Power Loop by Martynas

Controls
- WASD or Arrow keys to move
- Hold or click left mouse button to shoot
- M to toggle music
Windows build is recommended for better performance
| Link | https://drive.google.com/file/d/125wLNjJzBbvGg3TnL-eXGX5Wh00MIVUz/view?usp=sharing |
| Link | https://itsmas.itch.io/power-loop |
| Original URL | https://ldjam.com/events/ludum-dare/51/power-loop |
Ratings
| Overall | 20th | 4.104⭐ | 26🧑⚖️ |
| Fun | 18th | 4.146⭐ | 26🧑⚖️ |
| Innovation | 250th | 3.283⭐ | 25🧑⚖️ |
| Theme | 139th | 3.826⭐ | 25🧑⚖️ |
| Graphics | 73th | 4⭐ | 26🧑⚖️ |
| Audio | 200th | 3.313⭐ | 26🧑⚖️ |
| Mood | 98th | 3.667⭐ | 23🧑⚖️ |
| Given | 25🗳️ | 21🗨️ |
One thing I would like is a mechanic that allows you to survive a hit now and then, since I'd die several times, not know what hit me, and feel rather confused about it.
PS. I think some things are frame rate dependent, running it in chrome (with like 5 fps) gives me 0 range on my attacks, but firefox (where it's smooth) gives me just a tiny bit more range than the exploding enemies have.
Only the font is not at the level of the design.
But great game made in 48h!
this was really nice. The graphics are super crisp, and all of the animations are fluid. It all feels very consistent and minimal, which I'm a big sucker for :p
I also liked the music, it made me feel like a robot (am i playing a robot? still not sure haha)
The one improvement I could see is enemy visibility, once many of them appear on the screen it becomes quite hard to distinguish what's where. Maybe more colors could have helped with this? But the simplistic color sheme has its appeal as well :smile:
Good job!
Nice music and gorgeous particles, thanks for this, and totally in theme, wow :)
I love the mechanic where you move toward the hit. It’s frustrating in the best way and makes for some interesting risk/reward with such a chaotic impulse to movement. Having an upgrade to stop this bit of chaos makes a lot of sense and it's a good upgrade. It’s such a good upgrade that it's mechanically beneficial for the player to take it, but then the player has a less choices to make surrounding their core verbs. The game does get difficult and there’s lots of enemies to focus on so an argument could be made that removing allows for less load on the player later in the game. But I think having a mechanically beneficial upgrade that strips the player of a more decision rich action set is one that players will always game themselves out of having. Instead of the upgrade getting rid of it maybe it could turn it into something useful, like a side dash with i frames when you hit an enemy or the dash does damage on impact. The game is still really really great without the forward push, just thought it’s often the kind of abrasive mechanic that some players hate and wanted to let you know that I thought it was a great addition.
I played this way longer than I should have, great work!