Keep It Charged by LaZZyDev72
First Game. enjoy.





Not the Best UI But Looks Good
Update_01 (Post LD)
CHANGES.
1. Added HTML and Android Version.
2. Added Restart button.
3. Slide Changes In the Player Model.
4. And modified Post Processing a bit.(Added FilmGrain, MotionBlur and Chromatic Aberration).
5. Changed the Camera angle and Added Motion (Isometric View and WASD Controls together is too hard for human brain to Process).
FIX.
1. Improved Input System and better controls. (More Responsive).
2. Improved sound (Only Change in Pitch).
3. Improved Collision Detection.
4. Improved Grid System(Using ProGrid).
Ratings
| Overall | 358th | 3.598⭐ | 160🧑⚖️ |
| Fun | 410th | 3.437⭐ | 160🧑⚖️ |
| Innovation | 772th | 2.987⭐ | 161🧑⚖️ |
| Theme | 569th | 3.629⭐ | 161🧑⚖️ |
| Graphics | 180th | 3.956⭐ | 162🧑⚖️ |
| Audio | 284th | 3.436⭐ | 158🧑⚖️ |
| Humor | 281th | 3.263⭐ | 154🧑⚖️ |
| Mood | 403th | 3.359⭐ | 155🧑⚖️ |
| Given | 163🗳️ | 207🗨️ |
I really liked the art! This game looks very nice. Good puzzles and solid gameplay. I wish there was a restart button for a level. It was a bit frustrating to replay every previous level, to retry. I had fun! :star:
Menu animations are too long, feels uncormfotable. Also, don't like installers.
I tend to find that isometric perspective games with normal arrow key movement is pretty hard for my brain to translate, also I sometimes ran into the unresponsive key pressed like someone else mentioned.
Nice game! I appreciated the free memes :smiley:
Perspective is a bit hard for this kind of game. Would be much easier i you added grid lines.
Cheers!
.
not the best type of movement but works for the game.
some said they had no issue in key press..
.
.
I found out one more thing that if u play the game at ultra Graphics Quality then it work with out any problem. but choosing any less option it causes the problem of key presses.
Try playing in Ultra graphics Quality.
I found this problem right Now.
Well Thank you for the review. i will try to fix it after LD. Thank you again..

Great job!1
Somethings you could improve:
- Faster transitions
- Restart button when lose a level
- Don't use installer (I almost gave up to play your game because of this)
Im sure you know at this point:
Checkpoints and the rotation was hard to deal with. kept pressing the wrong button cause it rotated odd. then I would have to start the whole game over. but I liked it enough to give it plenty of go's!
There are a few things:
- Sometimes it was difficult to see which square some of the items and blocks were on. On Unity I find it really helpful to turn on snap settings and that lets you move all items into exactly the right place if you hold control while dragging them.
- It was difficult getting used to the wasd keys to move because of the isometric view. Maybe just put an icon for each key on the wall of the corresponding key?
- I agree with @rodrigo-denubila since we're downloading so many games, it's a lot easier if you just get all the unity files and put it in a zip folder. We know how to open the exe and it means we can delete all the stuff from our downloads folder once we've rated.
Overall, this was a really good entry and I can see this as a web game too with some polish. I'm a teenager too so it's really nice to see others. :smile:
How ever i didnt understand your Second piont (Maybe just put an icon for each key on the wall of the corresponding key?) can you explain plz. i will be thankful to you.
Btw - if you have time next time ( and I know unity can take an age to switch between builds ) - do aa web/html version so it's easier to access. :smile:
Apart from that, it's a fun puzzle game, and I liked the short music loop accompanying it, and the messages on the wall were really funny. You really should have put in checkpoints though.
Maybe next time smooth damp controls can help to make it more responsive to the keyboard, but overall very nice.
But instead of spending time to design one more level, a checkpoint system should've been created. ;)
Lazyness is not an excuse :stuck_out_tongue:
One more thing I've noticed is that the movement is not as responsive as I'd expect. It almost felt that the movement happens only when I hold the wasd for a very small duration. Not on press, but on very short hold.
Other than that, nice entry, especially for compo.
Also, please please please... don't use installers in the game jam. There's no need for them.
The game itself is quite easy, so the addition of checkpoints felt unneeded to me - no more than one try necessary :).
- The menus feel very unresponsive. Clicks take a pretty long time until something happens. It just feels kinda off and irritating.
- I had some problems with the WASD controls and the 45° rotated perspective. I never really new intuitively, which key would do which movement (That's a general issue I have with all games with such a perspective)
- The same responsiveness problem is also present on the actual game play controls. I lost my first game without the robot doing anything because I was moving against the wall. I lost a move but on screen, nothing happened.
- The worst thing of all though, is that you throw the player back into the main menu after one failure. After failing the second level the second time, I had enough. The menus were so slow and going through the first level again was not an option, so I stopped.
Getting the menus and the controls as responsive as possible (even if it means getting rid of fancy transitions) is an absolute must. If I feel, that my time is wasted (on purpose or not), I will stop playing. This applies especially for a Ludum Dare game, where players will not invest much time to begin with.
If those flaws were not present, this would've been a really awesome experience. Hope you fixed some of it with the post jam version :) Cheers!
The gridbased movement broke down after a while and the character had trouble moving. Other than that - great game! Terrific understanding of aesthetics especially!
1 - Mecânicas, Aprendizado e Fluxo:
O jogo faz bom uso do tema, limitando os movimentos do personagem de acordo com a bateria.
Não ter um botão de reinício para os estágios realmente foi algo que fez falta na versão original.
Aprender a jogar foi fácil (eu já joguei jogos assim, mas com regras bem difernetes, antes).
O fluxo de jogo não teve grandes acréscimos com o tempo. Creio que adicionar entidades adversárias que fazem ronda (e que não preocupam com bateria) talvez fornecesse maior desafio (ou mesmo adicionar tempo em alguns estágios, assim a pessoa precisaria pensar um pouco mais rápido).
Senti que o controle falhou em alguns momentos também (principalmente quando a bateria estava baixa). Não sei se foi algo com atrito do personagem, ou se era para ser assim mesmo. Só sei que foi brevemente desconfortável.
2 - Gráficos, Áudio e Narrativa:
Gostei do personagem principal, parabéns por suas modelagens, ficaram interessantes.
O áudio foi um pouco desagradável do ponto de vista dos efeitos sonoros (de resto ficou bom para tempo de Ludum Dare, meus parabéns por suas composições e tudo mais)! ^^
A narrativa é simples e direta, não é o foco também, então não há muito a falar sobre.
3 - Cultura:
Creio que o jogo tenha conexão cultural no que diz respeito à expressão temática usada ("keep it alive" para manter algo eletrônico funcionando).
Além disso, é um bom puzzle (que pode ser melhorado, polido e expandido). Assim teríamos um retorno cultural no jogo e poderia encontrar o nicho de consumo mais facilmente em redes sociais.
4 - Monetização:
Caso o jogo seja polido e expandido, creio que poderia ser um jogo casual com propagandas para smartphones, vender em stores como itch.io (ou até mesmo Steam).
PS: Não sei até onde os memes podem ser usados para fins comerciais, entretanto em termos de fins comerciais, creio que a mensagem final possa dar problemas. Então é bom substituir (mesmo que faça referênca). ^^
1 - Mechanics, Learning and Flow:
The game makes good use of the theme, limiting the character's movements according to the battery.
Not having a reset button for the stages was really something that was missing in the original version.
Learning to play was easy (I've played games like this, but with very different rules, before).
The game flow has not increased significantly over time. I believe that adding opposing entities that do a round (and that do not worry about the battery) could provide a greater challenge (or even add time in some stages, so that the person would need to think a little faster).
I felt that the control failed at times as well (especially when the battery was low). I don't know if it was something with friction from the character, or if it was supposed to be like that. I just know that it was briefly uncomfortable.
2 - Graphics, Audio and Narrative:
I liked the main character, congratulations on your modeling, they were interesting.
The audio was a little unpleasant from the point of view of the sound effects (it was also good for Ludum Dare's time, my congratulations on your compositions and everything)! ^^
The narrative is simple and straightforward, it’s not the focus either, so there’s not much to talk about.
3 - Culture:
I believe that the game has a cultural connection with the thematic expression used ("keep it alive" to keep something electronic working).
In addition, it is a good puzzle (which can be improved, polished and expanded). This way we would have a cultural return on the game and could find the consumer niche more easily on social networks.
4 - Monetization:
If the game is polished and expanded, I think it could be a casual game with advertisements for smartphones, selling in stores like itch.io (or even Steam).
PS: I don't know how far memes can be used for commercial purposes, however in terms of commercial purposes, I think the final message can be problematic. So it is good to replace (even if you refer). ^^
great job guys.
Didn't like the constant camera sway and film grain. It would have been interesting if the film grain got worst the less power you had.
Like that you had the instruction on the wall.
Might want to add a win sound effect, it should feel good completing a level.
Nice use of camera shake when you hit something, its small but works well.
God job on the game.
Well done!
For the sake of rating, i played both versions, both original and post LD.
I liked the concept, and while isometric visuals are always pleasant to me, the controls are easy to confuse. It's nice to see that in the post LD version you find a nice workaround for it without having to change the mechanics or controls. I found only that the menu transitions are a bit too slow and the character sometimes doesn't respond to the commands, having to press again the command you want to perform.
The graphics and sounds are pleasant and create a nice atmosphere for the game. Congrats on developing such a nice game!


I guess my only real issue with your game is the transition animation. Those fade-in / fade-out animations are really too long. It feels like I'm waiting forever for the next level. Other than that it looks like you've fixed everything already in your post-LD version.
I liked the way you used the walls to place instructions for the player. The memes were a nice addition, too! ;)
Nice game, I had fun playing it.
Overall really great game. :)
I found a sticky key issue in the Post LD web version which is my only complaint with the controls as the rest of it was perfect and snappy. The issue I had was that it sometimes needed a double tap on a key to get the bot to move.
The art was great and the sounds were good although the levels were slightly out between the battery noise/wall hitting noise and the background music and the music loop could have been a little longer.
Nicely done, enjoyed this game a lot.
A bit to easy for my taste, but good level design!
It's nice entry to the compo's !
But there is some improvement that can be made. (I was lazzy so I play the browser version).
- First some UX design: in that kind of "mini" and quick level if you go out of charge it should instantly restart the level have to click a button is kinda annoying. So just add a input to open the restart UI so in a middle of a level you can restart (if you got wrong) and/or rage quit the game.
- A bit more of UX a revert previous move(s) make the player life way more easier (if it's a design choice to e.g. increase the difficulty a bit don't take this one in count).
- I know the movement mechanic give a lot of restriction in therm of the level design. But the battery almost literally give you the way to go, I found it a bit frustrating that I did not have to think and just follow the power-cells.
Finally I hope to see your entry at the next jam to see the progress you will do in game development !

Someone up here said the memes kind of killed the mood and I agree. But I thought the messages on the wall were fun!
Well made game, good amount of content, I appreciated the little screen bump at the end of sliding. I was able to make it to the end screen. Good job!
But other than that, really great job!
You made a fun solid puzzle game with a very polished feel to it, so very good job there!
One issue I do have though is that you used at least some pre-made assets (memes at least, others I don't know). Please take a look at the [Rules](https://ldjam.com/events/ludum-dare/rules) for LD, specifically the Compo does not allow any pre-existing assets to be used — the Jam does, but only if you opt-out of those categories.
The movement felt a bit weird a times (It feels like the camera jumps a bit when starting a move).
The puzzles were fun to play !
Good work !
:thumbsup: **What I liked:**
✱ art: visuals and music are great, sounds works well
✱ quality of realisation, it feels neat
✱ The mood
:muscle: **What imo could be improved:**
✱ The robot doesn't feel reactive under the finger, sometimes an input will just get ignored and then it gets ugly: I though the input was good so you type the next move which maked the robot go wrong, loose the level because of this, slooooooow transition to restart. The delay punition for inputing too fast feel so unfair! I suggest you implement an input buffer that allows key stroke a few ms in advance (duration to be tested until it feels good).
✱ Restart should be instant (as much as possible) in a puzzle game, once lost player wants to be able to be back in the flow as quickly as possible.
✱ Levels are very easy. The "charging battery" is a good idea but it gives too much tips on the solution. Maybe having a bigger initial pool and fewer batteries?
:sparkles: **Overall**
✱ Sweat game overall, your created an appealling game thanks to great visual and music. Good work!
Pros:
- Graphics (simple, yet sweet!)
- Lighting & postprocessing (looked really awesome!)
- Music (added a nice background ambience)
- Mood
- Gameplay (comprehensive and intuitive
- Humor (loved the self awareness, lol and the Looney Toones inspired ending
Cons/Things to maybe improve on if you want to continue working on it:
- Humor (sometimes weird memes, but that might just be personal perference, maybe I just don't get the young folks nowadays ;))
- Spelling (some mistakes als grammarwise, would re-check if you want to improve the game :))
- isometric perspective: I get that you probably chose this for better readability, however I would try for either a normal perspective with weak distortion or chose a "real" isometric view: I think if the room doesn't move or moves differently, this could be achieved? I just found it to not be aaaaas pretty as it could look like.
All in all, great entry, good job! :)
I loved the memes, made me laugh as I wasn't expecting them.
I would probably make the tune a little catchier, make the character control a little quicker, after you've hit a wall. Well done!
https://www.youtube.com/watch?v=JhXLQHA-5Z4
Started at timecode:
5:09:30
The idea and executions are nice.
The visual and sounds are good.
Overall, I would have liked better if there were less but better designed levels. Here, some are pretty good but some feel like filler.
Thanks for the game!