Power Surge 51 by vidarn
Play online on itch.io for fullscreen and mobile support
Colonize asteroids in your mission to build gate network 51, the new galaxy-spanning web of warp gates.
Power Surge 51 is a puzzle game where you must manage your supply of power and minerals while building your way to the power core of each level.
The core emits a power surge every 10 seconds. Build generators to capture the energy and use it to power your colony.
Use the mouse to interact.
post compo updates: * I made the font less horrible. For the original, unreadable experience, go here * I added support for portrait mode, making the game playable on phones (this only works on itch.io, not in the embedded ldjam version). * I fixed a bug where platforms remained when you pressed restart
Good luck!

| Link | https://www.vidarnel.se/code/dir?ci=1c91d713b70c0c13&name=apps/ld51 |
| Link | https://vidarn.itch.io/power-surge-51 |
| Original URL | https://ldjam.com/events/ludum-dare/51/power-surge |
Ratings
| Overall | 27th | 4.09⭐ | 41🧑⚖️ |
| Fun | 83th | 3.763⭐ | 40🧑⚖️ |
| Innovation | 66th | 3.829⭐ | 40🧑⚖️ |
| Theme | 90th | 3.987⭐ | 41🧑⚖️ |
| Graphics | 51th | 4.128⭐ | 41🧑⚖️ |
| Audio | 37th | 3.961⭐ | 40🧑⚖️ |
| Mood | 27th | 4.039⭐ | 40🧑⚖️ |
| Given | 43🗳️ | 56🗨️ |
My main critique is that the font is hard to read. It took me a bit longer than it should of to get into the game, just because I had a hard time comprehending the directions. But when I understood the mechanics, this is a lot of fun! :)
I've also found a bug with infinite platforms, especially making it too easy on the last level.
Nonehteless:
Pros:
- I love the cat on comms
- Pretty subtle and interesting graphics
- Like the narration
- Calming color palette
- Easy to learn puzzle mechanics
- Music in Compo is always a plus, especially this subtle one
Cons:
- Would love a better font usage for text(Did my eyes decieve me, or was I constantly missing an 'i' letter in the text? Was it even there?)
- Not really a con, but minor bugs with infinite platforms and inifinite energy I've found :smile:
Great job!
Being less sleep deprived, I see what you mean about the font! For the sake of accessibility I've made a post compo update to improve it. I hope it should be less unreadable now.
Thanks a lot for reporting the bug with the infinite platforms! ~~I think I'm opting to keep it unfixed, as to not make to many changes after the fact. Plus, it might serve as a help if you get stuck. Consider it my gift to you ;)~~ *I changed my mind, I've fixed the bug. I think it was making people confused.*
For reference, here's a comparison between the old and new font. I've added a link to the original version but for the sake of your eyes, I would not recommend it.


It took me a bit to figure out just how things work but once I did things went pretty smooth! The items you get later definitely help a lot and once you start to work things out and realise just how important the residential buildings are for everything, it's all very manageable. Adding platforms was a nice touch too, lets you really get things moving once you figure out the start.
Glad I managed to finish this one!
Nitpick feedback:
Going forward, I'd change the alarm to something more relaxing. It adds an element of stress to an otherwise very relaxing vibe. It felt like it should really be a pretty sound and some animation of power flowing from the core through the colony.
This game also feel like a really good fit for a "Par" mechanic, like golf. Where there is a target number of flares to win. Would love to have that kind of score displayed at the end.
Overall, I'm floored. Phenomenal work. perfect marks in all categories. Except humor, this game isn't really trying to be funny at all, so I left that one empty blank. (Maybe, opt out of Humor?)
@sarah-alexa thanks for letting me know that it was a bit hard to understand at first. I feel like the intro/tutorial is a bit to wordy, and that it's easy to miss the important info. To paraphrase Mark Twain, I didn't have time to write a short tutorial, so I wrote a long, rambly and hard to understand one instead :laughing:. I might try adding a summary of the main mechanics to the description to make it a easier to understand.
@ben-parisi those are very kind words, thank you :blush:. Also, thanks for the quality feedback! I think your suggestions are really good, both regarding the sound and the scoring mechanic. That's a brilliant idea.
In other news, I've made another post compo update. It's a small tweak, and it's in the spirit of accessibility/porting so I hope it's all right. The full screen web build on itch.io is now playable in portrait mode, and should run on phones.

Waiting for the surge is long, this is my only criticism (but it's the theme...)
The graphics are superb and so is the sound...
So far my favourite game of this LD. (And it's a compo :dizzy_face: )
Such an interesting game. At first I was expecting to get an RTS, but once I started if felt like a puzzle game, but then resource mining was introduces and suddenly it feels like RTS. Such a nice mix of genre and very interesting use of periodic energy burst, like it's not just do something in time or game over, but it's part of the puzzle.
Love it, good job!
There was this only bug that platforms don't get reset after restarting level.
It would be good to have some sort of scoring or urgency - maybe a level needs to be completed in a specified time, or maybe you get more points for completing it quickly.
What engine did you use (if any?)? Did you have a any pre-jam cosebase (no judgment at all, I'm just trying to comprehend how people like you manage it ahah)?
Last point, I found your puzzle design quite clever. Most level looked really dumb at first until I stumbled on unsuspected issues and troubles and had to rethink my whole design multiple times ahah
Only issue for me was that it was quite laggy on my phone using the html5 version. But it's not a recent phone by any mean so nothing surprising here.
@jag good point about the contrast! I've mostly viewed the game on a monitor indoors, but I took a look at my phone on my way to work today and you're right, the readability could definitely be better. The blue did not show up well.
@furano Thank you, that's a good question! I'm quite happy with my setup, so I don't mind sharing some info :)
I don't use any "game engine", but I have my own set of tools that I've slowly been building over the years. I work in C, since I'm very comfortable with the language, and I have a collection of libraries that I've built for my own personal use. They're mostly undocumented and they lack a lot of features, but I feel very productive using them since I know them inside out. Apart from a base framework for graphics and file system tasks, I guess the main things I use are:
* A system for hot reloading code. Whenever I change a source file, the game code is recompiled into a dll that replaces the update function of the running game. This means that I can tweak stuff very easily, compared to having to restart the game constantly.
* A simple ui system with immediate mode functionality that I can use to quickly build debug interfaces. Here's a view of the "level editor" I set up for this game. The ui system is used for the gray panel to the right:

* A built in "sprite editor" that lets me paint directly on any sprite while the game is running. It's a very limited system with a palette of just 32 flat colors, but I've found a style which I like and the immediate feedback is worth a lot in my opinion. Here's a crappy sped up gif of me scribbling on the rock sprite, then playing around with the colors.

* I've been trying to learn a bit more about audio so I spent some time this summer writing a weird realtime synth engine. This was the first time I got to actually use it, and there are some things I want to fix, but it worked quite all right. It's also embedded in the game, so I can easily switch to it with a hotkey while the game is running.

I started the game with a template file that has all the intialization for the different libraries, serialization/deserialization of data and stuff like that. But all the game code was (of course) written during the weekend. I wrote it all in a [single c file](https://www.vidarnel.se/code/file?name=apps/ld51/game.c&ci=1c91d713b70c0c13) and most of the code for the game was in a long (1100 lines) update function. It's kind of a mess, but I only had to keep in all in my head for 48 hours :laughing:
Wow, sorry for the long post! I like writing tools and I guess I got exited when you asked me about them :blush:
Anyway, thanks for playing the game and taking the time to comment, I really appreciate it!
I'm now especially interested in that synth part, will have to look more into it ahaha.
And I don't think there is a sense to place more factories. It's expensive to run and it's a big risk (I lose few times when I did so :laughing:). This makes more resources, but you don't have any deadlines, so you don't need to get resources quickly. So, it's a risk without a good reward.
There is also a bug, after restarting the level, placeable platforms stay.
Anyway, good job! You did a really big effort here.
I fixed the bug with the platforms by the way, thanks to everyone who reported it!
The game play is great I really enjoyed the last level. one small observation is that I am unsure how easy it is to understand that you can bank energy.
I want more levels :laughing:
Amazing job well done!
OVERALL THOUGH this game is goddamn incredible. I played through from start to finish and enjoyed every minute. Amazing job!

In particular, the power-down sound never finished and began to run continuously. I think there's also some uncommunicated soft caps on energy production & storage.
@confusedsoph I hadn't noticed that, thanks for pointing it out! It's so easy to overlook things like that when playtesting your own game, so I'm happy you brought it up. I'm glad you enjoyed the game nonetheless. You're very kind, thank you!
@alpacalypse Haha, wow :rofl: That's amazing! I love the screenshot. I never thought to test that many buildings at once :grin: It looks like pure chaos. Thanks a lot for letting me know about the problem.
@ruruie Thanks for the comment, that's very good to know! I can imagine it being a bit confusing, there could definitely have been better communication about this in the game. The way it works, though, is that you have a maximum cap on the energy. So if you build 8 generators, each producing 4 energy per surge, but the max cap is on 10 energy, then most of what you produce will be wasted. After that, the buildings will consume energy. So even if your generators are theoretically enough, the energy cap will get in the way. On later levels, there's a building that lets you increase the cap, the "battery". So in order to sustain a large colony, you will need both generators and batteries.
Again, this is not explained very well in the game and it's very helpful to know that it was confusing. I will think more about how to communicate it if I decide to do a post jam build of the game once the voting is over. Thanks for playing and taking the time to comment, I appreciate it.
https://youtu.be/JWDRP3KwO-E