Shmup with grappling hooks by chuchuw
Use your hooks to absorb energy from invaders and release it to restart human colonies machinery.
Be careful about your own ship energy. 🚀

⌨ WASD or ZQSD or D-pad for movements
Shift or Ctrl for Healing hook
Space for Absorption hook
🖱 Mouse clicks work too for hook actions
🎮 Gamepads are allowed
Created by chuchuw with love2d and sfxr
Music by renardmalsain
Ratings
| Overall | 614th | 3.75⭐ | 24🧑⚖️ |
| Fun | 937th | 3.455⭐ | 24🧑⚖️ |
| Innovation | 371th | 3.75⭐ | 24🧑⚖️ |
| Theme | 1701th | 3.432⭐ | 24🧑⚖️ |
| Graphics | 1282th | 3.591⭐ | 24🧑⚖️ |
| Audio | 792th | 3.429⭐ | 23🧑⚖️ |
| Mood | 1054th | 3.477⭐ | 24🧑⚖️ |
| Given | 14🗳️ | 18🗨️ |
The scrolling is slow on purpose to allow you to play with the power stations,
but I wish I had focused more on adding enemies / waves / patterns. :)
Can I find your game also on indiexpo website? The channel is linked with them.
Clean and without any kind of bug. Controls are very smooth and accurate.
It deserve some next levels and maybe some other additionnal mechanics but the game is really good for a jam.
Congratulations.
Thank you for your interest :)
The art is very clean, though I think it would be better to distinct the player from the enemies more, by using different colours for them, for example
I didn't want to make the player aim with the mouse or the stick in an analogic way, but maybe just 4 or 8 directions could be interesting ! Or maybe auto-aim/moveable lock.
About the colors, I put only one because it's all about the same energy that flows in the different characters, but maybe I could use 2 colors for allies/opponents, and the white for the energy.
That said, I found it very frustrating actually hooking onto the generators. I can only assume the left/right offset is relative to movement, because what it *felt* like was that they were cleverly heat-seaking the exact opposite of what I wanted, haha :p I found myself pretty constantly healing enemies by mistake so I eventually started just herding every enemy to one side of the screen to get them out of the way, which seems to work ok.
It would've been cool if there'd been a mechanic to force me to change strategies every now and then - but hey, it's a jam and there's not much time!
Presentation is all really good, especially the sound design! The use of the scrolling level to provide instructions was a really slick little detail that I appreciated a lot.
thanks for the feedback !
I think that if I keep working on this game I'll check this comments page more often :D
Really creative idea though and really cool execution! I really liked it a lot and could see great potential in this energy transmission mechanic. And everything's so smooth! You also chose a really nice-for-the-eyes hue of green. All in all just a very pleasant experience.
This was planned originally that enemies could shoot (and even throw hooks like the player), and have more complex IA patterns, but I dropped everything because of the jam time limit, to focus on design, tutorial, and a victory condition.
I see very good ideas here ! I never thought about the overheating, but that's definitely something I will implement !
About the controls, it was on purpose that you could miss your target and heal an enemy, and same thing about draining a generator if you're very low in energy.
I think I want to keep this idea, but I need to find how to make it easier to use and less painful for the player.
"add a ton of depth ... and make the game exponentially more interesting" that's a good target, I'd love to.
You can follow me on itch.io or twitter for more news on it the day it's worked out :)
🚀
But I expect more difficult enemies, and maybe stop spawning them if there enough on screen?
This concept was comfy, and the sounds were great. Such an awesome idea for the jam, and it fits the theme perfectly :D.
I only came across one minor bug with the game -- it appears that buildings can spawn overlapping each other, I almost missed it when the two buildings were stacked up. The colour changing of the lines from white to teal helped a lot though! :D.

Nice work :).