8th | 4.463⭐ | 43🧑⚖️ |
| Graphics | 518th | 2.683⭐ | 43🧑⚖️ |
| Audio | 293th | 2.925⭐ | 42🧑⚖️ |
| Mood | 138th | 3.439⭐ | 43🧑⚖️ |
| Given | 27🗳️ | 45🗨️ |
Other than that this is a really cool game!
The storytelling is very nice, I like how just by using the right couple of words it feels like looking back on the heroic life of this brave rectangle hero ;-)
The music and sounds also fit the atmosphere really well.
Overall a great experience, thank you and keep up the good work!
Congratulations!
Perfect game!
- **Concept review:**
This illustrates "running out of power" flawlessly. Like an old warrior who slowly noticed his powers dwindling, I had to pick carefully which skills were the most important NOT to lose (hint: MOVEMENT) Music was all right, graphics were simple but efficient.
- **Gameplay review:**
Simple commands are always the best commands, and this game shows that well. I liked trying different combinations of weaknesses (obviously the optimal play is to get rid of health first because it will never regenerate anyway, and then get rid of attack because movement is way too important. But I tried most of the combinations anyway) my only complaint would be that it is sometimes unclear whether an enemy is going to be OHKO'ed or not, and those who take more than one hit to kill will take a LOT of hits. But it occupied me for a while so an overall great game :)
@gonutz I' glad you enjoyed my game!! I did specifically tested the case where you clear the level and die at the same time, and it was fine, maybe i broke it later when changing my code. :(
@glimaleite thanks for the feedback on the music. I agree the music is a bit too cheerful but I didn't have enough time / skill to make it better unfortunately :p It was the first time I make music and I was pretty happy that there were music at all haha
@zdeno I'm happy that you enjoyed it!
@adrien-dittrick interesting view on the powers. During my play testing I found that losing attack damage is the worst because even if your character can't move, as long as he can one hit kill enemy, it was fine. Once it start requiring more than 1 hit, the character dies very easily due to the overwhelming number of enemies. To make it work I decided to make the damage to be a random number generated from a range. That's why you sometimes seea 1 hit kill and sometimes you don't. However I agree that it would feel frustrating for the player when this is not clear. I did not think of that at the time. Thanks for the feedback!
@peredom I figured probably no one would be able to get to the ending (I managed to get to it once during my many play throughs) and time constraint so I didn't make an ending. Did you get to the end? If so, well done!
I was so excited when I saw that post that I forgot how to read..
Well, while I was trying to beat the game, I found possible glitch that makes the game simpler..but still hard enough for me to not get past 69 kills :grinning:
Not sure if it is desirable behaviour or not. But while your attack is active, you can quickly toggle left/right and enemies will get hit more times, this makes it easier when your damage is low.
The story was cool but I would've switched up what he said each time so it felt like he's getting eeeven weaker. "I've lost some blank over the years" "And still my blank fades" "I had just enough blank to keep on fighting, nothing more." Otherwise no complaints, the combat was surprisingly fun for how simple it is!
(Oh yeah! Also, playing on Web, I died just as I completed a wave and the game soft-locked.)
The concept is brilliant, I love it, and it suits the theme more than perfectly !
Congrats !!
Definitely an interesting way to tell the story using this theme. I wonder if it might work better if the things you lose weren't your choice though? It probably wouldn't be as good for gameplay but it would reflect the again process a little better. Perhaps it could be determined by how you handle each round; for example, if you rely on jumping around a lot, it takes a toll on your legs, so your movement is reduced.
There isn't a ton of content in this but it's a good idea executed well. Going forward, you could add more content in the form of other weapons, shields, bosses, etc. It may dilute the idea of the game though. Anyway, this was really good.
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Graphics are basic but they work well. Music and Sound Effects were serviceable if a tad loud (super easy fix for that though so not docking points there). There were a few little bugs like being able to keep stabbing even when dead as long as you hadn't dropped your spear yet, but Overall I liked it a bunch.
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If I could make one suggestion it would be that when the option comes up for which power to lose next, I should be able to select that with the wasd/spacebar controls and not have to use the mouse. Switching between control inputs is awkward
The actual gameplay was basic but I enjoyed it but it became quite repetitive after a while and didn't hold my attention for long. I wish the attack swing was a bit faster so there wasn't a delay, made it a bit rough to play.
I experienced a weird bug when I played the game, after I had killed the 10 men the character just laid down on the ground and the storytelling continued but I couldn't do anything. Maybe it was because I reduced my health with 50% or something, not sure.
Good job, though!
**Suggestions and comments on improvement:** Jumping needs to be adjusted.
Overall, this is a great game. Well done! :)
I enjoyed the way that the spear was effective for a while after attacking, so I could sort of run through my opponents, and then turn around and have the spear tip hit another opponent. It would've been cool to have the spear head change color or something to denote when the tip is in a damaging state.
Great use of the theme, and the powering down mechanic was very original. I also like the little bit of storytelling in there. The player does power down in really big stages, but I think this works well in the context of a short jam game play through. The theme is therefore communicated to its full extent. Good work!
Only attack, no deep design, i just have to press space (and trully the attack is tooooo slow, then i just have to attack once and move to kill every ennemy)
There is no interesting choice, because i will always choose to reduce movement, because i don't give a fuck about it, because i can't run away. then health, because ennemy don't do a lot of damage....
then the waves have no spawn system. The AI is quite dumb, i don't know why they are not running after me....
It also seemed well balanced on the compromises you can choose :)
65 killed :grinning: