Short Lived by Matt Fabius
Short Lived is a puzzle-platformer in which you take control of a robot with very limited energy resources. Navigate to the end of the temple before its too late.

Ratings
| Overall | 601th | 3.091⭐ | 24🧑⚖️ |
| Fun | 342th | 3.273⭐ | 24🧑⚖️ |
| Innovation | 612th | 2.727⭐ | 24🧑⚖️ |
| Theme | 241th | 3.773⭐ | 24🧑⚖️ |
| Graphics | 679th | 2.773⭐ | 24🧑⚖️ |
| Humor | 273th | 2.75⭐ | 22🧑⚖️ |
| Mood | 601th | 2.857⭐ | 23🧑⚖️ |
| Given | 21🗳️ | 23🗨️ |
Here is my rating:
Overall: 3
Fun: 4
Innovation: 2
Theme: 3
Graphics: 3
Humor: 3
Mood: 3
The game remind me to "Don't give up" or something like that... Jajajaja... it's a bit hard too...
With a font like MSDOS or something pixelart font... the part or the talk of the robots can have more ambientation :D I guess the standard font gives the feeling to me that are part of another game... you know, the game design and the font seens to be from two diferent games...
I was thinking on give up at the second level :v I though it was some kind of bug, but then I see the battery :'D
PD: I give up some levels later :v I lose my pacience xD
Here is my entry: https://ldjam.com/events/ludum-dare/39/runoutofenergy-the-game rating me please! :D
There my game link for Windows… enjoy https://www.dropbox.com/s/dpapwuoscuiu9eq/RunOutOfPower.zip?dl=0
The levels are the right size and winable so that's a plus, but also there was hardly any challange. Yes, there were two challanging levels - The third one (until I found out there was a battery) and the one with the pulsating blue to white spectre water?
Another good thing was the lil' tutorial at the start on movement.
Hovever this kinda gets me into some second problem, it felt like the FOV was too small to really have enough information where the batteries are. On third level I haven't noticed it and I spent around three minutes until I seen it in the full scene (I thought it was supposed to be challenging so I didn't look for it though).
Movement felt really not standart almost as if it isn't using the interpolation, but I think this is more about personal preference. Another thing to add is that if you press space at the start of the round it sometimes jumps if you press it too quickly and you'll lose some energy.
The dying seemed dealyed. Few times I have burned on one flame, walked a out and died (sometimes I walked free), but more importantly this was more problematic inside the spectral water or whatever that was. Sometimes I jumped out and haven't died and sometimes I have.
The whole mechanic of this water seemed wierd, mainly beacuse there was one whole level based around it and I had no idea how you should avoid dying. It took few tries.
I didn't really catch into the story, I have no idea why was this robot different, but hey, it doesn't matter.
The graphics are monotonous and sometimes things (the battery for example) blend with the reapeating background.
The levels have no standard platform height and it feels wierd, but again cannot blame for this one, it's thing of preference.
My vedict:
O: 2
F: 1
I: 2
T: 5
G: 2
H: 0
Mo: 2
I also had a weird glitch where I was holding the jump button and I got stuck on the ceiling until I let go! But maybe it's just a cool feature I missed reading about :P
Here is some feedback:
- You really need another kind of camera. No modern platformer uses the kind that is locked to the player, and for a reason, it's confusing and makes you dizzy.
- For jumping, holding the spacebar to jump becomes frustrating, platformers are about dexterity and control. Use [Input.GetButtonDown](https://docs.unity3d.com/ScriptReference/Input.GetButtonDown.html) to detect only when the key is pressed.
- It's not clear that you die if the energy level reaches zero, in fact, I didn't even notice the small counter on the bottom left corner until I started dying "for no reason". You could put the energy meter on a more visible spot, or at least mention it on the tutorial.
- Finally, there is a small bug on the first level, if you stand exactly inthe middle of the two NPC's both dialogues appear at the same time.

As for know you received a 15 votes for 19 given which is quite good. If you want to receive more votes just rate more game. Especially the early days of votes.
I hope it will help you for the next LD.
As it was said before you should add some smoothing to the camera's movement. Since the game is usually played on fullscreen you should also make the power indicator nearer the center and make it more visible and readable. If you want to make your game look more polished you should add more effects like particles, player animations and add some detail to the map. Usually just a few sprites rotated in different directions with different scale can make the map looking busy, lively and more appealing at small cost.
A little detail in your platform graphics might go a long way. The robots and energy fire thingys seem a little out of place in the solid grey backgrounds.
That said, this is awesome work for the weekend. Keep it up!
Nice job! Some sound and music would be nice.