P.O.W.D.E.R. by hsandt

P.O.W.D.E.R. - Powder On Wild Days Explodes Randomly
Play as a delivery elf who must maneuver around obstacles to prevent his package from bursting and deliver it to one of many towns. You can consume the exploded powder to get a buff, but things might get even worse... How long will you resist before giving in to the powder's appeal?
Gameplay
Gameplay
- W/S (Qwerty), Z/S (Azerty) or Up/Down arrow / D-pad/stick direction: move up and down
- A/D (Qwerty), Q/D (Azerty) or Left/Right arrow / D-pad/stick direction: select previous/next powder keg
- Left click on sparking powder keg: consume spark
- Press Space/Enter/Xbox A button: consume spark on currently selected powder keg
- Press Shift/B/Xbox B button: boost (increase base speed level up to 5 times)
System
- WASD/arrow keys: navigate in menu
- F11 / Alt+Enter + Ctrl+Cmd/Meta+F: toggle fullscreen
- H: toggle FPS debug overlay (in top-left of the screen)
- J: take a screenshot to user folder (Linux/OSX: ~/.local/share/godot/app_userdata/LD 53 or ~/.LD 53, Windows: Users\UserName\AppData\Roaming\LD 53)
- N/M: switch to previous/next resolution among standard presets (you can always resize the window in windowed mode) - on Linux, you may need to move the window a little afterward to force refresh
Debug
- Y: quick level restart
Dev status
The game was initially released with v0.4 for Ludum Dare 53 classic Jam deadline (72h) in the Unfinished category, then updated and re-released in the Extra category (3 weeks deadline). We kept the latest version of each development phase on this page: - The classic Jam releases are tagged v0.4. - The Extra Jam releases are tagged v1.0.
Note that any future post-jam updates will be uploaded to itch.io (https://komehara.itch.io/powder). Just check if it has any version above 1.0.
v1.0 - Extra jam release
See itch.io changelog for more info
v0.4 - Classic jam release
The game is unfinished.
- You can move in the level and hit obstacles, but powder buff effects are not triggered as designed.
- You can still click on some powder buffs to consume them into better or worse effects, but the gameplay effects are not visible.
- Some sprites and artworks are missing or replaced with placeholders.
- You cannot lose, your health bar just stays at 0% and you will finish the level anyway.
Team
- Benjamin Nossin: Game & Level Designer - https://bnossin.wixsite.com/portfolio
- hsandt/komehara: Programmer - https://komehara.itch.io
- r0nk: Programmer - https://r0nk.itch.io/
- Rayan: Programmer - https://github.com/akrayan
- Stephen Cromwell "IcySoap": Composer/Sound Designer - https://stephencromwellmusic.com/
- Aly El Din Sakr "RatFace": Artist & Animator - https://ratface_96.artstation.com/
- Noémie: Producer & Team manager - https://noemiev.itch.io/
Free assets
Fonts
- Risque (Open Font License)
- ABeeZee (Open Font License)
- CAT Frankendeutsch (Open Font License)
- Fira Code (Open Font License)
Art
- UI pack: RPG extension (https://kenney.nl/assets/ui-pack-rpg-expansion) by Kenney Vleugels (www.kenney.nl) under CC0
- Old parchment (https://publicdomainvectors.org/en/free-clipart/Old-parchment/50339.html) from https://publicdomainvectors.org/ under Public domain
Ratings
| Given | 9🗳️ | 26🗨️ |
The idea of having random debuff instead of losing when you are hit is interesting, but I think the whole mechanic needs a bit of polishing to really demonstrate your point. I had a great time playing, and I don't want to stop listening to the music.