Power Struggle by Lightzer
Fight The hoards of enemy Androids who have an unquenchable thirst for Power. Be careful though, every moment you live and every shot you take requires power, and the only way to get more is by ending them.
For those of you who liked the music and would like some for your game the guy who did it for us Alex Storey asked me to put his E-mail here so you can contact him: storey1122@gmail.com
| Source code | https://deanard.itch.io/power-struggle |
| Windows | https://deanard.itch.io/power-struggle |
| Original URL | https://ldjam.com/events/ludum-dare/39/power-struggle-5 |
Ratings
| Overall | 695th | 2.946⭐ | 39🧑⚖️ |
| Fun | 683th | 2.737⭐ | 40🧑⚖️ |
| Innovation | 796th | 2.27⭐ | 39🧑⚖️ |
| Theme | 614th | 3.189⭐ | 39🧑⚖️ |
| Graphics | 568th | 3.135⭐ | 39🧑⚖️ |
| Humor | 547th | 2.029⭐ | 37🧑⚖️ |
| Mood | 596th | 2.865⭐ | 39🧑⚖️ |
| Given | 42🗳️ | 34🗨️ |
As for the actual game, it's way too hard for me. I'm not a frequent player of bullet hells, but I do think the player sprite needs to be much smaller to represent the actual hitbox. And the second wave is just too much.
The concept is cool, it just needs a bit of tuning.
The art is neat and the music is good. I think the level design escalates a little quickly since after the first two enemies it basically becomes a wall of death. The character's hit box is also hard to know since it isn't the fully body.
Still fun to play and see how far you can get.
I guess I would say that the player model needs to be smaller and make it more obvious on how to avoid the bullets, and the number of bullets, especially on the 2nd wave, need to be toned down considerably. Also the power pickups should be slowed down a little so that the player can back track to pick them up if they miss it.
One thing you could also improve is the feedback of hitting an enemy, a little explosion or something, it was just a tiny sound effect.
- The player character must be smaller. I'm not sure how I'm supposed to dodge the bullets when there's hardly space for the big lunky sprite to move about.
- You need to have feedback for impact. Either make the enemies flash, or have an impact sprite for your bullets.
- Adjust the pacing/diffculty. The second wave bumped up the difficulty too much for me to handle!
Cheers!
I would suggest to lower the difficulty a bit, the second wave is a little too difficult already.
It's a fun bullet hell, and collecting the green bits is pretty rewarding. The only issue is that it's hard to do that and keep track of all the bullets. If you had a short period of invincibility, it would be more manageable.
That said, great job!