Power Station Beta by Dock Frankenstein
Deep in a facility there is a subject that is currently powering the whole building. When the station breaks he needs to quickly find another one and connect himself to it.
Difference between post jam, jam and jam - fixed
The post jam version (aka newest release) includes: crosshair, new console UI, available developer scene (command: scene game), better AI (it forces you to use the elements in the scene and not exploit the AI. The jam AI can be toggled by command ai 1 - where 0 - none, 1 - jam, 2 - post jam). Fixed platforms (they no longer shake you, this was caused by the ground gravity), changed level4 layout (for the new AI, still pretty similar), changed announcer (shorter lines, better clarity), good ending (because you had to cheat to get it due to corruption on level3) and changed audio levels. The fixed version just has simple fixes with settings (couldn't set native resolution unless via console).
Screenshots





How to play
Since a lot of players didn't understand the mechanic here's an explanation: you have electric properties in a facility with no power. You can activate these yellow triangles to fe. make a platform move. There's a lot of electric fragments everywhere, that can hurt you (after a discharge you lost them and they are dangerous to you). These blue balls can be discharged by hitting an object. Most of the time you need to use thing in the level to your advantage either way you will die.
Gameplay
In this game you control an experiment with electric properties that can power certain objects with an electric beam. You traverse through rooms where you avoid parts of your power that need to be discharged for collection. The game includes 6 levels, 2 endings and lots of fun. It's very short and sweet, so you don't need to worry about your time being wasted.
Controls
If you didn't pick them up: use WASD to walk, SHIFT to sprint and SPACE to jump. You can also select a yellow triangle and hold down the LEFT MOUSE BUTTON to activate it. These keys can be changed in the menu.
Videos
https://www.youtube.com/watch?v=a1fy8FttUag
Game made by Outgrass
| Newest release (aka post jam) | https://dock-frankenstein.itch.io/power-station-beta |
| Newest release (aka post jam) | https://dock-frankenstein.itch.io/power-station-beta |
| Jam version | https://github.com/DockFrankenstein/LudumDare48/releases/tag/1.0 |
| Jam version - fixed settings | https://github.com/DockFrankenstein/LudumDare48/releases/tag/1.0.1 |
| Link | https://github.com/DockFrankenstein/LudumDare48 |
| Original URL | https://ldjam.com/events/ludum-dare/48/power-station-beta |
Ratings
| Overall | 1478th | 3.18⭐ | 66🧑⚖️ |
| Fun | 1438th | 2.977⭐ | 66🧑⚖️ |
| Innovation | 1115th | 3.063⭐ | 66🧑⚖️ |
| Theme | 1781th | 2.648⭐ | 66🧑⚖️ |
| Graphics | 1243th | 3.375⭐ | 66🧑⚖️ |
| Audio | 1013th | 3.039⭐ | 66🧑⚖️ |
| Mood | 1271th | 3.23⭐ | 65🧑⚖️ |
| Given | 11🗳️ | 12🗨️ |
An interesting mechanic with moving platforms.
Definitely also got the "Portal" aesthetics vibe.
The last level exit not being an elevator cabin and you having to jump directly down the shaft was confusing and TBH I only did this out of desperation.
That "yellow" connect-thingie feels a bit clunky and probably lacks some sort of response (maybe sound? like a humming noise?).
Congratulations on finishing a game for LD48!
great job but the ball confused me a little
The voice for the announcer wasn't my favorite, recording your own voice might add some character, though on a tight schedule I understand using what you did.
The overall vibe seems like it was pointing to the deeper and deeper idea, but I think you could have leaned into it a bit harder.
Not bad, but can't say it was my favorite.
- Beautiful Portal graphics!
- Wish I could change mouse sensitivity.
- Footstep sound too loud.
- Yellow ray coming from you covers half the screen.
- I don't understand what the puzzle is. Sometimes I just enter a new room and all the orbs are already yellow so I don't need to do anything.
- Don' understand the ending, don't know if it's possible to get up to the last elevator.
So I'm super confused because I did not get how the orbs worked. Sometimes they seemed to turn yellow when hitting a wall, sometimes they just turned yellow by themselves, idk.
https://www.twitch.tv/videos/1009532702
I have no idea when things turn yellow xD
But overall I like the idea.
I think overall the gameplay feel could need some more work.
Keep it up, man!
You turn blue balls into yellow balls, then collect it to get rid of your electricity?
Then go to a "connector chair" and the AI says you can't connect anyomore because you have no more electric parts?
Graphics were nice, clear to understand and reminded me on a "Portal"-like environment. ^^
I really liked the atmosphere, but I couldn't pass the first elevator. I don't understand if I need to dodge the blue things (which is really hard on that small place) or what.
However, I think the idea (from what I imagine and read from other comments) is cool, so keep working on it. Congrats for the submission!
Here's where we played it on stream: https://www.twitch.tv/videos/1018587431 starting at about 2:13:30ish.
The Sound effects and "music" in the game is well placed and greatly defined.
The Game Mechanics are working really well and the little riddles are great.
The Secret level shouldn't be behind a "Cheat Wall", just show EVERYONE how BIG you are ;)
Great Game Well Done
the concept is realy cool
https://www.youtube.com/watch?v=bVa3PizAFw8
1 - Mechanics, Learning and Flow:
The main mechanics of the game is based on the exploration of a three-dimensional environment and advancement according to being able to overcome the challenges (in the puzzle style). By controlling the player's character (PC), you can walk, jump, control vision and activate objects using a type of lightning. The game puts us in control of a character that we cannot see, but it suggests that we are humanoid.
Learning to move was easy for me, perhaps because I played games with similar aspects previously (Portal, Portal 2). So I will not be the best person to analyze this specific point in the maximum scope.
In terms of game flow, I felt distressed and anxious a lot of the time, especially in the corrected version. This improved when I played the post event version. I believe that in part this has happened because falling is quite punitive. In addition, there are some elements that could have their speeds changed (the blue radius is very fast and the character's movement movement is very slow (in my view)). Despite this, I found the work very interesting, considering the short time that exists for the event.
2 - Graphics, Audio and Narrative:
The graphics are a highlight of the project, congratulations. There are few elements that I would suggest changing. And it would be interesting to hear news of expansions in terms of more stages and challenges. Unfortunately I get nauseous when playing games in this style (I suffered a lot playing Portal 1 and 2, I suffered/suffer a lot playing Minecraft).
The audio was good for event time, which is more interesting because there is how to adjust the volume (unfortunately there is no way to do this by pausing the game, only in the home menu). I would start, as polishment post jam, the smoothing of the step sound effects (they made my ears hurt a little after repeating time, especially when they were the only elements, maybe lowering the volume or creating variants to draw that are softer could help quite).
There is a narrative, I'm not sure if I fully understood the ending (and I would like to know, if someone reads this and wants to mark me by explaining the ending better it would be interesting).
3 - Culture:
The game talks a lot about games with the same style of camera and mobility, also approaching puzzles and room escape games. I feel that due attention to the narrative can be quite interesting and could be a good starting point to facilitate finding a niche for advertising.
4 - Monetization:
I think you will need to do a lot of polishment and adding stages, but you have an interesting and valid starting point. Narrative work can be the difference between being salable or not.
After seeing your playthrough I realized you got stuck on the third one. I'm not a fan of it and it will have to get reworked in the future, or completely changed. The game in general is a mess, since currently the AI is having identity crisis. We didn't want to create a puzzle so efforts were made to make this game action packed. That's why in the 5th level there's glass breaking below you and enemies flying at you. As you might have realized, we failed since a lot of people still treat it like a puzzle platformer. A great example is level4. We intended for the player to quickly jump in front of the enemies and activate the wall, to make them hit a surface. Most people just activated the wall and hid behind one of the pillars. In the post jam version there was even more confusion, since we didn't account for people doing that, so hiding behind the first pillar does nothing, while the second one does. I am still trying to figure out how they should behave, since the original concept of them hitting a surface is rather more suited for action, not puzzle and the whole "collecting" thing isn't suited for continuation of this project.
Story was quite simple at the time and in the end it became so balanced, that it was confusing to some, but encouraged them to find out more (like different endings and explanations). Keep in mind, that the narration was changed a bit in the post jam release to make it less confusing and work as a tutorial, not a game manual. If you found bits of it funny, keep in mind, that the "funny lines" were added later.
As I mentioned by now level3 isn't that good. I only saw one person figure it out so far. It's rather confusing to have fall damage, while getting the player to jump down an elevator shaft at the end of the game. Also since many people compare this game to Portal2, where there isn't any fall damage it gets even more confusing. This level is harsh, but without the others wouldn't be as simple and cool (as technically it's still a tutorial that teaches you rather harshly how to avoid and defeat the enemies). We tried fixing it after, by adding screens that would tell you to look behind you (many people didn't even know why they were dying), but that created even more geometry which also created more confusion.
Finally: the harsh nature of the enemies. We are aware of that (hard to know how people will play the game, when you know everything). For now the project is idle mode (we have some things to finish before we can focus on it), which means nothing is going to change any time soon. We are planning on adding outlines that you can see through walls, visual clues and also some effects to make you know that something is nearby.
There's a lot of problems to be solved, mechanics to be changed, things to be coded and work to be done. We are ready to take this project to another level, but for now thank you for playing
But I think the blue sparks are too fast and have a big hitbox it feels unbalanced
Adjusting that design would make an even more good game ^^
@cdunham Yes, we are planning on adding an outline visible through walls + a bunch of other ideas, that we will have to test if they will work. The health idea was supposed to be implemented, when the game was supposed to be an action platformer, but in the end we've decided on puzzles and got rid of it. The whole puzzle element is currently being reworked, since it was really a mash up of action + puzzle. We are planning on removing path finding and adding some kind of way of "returning back to idle mode", but that's still just a concept. Your idea of pushing blocks around seems cool, but keep in mind the game is based around "you control power", so that doesn't make sense as a puzzle element. In fact there are already moving walls in some levels (technically it's a platform, but without a fancy model, but who cares)
Beware Angry Blue >:)! :large_blue_diamond:
Sorry we couldn't catch ya while you were in chat. :slight_frown: We actually had quite a bit of fun with this one, hope you enjoy us messing around. :sweat_smile:
I think the game references too much similar games like portal or Cube, while having mechanics that don't really fit in the genre. The First Person view is not really fit for judging distances, so when the big orbs float in your direction it is quite hard to know where exactly they are. And you expect the player to do things like activating a block when the orb is at a certain distance, which need a lot of precision.
The mechanics are also not really well explained in my opinion. I did the first levels without really understanding why the orbs became yellow, it took me until the level with the elevator to understand that blue orbs kill you, and the first few times they killed me while I was looking down to activate the elevator.
The activation system is also a bit strange, especially the range at which you can activate things, that seems to be different for every object, or at least never the one I expected. I thought at first that the change of display of the triangle was a display bug, and it took me time to understand that it was a selection hint.
The fall damage seems a bit inconsistent, maybe it is just caused by the level design that has ledges that don't feel high, but are exactly the height needed to kill you.
But the main thing that I found frustrating is the fact that there are lots of places where you just have to die once to understand how to avoid the obstacle. For example, in a level you go up on an elevator, and an orb that could not be seen from the bottom kills you if you don't stop the elevator at the right time. It is an obstacle easy to avoid, but not the first time, so it is not really a challenge, it is just frustrating. I think it is the main problem of the mechanic : the orbs either die or kill you, so whenever you fail at anything you die and have to restart again.
I think the enemies move too fast though, sometimes it felt more like "Press the button at the right time" rather than "Solve the puzzle", which was a bit frustrating.
Still a great entry, good job!
@asdehielo As I mentioned above. We tried making the game more action packed. We failed. That's why there weren't any puzzles to speak of. Also, not sure about speed. They are supposed to be instant kill after all. In the future the whole concept of enemies will have to be reworked. We have some ideas, but it's rather difficult.