Overcharged by CatsPawsGames
Idea. A spaceman evacuates from his shot-down ship, his heat sinks, main batteries and most life support are down. Only things working are his absorption shield and weapons. As he soaks damage, his suit is overheating and overcharging, which increases his mobility and offensive capabilities, but also adds inconvenient random discharges and risk of being cooked inside.
Gameplay is about balancing damage output and damage soak with trying to lose heat and excess energy. - Take damage to recharge your battery, shoot your guns to discharge it. - Energy damage is fully converted into your battery, while small portion of kinetic damage always goes through to your HP. - Energy weapons(right-side) drain battery fast, but cause heating, while kinetic weapons(left-side) are more neutral and don't cause much effect on both (with exception of railgun - that thing goes in kinetic slot but behaves like a hybryd). - Once your battery is 50% full, you start randomly discharging into nearby enemies - or yourself. Once it is overflowing, following discharge is much larger and much more painful. - Your damage increases with battery charge, your speed and acceleration increases with heat. - Keep your eyes on your heat level - it's hard to lose it, and once it overflows damage goes directly into your health. - Try to survive as long as you can!
Controls - WASD for movement, Space for jump - E for pickups - LMB/RMB to fire weapons (Kinetic/Energy) - Picked up weapons automatically replace weapon of same type.
Tips - Electric weapons cause less heat but deal less damage than lasers. Useful to deal with overcharging, not so much for tough enemies. - Roller "tires" are armored, aim for the core for sweet crits. - You can make rollers and jumpers fall into the abyss - just be careful not to fall yourself.

- Engine: Unity 2017.2
- Graphics: Gimp 2.8
- Assets used:
- (self-made) ArcReactor Procedural Rays Generator for laser effects
- ProBuilder for in-engine modeling and texturing
Production notes: Sadly, I didn't evaluate time correctly so many features were left on the design floor, alongside with audio and majority of UI. I was planning simple levelup system as player progresses through, more weapons and special abilities such as support fire and supplies drop from ship, and more random effects from increasing heat and charge. Also didn't get my hands on bfxr for fun with sounds. Well, I'm still quite proud of the result (not so much about code quality - this thing vastly needs optimization). Also, it's worth mentioning that all controllers and movement are using strictly physics - game contains only two animations for burrowers "dive" and surfacing, all other movements and behaviors are based on applying forces and torques to physic rigidbodies. Physics controllers always interested me, so I decided to have fun with programming player and enemies behaviors.
Ratings
| Overall | 695th | 3.323⭐ | 33🧑⚖️ |
| Fun | 654th | 3.226⭐ | 33🧑⚖️ |
| Innovation | 746th | 2.983⭐ | 32🧑⚖️ |
| Theme | 747th | 3.217⭐ | 32🧑⚖️ |
| Graphics | 214th | 4.113⭐ | 33🧑⚖️ |
| Humor | 865th | 2.26⭐ | 27🧑⚖️ |
| Mood | 810th | 2.967⭐ | 32🧑⚖️ |
| Given | 34🗳️ | 26🗨️ |
I would like to see healthbars for enemies, but I guess you don't see that IRL
I liked the gameplay, it reminds me of old Quake-like shooters. But there are no indications that I've hit the enemy. That's making it not so immersive as it could be.
But nice try. You know, I thought it was UE4, not Unity. I don't know why, maybe because of postprocessing.
Check out my game if you would like!
https://ldjam.com/events/ludum-dare/40/virus-detected
The graphics are by and far the best part about this game. Very well done there. However, it isn't very playable. The controls are too sluggish. Also, when your shots connect with...things, there is no feedback. By that I mean I had no way of telling what shots were doing anything to anything. Also, the UI was missing a little context.
I think that my UI crashed (the bars were not moving)
Great game!