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Energy Strike's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #111 | 3.195 | 3.500 |
| Graphics | #133 | 2.556 | 2.800 |
| Controls | #140 | 2.282 | 2.500 |
| Accessibility | #140 | 2.282 | 2.500 |
| Fun | #143 | 2.282 | 2.500 |
| Originality | #143 | 2.556 | 2.800 |
| Overall | #149 | 2.347 | 2.571 |
| Audio | #163 | 1.278 | 1.400 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.6.1
Theme Interpretation
Your have to charge up a powerfull attack to clear the stage of many enemies at once
Discord Username(s)
mpirer
GWJ Participation Level
2
Team Size
1
Generative AI Disclosure
I confirm that this jam entry does not contain any AI-generated content
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Comments
As other commenters already said, I would also have more fun having normal attack on LMB and powerfull on RMB. Nevertheless I still had fun, I like the visuals, the red rectangle while attacking could be replaced with some sword swinging or something, and I guess you planned that or something like that. The powerfull attack looking like a wall swiping away all enemies in range was very satisfying :) I did not win, but that's my skill issue. Overall nice little prototype with potential :)
I thought it was really interesting how the camera zooms out a little bit each time you get energy. In future projects you should make basic attacks LMB instead of RMB - having to right click a lot can be tough for people with trackpads. Great job!
I had fun playing, I ended up getting to 250 points before stopping. Things I liked:
>aoe damage destroying crates - i liked breaking multiple at a time, as well as the charge attack destroying crates from afar and resetting the timers
> aoe damage hitting enemies with knockback
>ghosty pathfinding and local avoidance, thought they had good behavior
things I wanted to see:
>larger area for kick attack. the tradeoff of getting close to multiple enemies to kick instead of just running around to get more charges didn't seem worth it with how little damage the kick did area wise. It seemed like the best strat was to just keep charging the attack since you could just destroy everything that spawned anyway, maybe if the kick would cause crates around me to cooldown quicker or given more points or something then i would have kicked more
>lines on the floor - since the charge attack could break crates far away, it would help to have markings on the floor to stay oriented in the arena so you could play your charge attack to break as many crates as possible
>enemy scaling - the big ones should have had less hp or given more points.
good job overall!
Woooow!
Thank you for such a great, detailed comment and a lot of feedback.
Thank You for taking the time to play and think of all that.
I like the pathfinding turned out well. This was my first shot ever at creating something like this so I'm glad to hear it worked out well.
The basic premise I had for the game was tu run away from a horde of enemies while charging up to then destroy most of them with one charged attack. The kick was mostly added to destroy the crates and so that you would have anything other than the charged attack, but I purposefully didn't want it to be very useful against enemies, because I wanted the player to focus on the charged attack. So basically the best strat you described was pretty much spot on intended by me. Whether that was a good decision is another thing. Tho making the kick hitbox bigger is not a bad idea.
Once more thank You for the detailed feedback and actually playing the game for a while. I was not that haply with it so seeing someone sit through to get 250 points is wild. Cheers!
I can definitely see where you're going with the idea, would love to check out the larger version you mentioned on the game's page!
A bit grindy, and it would've been nice to have a few more variations in enemies, but the character controlled fairly well and I liked the art. One small thing that would've been nice - if LMB and RMB were swapped, the player would be able to spam left click and use the big attack with the right which might've been a bit more comfortable. Overall, still a little unfinished but with some more work it'd make for a nice game. Good job!