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A jam submission

BoilerplateView game page

Restore Power or Die Trying
Submitted by beatimortui (@beatimortuiart) — 6 hours, 29 minutes before the deadline
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Boilerplate's itch.io page

Results

CriteriaRankScore*Raw Score
Technical Execution#23.6003.600
Original Concept#22.6002.600
Theme Interpretation#33.2003.200
Game Loop#32.8002.800

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Likes: - the tension that comes from the ambience and darkness - simple premise - creepiness texture on walls after several floors Considerations: - Is there an objective? - What is context for flying mines coming at me? Very simple controls and game premise, which is nice. I did end up dying at floor 7, I didn't know how much health I had, but it would really bolster the game by knowing if we're reaching something and maybe why those mines are following us. It's a really nice start, a nice boilerplate if you will :P
  • Boilerplate Submitted by beatimortui This game understands something that's surprisingly difficult to pull off: atmosphere. The core objective is simple. Navigate a maze of winding corridors, restore power by activating generators, avoid whatever is lurking in the darkness, and survive long enough to escape. It's a straightforward gameplay loop, but it doesn't need to be complicated because the real star of the show is the environment you've created. Right from the opening voiceover—which was an excellent touch, by the way—you establish a sense of unease. The soundtrack, the flashlight cutting through darkness, the claustrophobic hallways... it all comes together beautifully. Before long I found myself constantly asking, "Have I already been down this hallway?" and then, as the environment slowly shifted into something far more disturbing, another question took over: "What is happening down here?" That gradual transformation was fantastic. Watching cold industrial walls slowly give way to something fleshy and almost alive created a sense of escalating dread that kept pulling me forward. I wanted answers. Which ties in perfectly with the theme. You're sent underground to solve a problem—to find the source of whatever has gone wrong—and the deeper you travel, the more unsettling that mission becomes. The source isn't just a destination; it's the reason the atmosphere works so well. Things I'd Explore Next The biggest opportunity I see is expanding the world you've already built. I'd love to discover optional secrets tucked away throughout the facility. Audio logs, notes, environmental storytelling, hidden rooms—anything that rewards players for venturing off the critical path. The setting naturally invites curiosity, and giving players little narrative breadcrumbs would make exploring those corridors even more rewarding. I also think there's room to evolve the objectives alongside the environment. Early on, repairing generators and maintaining machinery fits the industrial setting perfectly. But as the walls begin to change and the facility becomes something... else... it would be really cool to see those tasks evolve too. Maybe you're ripping fleshy growths away from equipment, purging corrupted machinery, or performing increasingly unsettling maintenance that reflects what's happening around you. It would reinforce the feeling that the world itself is changing beneath your feet. The only element that felt a little disconnected for me was the enemy design. As the atmosphere became darker and more organic, I found myself expecting whatever was hunting me to evolve alongside it. The exploding robots are a neat idea, but they didn't quite match the horror aesthetic the environment was building. Whether that's changing the enemies themselves or weaving them more directly into the story, I think there's an opportunity to make the whole experience feel even more cohesive. One thing I wasn't able to determine was the weapon system mentioned in the notes. The controls suggested I could swap tools with the mouse wheel and fire with the left mouse button, but during my playthrough I never found anything besides the flashlight. If that feature was cut due to jam time, I'd absolutely encourage revisiting it. Giving players clever tools—or even makeshift traps built from scrap found throughout the facility—could create some really memorable moments while fitting naturally into the setting. And finally, one small quality-of-life feature I'd recommend for almost every jam game: an audio settings menu. Simple music and volume sliders are easy to overlook, but they make a huge difference. Everyone's audio setup is different, and giving players control over those levels instantly makes a game feel more polished. Final Thoughts This was a genuinely enjoyable experience. You proved that you don't need photorealistic graphics or a massive asset library to create tension. Atmosphere is built through lighting, sound, pacing, and unanswered questions—and you nailed those fundamentals. More than anything, I walked away wanting to know what was really happening beneath that facility. That's a great place to leave a player. Fantastic work. I sincerely hope you continue developing this one because I think you've built the foundation for a really compelling horror game.

Development: Solo or Team?
Solo

Assets: Premade or Fresh?
Both

Is this your first Jam?
No

Discord Tag? (This is to help identify the winner for the winners role award)
edwynglasguensis

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Comments

Submitted

Oh no I think there's a bug! After the beginning cutscene, during the entire game there's the main menu overlay with the scrolling texture and title.

Developer(+1)

Should be fixed now!