Seeking Power by gustavo.christino
In Mobile Worlds, our hero seeks a source of power to finally achieve what it needs!

Controles:
PC: - X: Confirmar - ←: Move Left - A: Move Left - →: Move Right - D: Move Right - Space: Jump - ↑: Jump - W: Jump

Joystick: - X: Confirmar - ←: Move Left - →: Move Right - B: Jump

Team: - Gustavo Christino [lead organizer, lead programmer]; - Eduardo Bakabal [manager, programmer]; - Caroline Biscoita [programmer, graphics qa]; - Thâmara Prata [lead graphics]; - Troloze [audio, graphics]; - Tiago James [graphics].
Ratings
| Overall | 2446th | 2.693⭐ | 103🧑⚖️ |
| Fun | 2315th | 2.637⭐ | 104🧑⚖️ |
| Innovation | 2270th | 2.649⭐ | 103🧑⚖️ |
| Theme | 1910th | 3.289⭐ | 104🧑⚖️ |
| Graphics | 2227th | 2.485⭐ | 105🧑⚖️ |
| Audio | 1370th | 2.812⭐ | 103🧑⚖️ |
| Humor | 1519th | 2.584⭐ | 97🧑⚖️ |
| Mood | 2272th | 2.526⭐ | 99🧑⚖️ |
| Given | 103🗳️ | 334🗨️ |
The physics were difficult sometimes, but they did make the game more challenging. Having to jump backwards to avoid an enemy that runs faster than you is an interesting challenge, and the twitter bird enemy brought back memories of classic Mega Man.
The graphics were okay, but I think if they didn't look blurry they'd have looked a lot better. The twitter enemy for example looked good, but the main character was blurred. You can fix that by changing the texture mode in Unity.
The music was great.
Overall, nice job!
PS : thank you for your feedback about my game. I really appreciated your large explaination. I guess that you was the first player who finished all levels. Congratz :)
I wish you the best ++
I wasn't able to beat the original release because of some of the bugs, but it looks like most of them are fixed in the post-jam release. I really like the design of the main character, but it looks like the art got stretched in the game, so the pixels don't look as clean.
I liked the mechanic of being able to go faster with more charge! Also, once I discovered the double jump, I thought moving through the level at top speed was pretty fun. I also liked the audio loop, I have the tune stuck in my head now :musical_score:
The physics can be improve, the phone is too slow and sometimes it stuck on platforms. With better graphics and FX, you'll make a great game.
Nice job!
Thanks for the constructive feedback :smile:
@pythooonuser, @nicolasjl9, @duck-reaction and @thibaud-ligneul. o/
The game is chalenging as we have to avoid enemies with different moving patterns. The graphics could be improved a little as a background, even a simple solid colour would help the visual.
I like the main character design as well although, as already mentioned, it is blurry compared to the enemies.
Overall nice entry, keep up the good work and I hope to see you guys on the next jam :flag_br:
We will work on that (graphics and the wall-bug-problem). ^^'
@digitaldude555, @spirits, @pedro-miranda and @patrick1. \o
The collisions system kept stopping me from jumping out of holes and stuff though which broke my immersion a bit. Not that big a deal though
Good work!
Thank you all! :) We will work with all you said.
And for playing! (:
The 'O', @wheffle, is not for charging (and it's the first next fix). \o Thanks.
@lerg and @trigueiro, we will try to make an HTML version. Sorry.
As we don't have an Mac, it's hard to check if the Mac version works (this has been tried in some previous game jams via Unity3D and it didn't quite work out, hahahahahah).
The way you move slower when you have lower power seems good in theory, but in practice just makes the game frustrating to play.
Good take on the theme.
We will add some speed to the character (at the three speed levels). So the feeling of speed will be less frustrating.
We chose to start with a low battery (which implies starting with the lowest speed possible), precisely to reduce the feeling of frustration (so taking charge would come as a movement energizer (otherwise it would be more seen as a penalty)).
On motion and collisions: yes, we will work more on that (we have not fully mastered the Tilemap, so we will find another solution for the horizontal collision and the state machine being used for gravitational displacement).
The jump near to walls is a problem that we want to fix as soon as possible. :)
@peterbuo, @eduardogacn, @hiremedeveloper, @aflatthrasher, @trogoq, @elio and @brenno263!
I will take a look at each of your game too! :)
The graphics are a bit all over the place. For example most textures seem to be filtered while the birds are unfiltered. Also maybe change the default unity background first. I also did not get what those green orbs are useful for?
But beside those minor gripes I really enjoyed the platforming part with movement speed depending on the available energy. And I loved double jumps.
It's a very good start and with some improvements it could be quite amazing! Good job!
Graphic choices are strange, though, and it feels like the elements don't really go together. Like it was cobbled together from random things rather than created in a consistent style. When I played a jam version and I encountered quite a bit of bugs - I kept getting stuck on the elements of environment. But I tried the post-jam version and it was much better there. So kudos :)
So many artists, but we are working with art unification now, @fabula-rasa.
Yes, the art was somehow out of place, @nachodlv). Hahahahah.
I played your game on my stream, and the VOD is here if you're interested:
https://www.twitch.tv/videos/614620742
PS: The language that was used below English in the messages is Portuguese (PT-BR to be more precise).
@weeping-rupee

Adam, the theme is about "keep alive" the battery. Taking advantage of the common expression in international series) and in my country of origin as well) about saying that the device died (when the battery runs out).
I kinda expected to get a pixel art platformer but even that expectation was crushed when I saw the blurred and filtered sprites. The music was nice though :) a bit repetitive bit adequate.
I got frustrated pretty quickly due to the controls not really working like they should've, so I gave up after a few tries (I played the original jam version). Due to the controls being very wonky, the game was also very hard since avoiding enemies was kinda impossible to do with precision. Would've been good to have more than two hit points then to actually being able to see more of the game without getting too frustrated.
All in all, very rough platformer with a lot untapped potential in the art department. Hope you have more success next time. Keep it up!
P.S. All the best with getting to 100 ratings, we're really close as well! I hope you get there!
I played your games and reviewed them too. :)
We intend to continue the project and correct the movement as soon as we have time (after the event).
\o
We really had a problem with maintaining the same graphic presentation (many artists at different levels working separately for the first time (many of them)), in any case, the learning remained for all of us.
o/
I liked the idea of different movement options at different charge levels. The animated characters are cool, too bad you didn't have time to make a tilemap or animate this cute phone.
The jump does not feel very good, and the bug where you get stuck at one level when jumping in a wall is pretty bad but pretty classic when you let the default physics material on your player.
Thanks for the game, I had fun!
We used Tilemap, but we have not mastered yet. ><
Thanks again.
Red (fire) is a reference to Tinder (application to find people, relationships, etc.); green (static, which generates wear on the battery if touched) represents WhatsApp; and blue (as you’ve already noticed) represents Twitter.
Also the first WhatsApp's position is quite strange. I don't think it needs to be placed behind player like that.
Color is unfortunately a problem, due to the reference to WhatsApp, which also seems to be a good tool (but it drains the battery, not to mention the possibilities of spreading rumors). Hahahahahah. I already thought about changing the color, but it didn't pass the reference anymore (even if the reference was not passed like that).
I believe that feedback should be improved in the case of WhatsApp (originally it was for the player's character screen (PC) to show an overload reaction when entering the WhatsApp action area.
Thanks again, @bluilisht. ^^
It was fun to jump higher to discover the objects on the top of the background, the detail was surprising, I think that is the lighlight of the graphic. While there can be more polishment on the grey background, which can attract an enhanced impression at the beginning.
When I figured out the mechanism of the game, it was really fun to play. The battery on the left corner was a creative concept. There is a good banlace of the timing, enemy and score systems. The only thing i'm thinking to improve the game play is that the speed and range of the movements could be larger so that can improve the controls.
Interesting game and nice entry,I enjoyed a lot, well done1