Energy Collector by peremily
Objective
In this game the main objective is to run an energy business, you have to set up the solar panels, charging stations and the portal for the customers to come through
Tools Used
- Unity 2017.0f3
- Visual Studio Community 2017
- Aseprite
- Paint.net
Controls
You can zoom with the scroll wheel and move the camera with WASD or arrow keys Left click to select a building on the ui, then right click to place it. Left click on a building to see it's stats, the portals can also be upgraded. Solar panels must be near the sun, harvestors must then be near the solar panels to connect them to the main grid. Charging stations take energy from the main grid, but they can be placed anywhere. Ships come through the portals and have a chance that they'll need fuel, so they'll find the nearest charging station to go to that is available, once it has found one that charging station is in use so no other ship can go to it until the ship has charged. Ships can clip through walls because the future is magical and beyond collisions... ... .. . .
Upgrades
A lot of people have been commenting about upgrades, due to a lack of time I was only able to implement one upgrade on the portal, so don't worry about them not working :slight_smile:
Screenshots





| Other (web) | https://emilyp.itch.io/solar-collector |
| Original URL | https://ldjam.com/events/ludum-dare/39/energy-collector |
Ratings
| Overall | 330th | 3.326⭐ | 48🧑⚖️ |
| Fun | 239th | 3.333⭐ | 47🧑⚖️ |
| Innovation | 185th | 3.444⭐ | 47🧑⚖️ |
| Theme | 289th | 3.578⭐ | 47🧑⚖️ |
| Graphics | 451th | 2.889⭐ | 47🧑⚖️ |
| Mood | 446th | 2.689⭐ | 47🧑⚖️ |
| Given | 51🗳️ | 35🗨️ |
i was confused that left click didn't build rather than right click (I'm on a macbook and right-clicking is awkward)
got a bit slow eventually - wasn't sure what to do to best increase my profits
Anyway, I am now building a large number of stations. A minor thing: it would have been nice to be able to build multiple instances of an item without the need to go back down to the bottom of the screen to select it again. Just let me build five consecutive gas stations.
Although that was a lot of critique, overall I find this game very cute, the graphics have a nice and cohesive pixely style. The simulation part is working well, so thumbs up! You did a very good job!
You could make it so that as you zoom out camera moves faster. It gets really slow if you are too far.
I don't know how upgrades work. Do you need money to unlock them? I could only upgrade portals to level 2, other buildings were always non-interactible.
Nice idea and nice game. I didn't encounter any bugs. Cheers!
The graphics are nice and the art in general is good as well. Good work!
I didn't realize that the 5£ thingy was a toll booth. So, as usual, I started to spend all my money in energy maker, and... that's it... :-)
Keep moving forward.
Maybe it is too easy, seems like there is no losing condition, or at least it is very easy to manage the buildings in order to have the money always going up.
The controls are a bit weird: it took me some tries to understand that I deploy buildings by clicking with the right button (I always try without the instructions first, in order to see how naturally the controls have been implemented).
I found out I can zoom out by mistake, I tried to scroll to read the description on itch.io.
And since I'm doing everything with the mouse I expected I could pan the map by drag, I had to read your instructions to understand it was WASD.
But great job for a Compo!
"Ships can clip through walls because the future is magical and beyond collisions... " xDDDDDDDDDDDDDDDDDDDDD
I was going to say that maybe a good looking idea is that the ship instead of going to the center of the station, goes to the bottom of it, and then a little turn and backwards, I know it is some work but it gives a quality touch to the game.
The idea is really good, but I felt a little lost playing it, and also the countdown of the payment was always the same seconds.
But good job mate!
Graphics very simple and no sound - doesn't really matter as the playability of the game is on a strategy level.
I'd add range circles, when placing objects. Does distance from the star matter? why should the player keep correct distance? - some questions that sprung to mind.