Play On the Edge of Power
On the Edge of Power's itch.io pageHow does your game incorporate the theme?
Find 10 hidden power items. Each will either strengthen or destroy you. Be brave and choose wisely! Good luck.
What bonus challenges did you complete?
Single pack
No text
Did you use any sort of AI during the development of your submission?
No
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Comments
Don't mind me, just going around collecting fans. But why aren't keys power? Maybe it's keys to a Ferrari, or to a mansion, or to the freedom of this cruel world! But I like the idea of the twist that you don't know which items are your usual "spikes" in the platformer or the "coins" that give you points. I wish it was more obvious which items would give you power, and which are useless. Like if you see an item that is health, then it is power, but if you see a broom then it isn't. Could make you think of the item before you pick it, instead of just randomness. But it's an interesting idea nonetheless. Well done!
Thank you so much for the thoughtful and creative feedback! You’re absolutely right , the idea of giving more meaning or logic to which items give you power (and which don’t) is really smart. I totally agree that making players think before picking up an item (instead of relying on randomness) would add depth to the experience. I’ve taken note of your suggestions and I’ll definitely work on improving that aspect.
Thanks again for playing and sharing your thoughts!
It's a unique type of game. I had to use trial and error throughout.
It wasn't clear what the powers were. The movement feels very slippery and the character doesn't slide off the edges of platforms easily. Combined with instadeath, it can feel quite difficult. I'd probably add a double jump, alongside altering the movement. I'd also change the colour of the player character, as it blends in with most of the other assets.
Are you sure you met the no text bonus challenge, as I got the "wrong object try again" message many times?
I hope this is useful feedback. I look forward to playing your planned update.
Thank you so much for your feedback . It's definitely helpful and much appreciated! You’re absolutely right about the movement; I’ve received similar feedback and I’m currently working on improving the controls and making things feel tighter and more responsive.
The idea of a double jump is really interesting and I may experiment with it in the post-jam version! And yes, I’ll also be adjusting the player’s visuals to stand out better from the environment. As for the “no text” bonus , great catch! You're right, I used minimal text overall but that one slipped through, so technically I didn’t meet the bonus fully. I’ll be more mindful of that in future builds.
Thanks again for playing and for sharing your thoughts , an update is already in the works, so I hope you’ll enjoy the improved version soon!
This is an interesting take on rage game formula I haven't seen before, and I like it! Most of them I've seen focus on mechanical skill for precise jumps and memory for which jumps you need and where but that's usually where the mechanics stop. Having an extra layer of memorization on-top of that and needing to find the right path through a level definitely ramps up the difficulty but it didn't feel unfair. When I died, I felt like it was because I forgot something or made a bad jump and I think that's a good sign for this kind of game. Like others have said, getting stuck to walls when jumping was a bit off-putting but other than that, this is a really promising concept! The only thing I'd recommend is that with this genre of game (at least the ones released recently), there's usually a story or something like that told as you progress to drive you, so it might be something to think about adding if you continue this idea.
Thank you so much for the detailed and thoughtful feedback . I really appreciate it! I’m glad you found the concept fresh and enjoyed the added layer of memorization. Striking the balance between challenge and fairness was something I focused on, so hearing that it didn’t feel unfair means a lot. You're absolutely right about the wall sticking . it's something I'm actively working on improving. And I love your suggestion about adding a story element. That could really give the game more emotional weight and motivation as players progress.
I’m already working on updates for after the jam, and I’ll be building a new version right after it ends , so stay tuned!
Thanks again for playing and for your insight . it really helps!
Very interesting idea and I would be curious to see how you would build on it.
The level design was pretty interesting but as others mentioned there is some slidiness, and I think the ground movement is fine its the jumps that are a bit laggy or feels like there is an input delay. Also jump gets you stuck at the edges.
Congrats on making this in 2 days!
Thank you so much for the feedback and kind words. I really appreciate it! You're absolutely right about the jump mechanics. I’ve heard similar comments and I’m currently working on improving the jump responsiveness and fixing the edge-sticking issue. It means a lot that you found the idea and level design interesting, especially for something made in just 2 days. Thanks again for playing and sharing your thoughts!
It’s a fun idea! I also didn’t love the slidy controls and catching onto walls as some have pointed out. At first when reading the description I thought there would be good powerups giving some extra ability, extra life or something and bad powerups that poison you, make you jump less and such. So I was a bit disappointed by just hitting powerups that resetted me to the beginning. But don’t get me wrong, I think you did well, and it matches the description of what you set out to do! Good job :)
Thank you so much for the honest and thoughtful feedback!
You're absolutely right , the idea of "good or bad" powerups could've been explored in more creative ways, and I totally see how that could’ve made the gameplay more exciting. I'm actually planning to remake the game from scratch, so I’ve taken note of your suggestions and I’ll do my best to reflect them in the new version!
Thanks again for playing and taking the time to share your thoughts . it really means a lot!
I like the concept, it's very unique! I just wish that the same types of powerups (eg, gems) would always have the same result
Thanks so much! Really glad you found the idea unique , that really means a lot! I totally get what you’re saying. Having consistent powerups would definitely make things clearer. But actually, the randomness was intentional . I added it to make the game a bit more challenging and unpredictable during the jam. Still, I’m thinking of balancing it better in future updates. Your feedback helps a lot!
I have noted all your feedback and will carefully consider each one as I continue to improve the game and plan future update!
I think i'm dumb
Haha, join the club! 😅 This game’s designed to mess with your brain ,you're doing better than you think!
I really like the concept of having to memorize and then try to remember which objects are safe, definitely a bit sweaty to try and remember when you're far into a run :D
However, I didn't really understand what gathering power was good for?
Other than that I think you did a good job ^^
Thank you so much for playing and for your thoughtful feedback!
You're totally right , the memory aspect gets intense the longer the run goes, and I’m glad you enjoyed that challenge!
As for the "gathering power" part, you're right again . it's not very clear yet. I'm planning to improve that system and make its purpose more meaningful in the next version. Really appreciate your comment — I'll keep working to make it better!
That was super fun, it felt really good to take different routes to map out which powerups were collectable and which weren't. My only advice would be that you could give the powerups some single use effects, like summoning a clone to test another powerup or a single use double jump, etc. Great job!
Thank you so much! I’m really glad you had fun exploring different routes and figuring out the powerups — that’s exactly the kind of experience I was hoping to create!
I absolutely love your idea about single-use effects like clones or temporary abilities — that’s such a creative suggestion, and I’m definitely going to explore that direction in future updates.
Thanks again for the kind words and for taking the time to play and share your thoughts!
Fun concept mixing platformer and die and retry. I liked it! For next game please support azerty keyboards :) Congrats!
Thank you so much! I'll definitely take your feedback into account and make improvements when I update the game after the jam.
Great job and has potential
Thank you so much! I'm really glad you see the potential. I hope to improve it even more after the jam!
Oh very cool and using my favorite Kenney pack :D Nice job!
Thank you so much!
What an amazing game! I'm excited to playing new parts. Thanks a lot!
Thank you so much for your support! New and more challenging levels are on the way — stay tuned!
My brain needs to be studied, because im one of those that like frustrating games hahaha. Fun concept and congrats for the Game!
Thank you! I'm glad you liked the game.