Battery Savior by Cliff Lee CL

Screenshot:



This is my thirteenth time to attend Ludum Dare. Hope that everyone will enjoy my game :) This is an action game. The batteries are dying! We need a hero to save them! Are you the battery savior?
Game Goal:
- Control your charging cable to save those dying batteries!
Control:
- Use mouse cursor to control charging cable.
Used tools:
Game Engine
- Unity
Version Control
- GitKraken
Project Management
- Milanote
Box resources and audio come from the online resource. Designed and made by @Cliff-Lee-CL.
Previous Ludum Dare Game List:
| Youtube | https://cliffleecl.itch.io/battery-savior |
| Youtube | https://cliff_lee_cl.gamejolt.io/battery-savior |
| Original URL | https://ldjam.com/events/ludum-dare/46/battery-savior |
Ratings
| Overall | 392th | 3.868⭐ | 21🧑⚖️ |
| Fun | 284th | 3.842⭐ | 21🧑⚖️ |
| Innovation | 79th | 4.105⭐ | 21🧑⚖️ |
| Theme | 358th | 4.079⭐ | 21🧑⚖️ |
| Graphics | 873th | 3.868⭐ | 21🧑⚖️ |
| Audio | 396th | 3.763⭐ | 21🧑⚖️ |
| Given | 10🗳️ | 13🗨️ |
I really like this entry, cool premise, interesting controls and nice graphics. I do believe that there is a bug regarding the player's speed, there was a level that I am *sure* was impossible to complete. It's the level shown on the first gif of this page, you do it with ease, but I didn't have even nearly enough time. I suspect that the player's speed is dependent on frame rate, I'd suggest researching Time.deltaTime, you use that to ensure the game is the same regardless of the player's frame rate. I really like the graphics, particularly the rainbow cable, it just looks really slick. The game's style felt super clean, so congrats, I hope you can get more attention for this! :heart:
Using the battery as a timer is a clever way to integrate the theme. But I do think you could have explored it a bit more mechanically so it actually felt like a life bar and not just a timer.
It's not super adventurous or avante-garde, but overall, one of the more fun games I've played so far.
GJ!
This is incredibly amazing. I could go on forever about how amazing this is.
I was attracted just by the photo, it looked fun just from the photo because it was a handphone and I could already tell I had to charge my phone somehow LOL.
And when I found out it wasn't a puzzle game (as it looked like from the level design) but a skill based game, even better.
Controls: Not only that, but i love the way the controls work with the acceleration based on mouse distance. It's so simple to implement but it provides such deep gameplay and mastery curves omg. I've started trying to "brake" by switching my mouse positions from front to back.
Also, it's genius adding the green and brown blocks.
Love all the attention to polish, detail, affordance and feedback design.
The bounce was a nice touch, that i'm guessing was also simple to implement if it took advanatage of Unity's physics engine and material. Ingenius.
Everything in this game came together and synergized very well, from visual design, gameplay design, sound, mood.
What acceleration or formulas were used for the movement of the plug? Omg i'm so curious.
One difficulty i face is the controls for restarting. When i click "play again" because my mouse is hovering over the button, the plug immediately starts going retarded for the center. So i feel like I get punished unfairly, since i sometimes lose time. And i have to wait till the entire level times out before I can try again. Some levels are so tight for me, even miliseconds count (which shows the game is amazingballs). I have to time my reaction really well after clicking the button. It's a minor detail, this game is so polished that I can start giving feedback on the tiniest details.
Humours, relatable and get use of existing schematics in a person's brain.
Dude i can go on forever about how amazing this is so I'm just going to stop. xD
I have a ... big pike of fun and then it was the end of the game xD Neeed mooooaaaar !
Seriously, it really fun to play, bright color, easy to understand, hard to master. It's really cool !
Some downside :
- I wish there was a key to restart the all level when you see that you wouldn't make it.
- I wish there was a button to click or a timer before each plug launch, because some times my pointer was just not where it should be, inducing a start in the wrong direction
- More levels ! Even if some would be rather the same in some cases, don't be afraid to put random stuff on you scene if you lack inspiration, then remove too hard to dodge blocks.
Anyway, really polished game, fun and great experience ! Nice job !
I think the phone should reset when you die and not only when the level restarts. This would get rid of the "reset level" interface, which is very good because less interface -> more immersion.
As for the timer, the game (as I see it for a mobile game) has a relaxing mood and art, which is very suitable for a mobile game, but the timer is so tight that it demolishes all the relax. I would lengthen the timer and maybe add some cheat to it, like making the lower half slower (or something else depending on what part of the bar the player enjoys finishing on the most)
As mentioned previously, you should get rid of the restart interface or add a button to reset the level manually, because once you failed your firsts launches you'll not have enough time to reach the phone before the end.
Good job !

worldMousePosition is come from mainCamera.ScreenToWorldPoint(Input.mousePosition).
Hope you'll get something useful above :smile:
The restart button is indeed not a good design. I'll try to figure out a better way to handle that. Thanks for your suggestions!
Thanks so much for sharing! <3 *adds to self-study notes* xD