Power Surge by danielilett
Power Surge is a game where you have to keep three different sources of energy working efficiently. Spin the wind turbine, enrich the uranium and mine the coal to keep your generator running at full capacity.
Wind Turbine
This game involves spinning the blades of a wind turbine round to generate power. Just click anywhere one the turbine's blades and, keeping the mouse held, draw circles rapidly around the turbine. It'll start to spin round and those kilowatts will start pumping.

Coal Mine
For this game, you need to mine through as many walls of coal as possible. Click and drag over a piece of coal to mine it - once you've downed a whole section of wall, you'll automatically move forward to the next.

Nuclear Power Station
The final game involves keeping a few sticks of uranium active. When a stick stops glowing, just click it to bring it back to life. Bask in the warming green glow before you succumb to radiation poisoning! (ignore the text telling you to spin the turbine - that was mistakenly carried over from the Wind Turbine level).

Tools
For this game, I used Unity, Visual Studio, Blender, Bfxr and GIMP. I also used energy drinks and a bloody good playlist of video game music to get me in the mood.
| Windows | https://drive.google.com/open?id=0B_cn5SGBmdCiV0lMQzAyeGNrVG8 |
| Original URL | https://ldjam.com/events/ludum-dare/39/power-surge-1 |
Ratings
| Given | 11🗳️ | 15🗨️ |
They should be there now though.
Will check back later on to see if a link appears! :D
Thanks for the feedback!
Another thing was that I didn't really understand the nuke power, I added the sticks when they ran out but it said "click and drag to rotate the turbine" nothing happened when I did that, could it be that its a bug? But I really enjoyed the coal mining there was something satisficing about it, ended up mining down to 416 meters. ^^
My gems:
Ruby: 8
Sapp: 4
emer: 2
Well mate! ^^
** Sounds **: The SFX is really good and fitting for the different actions, also the gem sound is really satisfying :) If you expand the game, then some background music would be nice :)
** Graphics **: As i already said, i am really impressed by the polished look of your game, how did you even manage to finish all of that in that short timeframe :O really well done :)
** Gameplay **: As you already noted, after initially grasping the concepts the get somewhat repetitiv, also i didn't really get what the gems were for? (should i be able to buy something with them?), with the windmill it took me some time to understand if my movement was working (maybe some indicator would have been nice), I liked the mining part the most :) i dug really far for those red gems :D
** Overall **: I have to say wow, you really impressed me by what you achieved in the give timeframe great job :)
@loktor Glad you liked the sounds. I tried pushing Bfxr as hard as I could to get the best sound I could manage for the gems. I've gotta get more sounds in for the other minigames too.
I've been trying to get this art style nailed for a while, so really it's all down to practice! Trick is basically to take primitive shapes and deform them a bit so they look a tad more interesting. The coal is just subdivided, flattened cubes with the front face scaled down, for example.
I do need to work on the Wind Turbine and Nuclear Power minigames. They're the ones I wasn't sure about in terms of gameplay. But I'm glad you both liked the Coal Mining game - I got sidetracked often during development just mining as far as I could go! And @thesand I'll have to mention you can click+drag, that's true.
I do want to set up a shop for the gems, I'm just not sure what form it'll take yet. Time to brainstorm ideas I guess!
And once I've polished up all that, I might start to think about adding other minigames, but only when I think the existing three feel satisfying to play.
Some suggestions/feedback:
- Really loved the graphics, low poly done very well, and the depth-focus made it all the better. Wind power scene in particular was well decorated. Would be great if you could fix the blurry texts, was the only thing letting it down.
- Perhaps the whole scene could flash red when that generator is critically low.
- I would have liked more feedback on wind power generation - actually tried to grab the turbine blades and spin them, expecting them to snap to my cursor and move with it.
- Nuclear power is by far the easiest - could make it more challenging by focusing on the precision of the task, maybe disposing and replacing the rod without touching any of the other rods?
- If the game values were much tougher, I would possible speed up the transitions - it was a really nice effect, especially from the main menu to the game, but if it were as high octane as I thought it needed to be the transitions would get in the way a little.
- I would make the hitbox for going into each room bigger, also including its energy counter. I tried to click on the power generated for each room instead of the green arrow more than once.
- Would have been nice to have more audio cues, even if the sound was repeated for many different actions. Swapping rooms, clicking on rods, etc.
Great entry! Especially for compo
The blurry texts were kinda just a quick hack. Unity'd built-in 3D Text objects render in front of everything so they weren't great for this, so I just made a bunch of textured quads. But I'm redoing it now with TextMesh Pro for a postcomp version!
The wind turbine really does need its gameplay refined a bit. I couldn't get it working quite as I wanted in time so I stuck with something that "worked". I do like that approach for the Nuclear Power minigame - I could make it a bit like those games where you have to guide a metal ring over a wire without them touching?
The transitions were also the first thing that "worked". I'd like them to be faster, but I did them using Unity's built-in UI elements and their speed is dependent on screen resolution. It's really silly, I know. :p
And yes, the method for entering other levels was the first quick thing I thought of. I'll refine that somehow. Also seeing as the whole game uses the mouse, I'd rather not have Esc to back out to the Generator Room.
I'd really love to put more sound in my games, but it's the Catch-22 that I don't work with sound because I don't know how, and I don't know how because I never work with sound...
Nice transitions between screens, cool 3d models. However it feels like the minigames are too idle-feeling and overly leisurely. Perhaps some form of countermeasure to the gameplay might make it more interesting, e.g. if the windmill spins too fast it gets powered down for a while, or if you chance upon a mine it explodes and prevents you from digging for a while.
I could do something silly like the turbine flying off into space if you spin it too fast. And for the Nuclear Power Plant, I suppose I could have a mechanic where the plant suffers a meltdown if you leave fuel rods in there too long.
Thanks for the feedback!
-The idea of one of your moves also acting as health is a really good idea.
-I found it fairly punishing that rockets killed you in one hit.
-The whole things reminds me a bit of n++.
In all, I like the idea, I just feel the level I mentioned probably needs clarifying a bit.