Planet Doom by NNNIKKI
Turn on the 4 main systems and escape from Planet EQ-48 while keeping the core alive!

WARNING. WARNING.
You are aboard Exoplanet EQ-48. The place has become infested with Troglodytes, horrible little aliens that will eat your face off. The only way to get rid of them is to lead them into the planet's core to electrocute them.
The planet's core, which currently has only enough energy to last exactly one minute. However, you can extend this time by killing Troglodytes to supply it with energy.
In order to escape, you will have to power on the main 4 systems: * Rocket fuel, * Rocket leverage, * Network connection, * and Life support, and then walk into the rocket at the top.
Due to the complex structure of EQ-48, you will fall back down at the top after falling to the bottom, and you will emerge at the left side after going to the right and vice-versa.
The planet will automatically self-destruct in 10 minutes to prevent Troglodytes from spreading.
Good luck.

Controls:
- A | D or ← | → - walk left/right * Walk into a wall to climb it.
- Enter - Start/stop typing
- Escape - Pause game
Gamepad controls: * DPad - move in menu * DPad Left/Right / Joysticks - walk * LShoulder - Start/stop typing * Select - Pause game
https://youtu.be/eOo9gkof6mU
| Youtube | https://89o.itch.io/planet-doom |
| Youtube | https://89o.itch.io/planet-doom |
| Youtube | https://89o.itch.io/planet-doom |
| Original URL | https://ldjam.com/events/ludum-dare/46/planet-doom |
Ratings
| Overall | 262th | 3.714⭐ | 30🧑⚖️ |
| Fun | 594th | 3.196⭐ | 30🧑⚖️ |
| Innovation | 228th | 3.679⭐ | 30🧑⚖️ |
| Theme | 602th | 3.589⭐ | 30🧑⚖️ |
| Graphics | 190th | 3.929⭐ | 30🧑⚖️ |
| Audio | 117th | 3.778⭐ | 29🧑⚖️ |
| Mood | 95th | 3.875⭐ | 30🧑⚖️ |
| Given | 26🗳️ | 29🗨️ |
inverted controls.
Overall, brilliant game with a massive sense of urgency!!
It's a bit frustrating not to be able to destroy the creatures (a shield system would be cool) but the whole thing is really good!
The mood is superbly well rendered
Goo job!
The screen shake and glitch effects are not too much, they are simply tied to the wrong thing. The 10 minute doomsday clock should be the driving force behind the effects. When down to the last few minutes it should get about as intense as it currently gets after about a minute.
I don't even understand what causes the shakes. Even when hordes of troglodytes keep matching into the core, the shakes won't subside. What gives?
At least the station at the top right is very difficult to hack when a near constant stream of troglodytes is falling just next to it. The inability to do anything about it is actually rather infuriating. *Better try again and start with that station then!* The troglodytes could use some randomness in their spawning and movements so that they don't always move through the same paths.
The one minute core meltdown combined with the 10-minute self-destruction sequence is rather strange. It would make more sense if the character could only survive for a minute without recharging at the core. This way there could actually be some kind of a visual on the dude (or a plain GUI element) indicating the current charge.
Little things in the end, yet they make all the difference in a world of headaches.
It is just a few small design issues causing a problem and the only way to get better at design is to keep playing things, making things and criticizing things. Jams are great for all of these!
Mechanics were overall very well thought-out, but not having any obvious way to avoid enemies in a pinch (no dodges, no attacks, no jump) was... unexpected. If the goal was more to plan ahead and path away from enemies, one might expect that they'd move slower, or that the screen would stay zoomed out further, or something to accentuate the "strategy" of path planning. If that was a design goal, that could have been emphasized or realized better.
Kudos once again for the polish on the finished product.
upd: can't start on 32bit too ...