Hypersquare by klekky
Despite starting one day late and a 9 hour power outage, I still completed the game. Hopefully this inspiring story will make you want to play it. Unfortunately, I didn't have the time to make any sound effects :( Here are some screenshots:

The game involves the player blasting their way through the level. Each shot uses energy, so try to conserve it well. Feel free to post your times down in the comments, I'm interested to see how well you guys do.
Here's the link: https://klekky.itch.io/hypersquare
| Original URL | https://ldjam.com/events/ludum-dare/39/hypersquare |
Ratings
| Overall | 348th | 3.478⭐ | 25🧑⚖️ |
| Fun | 165th | 3.609⭐ | 25🧑⚖️ |
| Innovation | 62th | 3.913⭐ | 25🧑⚖️ |
| Theme | 347th | 3.609⭐ | 25🧑⚖️ |
| Graphics | 507th | 3.304⭐ | 25🧑⚖️ |
| Audio | 573th | 1.467⭐ | 17🧑⚖️ |
| Humor | 590th | 1.882⭐ | 19🧑⚖️ |
| Mood | 648th | 2.75⭐ | 22🧑⚖️ |
| Given | 7🗳️ | 7🗨️ |
All jokes aside, this is a pretty solid game. The controls are smooth and the gameplay is energetic. I like how hectic the game can get. It's one of those "throw yourself at the problem until you make it through" kind of games. The lack of audio is a bit disappointing, but understandable given the time constraints. Overall, I enjoyed my time with this entry, even if you SHAMELESSLY STOLE the very original name I came up with myself.
Please check out my game: https://ldjam.com/events/ludum-dare/39/torch-boy
The gameplay feels a little too chaotic, in a game when almost everything OHKO you (I think the shoots from enemies are the only exception here), the amount of control the player have over the character is key. Or maybe you could keep the same movement, remove death and build something purely based in precision.
A platformer that forgoes traditional jumping is not something you see often. I commend you for innovating in that regard. However, I didn't find the jump replacement mechanic fun at all for a couple of reasons:
* it leaves no room for error. Many times, I'd blast off to somewhere I couldn't see at the beginning of the blast and the end of the blast would be on some spikes, and there isn't time to correct the trajectory. The only way to avoid this is to play the level again and again until you've memorized it. I don't find the trial and error of this process fun at all.
* there's no room for minute adjustments. All motions are huge motions and complete commitments to a trajectory. (this is kind of a repeat of the first point)
* combat with so much recoil isn't fun. It's already really challenging to keep track of several enemies at once that are all shooting at you; the fact that 95% of angles to shoot at result in death or falling all the way back to the beginning of the level pushes combat from challenging enough to be fun to challenging enough to be a pain.
I also think that there is too little friction between the player character and the platforms. Soooo many times I would FINALLY land on a platform I was trying to get to, prematurely celebrate, and then bounce/slide off. But by far my biggest issue with the game is that it *requires* trial and error.
Of course, all of these opinions are subjective. I don't play many platformers and I don't play many super hard games; yours is both of these things, so I'm definitely not the intended audience.