Running Out Of Power supplies by Koen Bresters

[raw]
made by Koen Bresters for LD 39 (COMPO)

Hi I'm 13 years old and this is my second entry for ludum dare.

In this game you are an electron and you escape from your power supply.

Use A and D to move and avoide obsticles

Windows: https://github.com/KoenBresters/RunningOutOfPowerLD39

tools used: 1. paint 2. unity 3. blender 4. voice recorder

LD39screenShot1.PNG LD39Screenshot2.PNG LD39Screenshot3.PNG

Ratings

Overall 527th 2.944⭐ 20🧑‍⚖️
Fun 438th 2.944⭐ 20🧑‍⚖️
Innovation 343th 3.056⭐ 20🧑‍⚖️
Theme 426th 3.333⭐ 20🧑‍⚖️
Graphics 451th 2.889⭐ 20🧑‍⚖️
Audio 388th 2.611⭐ 20🧑‍⚖️
Humor 181th 2.889⭐ 20🧑‍⚖️
Mood 469th 2.611⭐ 20🧑‍⚖️
Given 5🗳️ 1🗨️

Feedback

Adrien Dittrick
31. Jul 2017 · 19:08 UTC
I loved the intro :p
Just one thing, I can't seem to differenciate power-ups from dangerous items. Maybe consider using different colors other than just yellow for everything :)
wwwhizz
01. Aug 2017 · 08:18 UTC
Wow, impressive for a 13-year old! I liked the story and use of the theme. Game plays well and is quite fun!
miro662
01. Aug 2017 · 08:22 UTC
Nice idea, but if I were you I would use less particles, or particles in other colors (like previous comment says, it is hard to differentate lethal things from particles and coins). Level 1 is actually harder than second one IMO.

P.S. Intro is actually funny :)
P.S. You could also port your game to WebGL - everyone can play it that way from browser, they won't ever need to download it. If it does not work, you could port that game to Linux and macOS - you can do it from Build Settings in Unity.
unit684
01. Aug 2017 · 08:27 UTC
Nice little game with an interesting take on the theme and multiple well designed levels! The music is good and the game looks pretty nice.

As Adrien said, I would use a different colour for things that hurt you so that they stand out a bit more. Something to look into in the future might be procedural generation as I think it fits this type of game very well.

Overall, nice job!
Fengol
01. Aug 2017 · 08:29 UTC
A lot of fun. The colliders for the dangerous items is a it unclear and sometime I die without quite understanding why. I agree you should also maybe change the colors between power-ups and the dangerous items. Well done!
Manumeq
21. Aug 2017 · 18:36 UTC
Super fun game and well done graphics and level design. However moving between cables needs some animation or transition in order to not be a killer in a lot of situations were you don't know where you are during a few instants. Aside from that detail, is a wonderful game, nothing to complain about. Excellent work!
LuckyFeathers
21. Aug 2017 · 22:40 UTC
This is really, really well made for a 13-year old. When I was 13 I barely knew how to use Power Point. I like that you have music and sound effects and a start menu and intro. They make the game feel complete and polished. I only have some minor complaints. I don't really see the point of the stuff I pick up. I didn't notice the score text before I was at level 3 (this should have been more visible), but ever since then it was stuck at 33333. Another color on the obstacles would have been nice, like others have pointed out. For future games, try to use a different font than the standard one in Unity. You can just import some that are already on your computer, and it just takes a minute.

However! Again, amazing work! I'm looking forward to your future games!

EDIT: By the way, I see you haven't given that many ratings, neither this nor last Ludum Dare, where you didn't get to 20 ratings. The best way to get people to play your game is to play and rate other games, because that will prioritize yours when people browse for games to test.
Omiya Games
22. Aug 2017 · 00:23 UTC
For a game about dodging, a lot of the obstacles are really hard to see. It would have been nice to have the electricity polls always activated, because it's difficult to tell from a distance where it's happening. I would have also liked a more tipped camera angle that prioritized on showing what's up-coming, rather than how close you are to the goal. The rolling ball's path was hard to predict as well, largely from the large amount of particle effects, and the game's general visual noise making it hard to focus on said element. A lot of polishing would have helped the experience.