Outpowered by LCStark
We can't survive here any longer, they are just too many. If we repair our generator, we have a chance to get out of here. Find the missing parts, keep the generator powered, destroy anyone trying to stop us!
Stay close to your generator to refill its power bar. When you move away, it will drain slowly. Don't let it deplete, and you'll be fine.
Approaching enemies will move on the generator. Destroy them before they can reach it. Do what you must to keep the generator alive!

Post-LD Update 1
So I've finally found some time to work on the game again. This is the result: - three selectable difficulty levels - runner enemies now have a melee attack - all enemies can now attack the player - bouncing bullets (thanks for the idea @ausstein) - improved map - improved power / attack alerts - more animations & sounds - some minor graphical tweaks

What's next
I want to re-do the map system. I don't want it to display the entire map, I'd like it to only show sections the player has already visited, showing with a different color where there are still unexplored corridors.
There's still quite a lot of places where I want to add more animations & sounds to improve player feedback.
Some graphical improvements wouldn't go amiss. I want to re-do the player sprite, perhaps do some better walls, floors and add a background. I may also add some variability to those, if I find the time.
I've still got some feedback to go over once again, there's definitely some more ideas in there.
| Youtube | https://lcstark.itch.io/outpowered |
| Youtube | https://lcstark.itch.io/outpowered |
| Youtube | https://lcstark.itch.io/outpowered |
| Original URL | https://ldjam.com/events/ludum-dare/46/outpowered |
Ratings
| Overall | 491th | 3.472⭐ | 55🧑⚖️ |
| Fun | 459th | 3.368⭐ | 55🧑⚖️ |
| Innovation | 595th | 3.198⭐ | 55🧑⚖️ |
| Theme | 407th | 3.792⭐ | 55🧑⚖️ |
| Graphics | 912th | 2.74⭐ | 54🧑⚖️ |
| Audio | 390th | 3.25⭐ | 54🧑⚖️ |
| Given | 130🗳️ | 100🗨️ |
The second type of enemy does shoot, but unfortunately it only shoots the generator. I wanted to have enemies attacking the player, but I simply ran out of time to implement it properly. Because of that the challenge in the game comes only in form of trying to explore as much as possible before the next group of enemies gets to close to the center.
I'll work a bit more on the game and add the simple enemy AI I wanted. That should make it more difficult (and interesting). ;)
Nice job!
The minimap tracking your progress is a really nice touch.
I liked the music. Was there a second theme for when enemies were inbound or did it just seem to line up that way?
@justalocalhero No, there's only one theme, so I guess it was just a happy coincidence. :)
The music is great too.. Nice.. Love the melody..
Great job =)
But, I think, enemies are very easy.
Music seemed fitting.
Minimap was very useful, especially how it updated to show where I had been.
Strange that it showed everything but the parts needed though.
Could use a few more explosions when shooting things.
> Technically there is nothing forcing you to leave, you could just defend indefinitely (...)
Technically, yes. But if you want to win the game, you must collect all the parts. Also, enemy waves get stronger with time, so eventually they will overwhelm you. This version of the game has a long wave timer, so it might take a while, but it will happen.
@xeke-death Thank you! I left the "friendly fire" option on while testing early versions. I figured it would stop the player from shooting randomly around the generator and perhaps force them to intercept enemies way sooner.
I'm glad the minimap exploration progress is useful. It was one of the last-minute additions, but I feel like it made the game much better. I didn't show the parts on the minimap, so the player has to actually explore instead of just going to the marked place. If I had a bit more time I'd actually change the map so it wouldn't show the entire map, just the parts you've visited and their neighboring corridors.
As for the explosions, I fully agree. That's one thing I regret not adding. I'm planning to add a small explosion when the projectile hits anything, plus a bigger explosion when an enemy is destroyed.
However towards the end the enemies just kept coming, and thought it was a bit too much , or maybe I am just sore looser :). Also thought the graphics could be improved, I didn't find it too engaging & wasn't sure what things were supposed to represent (looks like bones to me), but I understand it is hard to do! So good efforts anyway to do them!
@pizzasgood Thank you! I'm glad you liked the music, it was one of the things I felt anxious about, for not putting enough time to polish it. As for the difficulty, I worked on some AI for the enemies, they were supposed to spawn more often and attack the player if they got too close. Unfortunately, time was running short and I had to cut that out. That also meant I had to make the spawn times between waves much longer, as enemies now bolted towards the generator and the player would be overwhelmed early on. In hindsight, I could have added a selectable difficulty level, making the spawn times a bit shorter on higher difficulty settings, but that's just a lesson for the next time. ;)
I wished it had more challenge as the enemies weren't really a danger for me, but overall I enjoyed just looking for the yellow pieces. Nice job!
Graphics, sounds and music are simple but fit well. I think I would enjoy the game even more if those were a bit more complex and colorful. I feel like it looks more like a prototype rather than production ready game. Which is not bad at all given the amazing gameplay.
All in all, you did a really great job and I largely enjoyed playing it!
Don't know whether intentional, but at some point 2 of each enemy type combined and "danced" in a circle, creating a beautiful new shape.
Wonderful job! Thank you!
As i have gathered from your other replies, you are not intending to do a post-LD version which is a shame. But I will therefore focus my review on what could have been done on a compo timescale.
The graphics are fine and get the job done, but they are not what this game is about. The Audio is suprisingly good since you said you have no experience with that!
The mechanics are quite complex and polished at the same time for a compo game and this is what makes this game stand out.
Here are a few Ideas of what I might have done:
I would have added more feedback in general: for hits, a little screen shake a small explosion, for picking up missing parts a little screen glow or some sparkle effects etc.
I would have added bouncing projectiles, this game needs bouncing projectiles :D
I would have added some difficulty settings because right now it was very easy.
Also a fullscreen option, (Usually just setting itch.Io to "click to launch fullscreen" does this automatically unless you are doing something with fixed pixel sizes, since this is only a modification to the hosting and not the game you could even try this now)
The enemy AI is fine for the timeframe.
Overall Well done

> As i have gathered from your other replies, you are not intending to do a post-LD version which is a shame.
I'm not sure yet if I'm going to do a post-LD version. Right now I'm busy with making another game for a different jam, and in the free time I'm trying to play and rate more LD games. If I have some time in the next few days I'll try to implement at least some of the features I wanted to have here from the start, but didn't have enough time. Hopefully I'll have enough time to work on it more.
> I would have added more feedback in general: for hits, a little screen shake a small explosion, for picking up missing parts a little screen glow or some sparkle effects etc.
Small explosions are one of the things I have on my to-do list. I haven't considered adding any effects on pickup, thanks for the tip!
> I would have added bouncing projectiles, this game needs bouncing projectiles :D
Now that's an interesting idea. I wonder how well it will work here. I'll try experimenting with it for a bit. Thanks! ;)
> I would have added some difficulty settings because right now it was very easy.
I thought about adding a slider that would change the interval between the waves. Right now I think it's not a priority, since I first want to focus on giving some AI to the enemies, which will influence the difficulty on its own. When that's done I'll see about adding some difficulty setting.
> Also a fullscreen option, (Usually just setting itch.Io to “click to launch fullscreen” does this automatically unless you are doing something with fixed pixel sizes, since this is only a modification to the hosting and not the game you could even try this now)
I might remember it wrong, but I thought the Itch.io full screen option doesn't scale the game window, it just puts it on a single colored plane and hides the browser UI. Either way, I guess it's a good idea to turn that option on. Later on I'll see about making the game scale well for several resolutions and aspects.
Thanks for a lot of good feedback, it means a lot to me! :)
I really liked the map that filled itself in as you moved around, helped make it a lot clearer to myself where I had looked before without having to put additional mental load of myself to personally memorise it. The multiple resources, energy and health, which you have to balance in order to not lose the game meant I had to keep a little more situational awareness but I never felt that energy was ever much of a threat even when I had gone exploring for a long time. You did well with the alerts warning you of incoming waves and when energy was running low, so that was really cool to see. On the second game around I could see the pick-ups were randomly placed so I couldn't memorise the locations.
Overall a pretty solid concept, there could be some areas of polish with the map graphics and enlarged map (in my personal preference, would have worked better if it was centered on your current location). Good interesting game, ended up playing three times just to see what it was like.
> There was a moment where the game froze a little but it then immediately started up again.
Do you remember what was going on when that happened? Was it just before enemy spawn? Or right at the start of the game? I haven't seen this bug before, it might be difficult for me to locate the source.
> (...) enlarged map (in my personal preference, would have worked better if it was centered on your current location)
The map is mostly centered, I've made it so there's a little bit of a deadzone before it starts following you. I was coding a way to scroll the bigger map using arrow keys, but I've ran into a few bugs and had to scrap that idea to finish in time.
Thank you for your feedback!
Nothing too original in the concept, but fun enough that I played until the end.
Good work.
Enemies were a bit of a chore more than a challenge. their slow movement generally just makes them fodder, and constantly needing to sweep them while hunting for items became tedious.
mechanically everything worked as expected, though the victory screen could have used a bit more fanfare. Granted I'm guilty of this one too, 'tis the curse of the jam I suppose
Really well done for a compo entry honestly. I'd like to see more but this is a solid foundation
With better graphics and fx you can make the game more juicy and create a great exploration atmosphere.
Impressive works for one person.
Good job.
I will try this later today :)