PoweRL by Steve Johnson
Navigate your robot through 8 dungeons, avoiding or destroying enemies and keeping your power supply topped up! A pocket-sized roguelike.
Includes an original song and various non-bfxr bleeps and bloops.
I was aiming for an 868-HACK gameplay vibe.

Tools
- Language: Swift
- Frameworks: SpriteKit, GameplayKit
- Tools: Pixelmator, Logic Pro
About those graphics
I really regret going for vector art because I'm so terrible at it, so I did a post-compo art update (v1.1) that looks like this:

There will not be Windows or Linux versions.
The compo version has a crash that some people ran into but I can't reproduce. If it happens to you, try v1.1, which has a possible fix.
| macOS | https://irskep.itch.io/powerl |
| Original URL | https://ldjam.com/events/ludum-dare/39/powerl |
Ratings
| Overall | 330th | 3.326⭐ | 45🧑⚖️ |
| Fun | 166th | 3.488⭐ | 43🧑⚖️ |
| Innovation | 311th | 3.125⭐ | 42🧑⚖️ |
| Theme | 332th | 3.5⭐ | 42🧑⚖️ |
| Graphics | 422th | 2.976⭐ | 43🧑⚖️ |
| Audio | 160th | 3.325⭐ | 42🧑⚖️ |
| Humor | 278th | 2.447⭐ | 40🧑⚖️ |
| Mood | 323th | 2.974⭐ | 41🧑⚖️ |
| Given | 36🗳️ | 46🗨️ |
really amused that you managed to get 868-style sfx :P
good work!
The new pixel graphics are a bit closer to 868's visual style, but I do agree they look like a better fit than the vector art which feels a little clip-arty. Is there a particular reason the critters are real life animals?
I like how you've integrated with the theme too. Well done!
I like the post-compo art!
I'm also a big roguelike fan (in moderation) so this is right up my alley.
Really nice entry.
Much respect. Not easy to make a turn-based game like this!
I also liked that the enemies made sense (in the way they move) and that the game was pretty easy to understand. One thing about the directions though, I'm not sure what the 'swipe to move' means, since I just used the arrow keys. I tried to move the character by swiping and it just told me that I don't have ammo (which I naturally didn't have at the beginning of the game)
I agree that vector art can be tough to do well. I myself went for vector too and I thought there were a lot of inconsistencies in the graphics.
Have to agree with you that the vector graphics weren't the right fit. Also, wasn't really feeling how the music matched the mood of the game. In the short playthrough I did, the power mechanic felt kind of inconsequential, but, being a roguelike, it could have been due to circumstances of the runs I got.
As a huge fan of roguelikes, I really enjoyed this game and I think you nailed the roguelike/puzzle feeling for the game! It was a lot more complex than I was expecting too, which is a plus. Loved the music and the sound effects too; they really wrapped the game together nicely.
The game was a tad too difficult to win, since between the - tiles and repeatedly getting surrounded by enemies I'd find myself dying pretty quickly. Not to mention that the enemies having the ability to move diagonally while I couldn't made it feel a little bit more unbalanced than it should've been. But that aside, I still loved playing it, good work!
-m
Mechanics wise, I think the game needed some extra sense of progression. It's be cool if there was some goal you're working towards, like some unlockable to buy or like, a different type of level after every 8 or something (like spelunky).
The music was good but I felt like it was a little bit too chill? Not sure whether it fit the vibe of the game. But it was a good song.
I agree with you about the graphics, in that the pixel art is nicer, but there are some things you could probably do to make the vectory art nicer as well. One thing that can help is to design the graphics around a colour scheme/colour palette. If you do some googling you can find some nice looking ones and then base the game around that. Also visual effects like bloom and lens aberration can help too, if you can do them.
Also nice to see a Swift game. I like Swift 😁 Shame it's not very cross-platform 🙁