Energy Dash by Shell Pirate
Energy Dash is a shooty-mcshooty game about a spaceman. It's pretty self-explanitory, to be honest.
EDIT 1: The game had a very minor bug that caused the music to not restart properly. I went ahead and fixed it. No new features were added to the game.

| Windows | https://www.dropbox.com/s/o078c5e33lrjxov/Energy%20Dash%201.01.exe?dl=1 |
| Original URL | https://ldjam.com/events/ludum-dare/39/energy-dash |
Ratings
| Overall | 97th | 3.919⭐ | 64🧑⚖️ |
| Fun | 124th | 3.721⭐ | 63🧑⚖️ |
| Innovation | 505th | 2.933⭐ | 62🧑⚖️ |
| Theme | 291th | 3.694⭐ | 64🧑⚖️ |
| Graphics | 77th | 4.387⭐ | 64🧑⚖️ |
| Audio | 170th | 3.6⭐ | 62🧑⚖️ |
| Mood | 231th | 3.569⭐ | 60🧑⚖️ |
| Given | 59🗳️ | 80🗨️ |
The game is fun and both the graphics and sound design are excellent. The flying enemies are very hard to dodge. I would suggest making more forgiving hit boxes. Also I would like to see some more variety as the game, despite how short a round is, I think some additional variations being brought after a few planet recharges would make things interesting. Then again it could be that I'm bad and didn't see any more content. The longest I lasted was 3 minutes.
-m
Suggestions:
- Let you fire diagonally and upwards. I feel like the difficulty with the flying enemies should be that they are on a different level than the ground ones and require you to divide your attention and fire. I found they were more frustrating because of the combination of the very high jump speed and the many hits it took to beat them. I think it would still be frantic with the ability to shoot them from the ground, but maybe less frustrating.
- Maybe decrease the sprite size so there is a little more room to see and react to enemies? Jumping was always a crap shoot because an enemy could just appear leaving you with very little options.
- Some sort of feedback when your shots hit something. Shooting things was fun and felt good, but I think having a little hit animation on the bullet death would have added a lot.
Bugs:
Nothing. Well done!
I also liked that the time stops for a short moment after you hit an enemy!
The camera movement is a bit too fast and too much attached to the player.
This looks like a, even if relatively simple, amazingly polished game! The gameplay's smooth, the art looks great and the music suits it so well. I mean... i try to say something "to improve" for each game, but i found it hard on this particular one. Any suggestions that passed through my mind were design choices, not improvements. I feel like you took a simple idea and made the absolute best out of it.
Congratulations on it! Keep it up!
The graphics are really well done. The music is pretty good as well.
So the gameplay is very simple, but quite some fun. I didn't enjoy the knockback very much, because it made the screen shake the entire time when you're firing a lot. It did feel satisfying, but also disorienting. Other than that it was a lot of fun though.
Overall very good entry. Great job.
Tutorial is VERY bad. For a game that simple, you could have explained with more a synthetic and easy-to-understand text.
The animations and movements are very fluid and make the game soooooo confortable to play. But the design of the characters (player or ennemies) are boring: no emphasizing color, no shape, no life. What a shame! With this quality of animation, the game could have easily bean so pleasant to watch!
Excellent work, very clean and very fun to play!
The music is a bit simple however, and the characters attack seems to have the least impactful sound design.
The movement feels great! You can control the heights of your jump and it's very fluid.
It would have been nice to be able to shoot downwards too, especially when the ships fly up from underneath you.
You could also show how long the player survived in more detail, also telling the seconds.
It's nice to have the option between getting more power or regaining health + a significant combat boost.
Shooting stuff feels nice, also because of recoil and explosions.
Overall, it's fun to play :)
Controls were a bit odd -- should really use 'up' button for jump.